// This file was decompiled using SCM.ini published on 2021-11-11
DEFINE OBJECTS 186
DEFINE OBJECT SANNY BUILDER 3.8.5     
DEFINE OBJECT PLAYERSDOOR              // Object number -1
DEFINE OBJECT FAKETARGET               // Object number -2
DEFINE OBJECT MISTYDOOR                // Object number -3
DEFINE OBJECT LAUNDRTDOOR1             // Object number -4
DEFINE OBJECT JOEY_DOOR1               // Object number -5
DEFINE OBJECT JOEY_DOOR2               // Object number -6
DEFINE OBJECT ELECTRICGATE             // Object number -7
DEFINE OBJECT DOGFOODOOR01             // Object number -8
DEFINE OBJECT BANKJOBDOOR              // Object number -9
DEFINE OBJECT CHNABANKDOOR             // Object number -10
DEFINE OBJECT BACKDOOR                 // Object number -11
DEFINE OBJECT FUZBALLDOOR              // Object number -12
DEFINE OBJECT SUBWAYGATE               // Object number -13
DEFINE OBJECT TUNNELENTRANCE           // Object number -14
DEFINE OBJECT HELIX_BARRIER            // Object number -15
DEFINE OBJECT PLYSAV_LFTDR_LFT         // Object number -16
DEFINE OBJECT PLYSAV_LFTDR_RGHT        // Object number -17
DEFINE OBJECT FIXED_INSIDE             // Object number -18
DEFINE OBJECT FIXED_OUTSIDE            // Object number -19
DEFINE OBJECT NEWTOWERDOOR1            // Object number -20
DEFINE OBJECT COLUMBIANGATE            // Object number -21
DEFINE OBJECT AIRPORTDOOR1             // Object number -22
DEFINE OBJECT AIRPORTDOOR2             // Object number -23
DEFINE OBJECT BODYARMOUR               // Object number -24
DEFINE OBJECT INDHELIX_BARRIER         // Object number -25
DEFINE OBJECT LOD_LAND014              // Object number -26
DEFINE OBJECT INFO                     // Object number -27
DEFINE OBJECT HEALTH                   // Object number -28
DEFINE OBJECT ADRENALINE               // Object number -29
DEFINE OBJECT BRIBE                    // Object number -30
DEFINE OBJECT KILLFRENZY               // Object number -31
DEFINE OBJECT LINE                     // Object number -32
DEFINE OBJECT BONUS                    // Object number -33
DEFINE OBJECT BRIDGEFUKA               // Object number -34
DEFINE OBJECT BRIDGEFUKB               // Object number -35
DEFINE OBJECT TRAFFICLIGHT1            // Object number -36
DEFINE OBJECT RD_SRROAD2A50            // Object number -37
DEFINE OBJECT RD_SRROAD2A20            // Object number -38
DEFINE OBJECT RD_SRROAD2A10            // Object number -39
DEFINE OBJECT RD_CROSSRDA1RW22         // Object number -40
DEFINE OBJECT RD_CROSSROADSA24         // Object number -41
DEFINE OBJECT COM_CUST_ROADS25         // Object number -42
DEFINE OBJECT VEG_TREE3                // Object number -43
DEFINE OBJECT DOUBLESTREETLGHT1        // Object number -44
DEFINE OBJECT VEG_TREEA3               // Object number -45
DEFINE OBJECT VEG_TREENEW17            // Object number -46
DEFINE OBJECT STREETLAMP1              // Object number -47
DEFINE OBJECT BOLLARDLIGHT             // Object number -48
DEFINE OBJECT KB_SCRAP_5               // Object number -49
DEFINE OBJECT POLICETENKB1             // Object number -50
DEFINE OBJECT SCRAPERKB3_NIT           // Object number -51
DEFINE OBJECT CHUNK5LAND               // Object number -52
DEFINE OBJECT POLICEALLY               // Object number -53
DEFINE OBJECT POLICE_COM               // Object number -54
DEFINE OBJECT RD_CROSSRDA1W22          // Object number -55
DEFINE OBJECT TREEPATCHKB7             // Object number -56
DEFINE OBJECT ROADPLANTERKB3           // Object number -57
DEFINE OBJECT ROADPLANTERKB1           // Object number -58
DEFINE OBJECT RD_ROAD3A50              // Object number -59
DEFINE OBJECT AMCO_FLOOR               // Object number -60
DEFINE OBJECT RD_ROAD2A20              // Object number -61
DEFINE OBJECT BROADWAYBUILD2           // Object number -62
DEFINE OBJECT BROADWAYBUILD            // Object number -63
DEFINE OBJECT AREA5BUILD2              // Object number -64
DEFINE OBJECT COMSWCENTRALBLD7         // Object number -65
DEFINE OBJECT PAPERMACHN01             // Object number -66
DEFINE OBJECT COMSWCENTRALBLD6         // Object number -67
DEFINE OBJECT COM_21WAY5               // Object number -68
DEFINE OBJECT COM_21WAY50              // Object number -69
DEFINE OBJECT COM_21WAY10              // Object number -70
DEFINE OBJECT CM1WAYCROSSCOM           // Object number -71
DEFINE OBJECT COM_21WAY20              // Object number -72
DEFINE OBJECT TW@T_CAFE                // Object number -73
DEFINE OBJECT VEG_BUSH14               // Object number -74
DEFINE OBJECT TREEPATCHTTWRS           // Object number -75
DEFINE OBJECT FLATIRON1                // Object number -76
DEFINE OBJECT BLOCK4_GROUND01          // Object number -77
DEFINE OBJECT PLANTER_SHORT            // Object number -78
DEFINE OBJECT COM_RVROADS52            // Object number -79
DEFINE OBJECT ROAD_BROADWAY04          // Object number -80
DEFINE OBJECT COM_ROADSRV              // Object number -81
DEFINE OBJECT RD_ROAD1A20              // Object number -82
DEFINE OBJECT RD_CROSSROADS11          // Object number -83
DEFINE OBJECT OFIS_BILDKB_4            // Object number -84
DEFINE OBJECT RD_ROAD1A10              // Object number -85
DEFINE OBJECT COM_ROADKB23             // Object number -86
DEFINE OBJECT COM_CUST_ROADS57         // Object number -87
DEFINE OBJECT COM_ROADKB22             // Object number -88
DEFINE OBJECT KB_UNDERPASS             // Object number -89
DEFINE OBJECT MUSEUM                   // Object number -90
DEFINE OBJECT NBCOM_ROADKB01           // Object number -91
DEFINE OBJECT BVBRIDGSPPRT01           // Object number -92
DEFINE OBJECT FLATIRON1B               // Object number -93
DEFINE OBJECT NBBRIDGCABLS01           // Object number -94
DEFINE OBJECT NBBRIDGERDB              // Object number -95
DEFINE OBJECT NBBRIDGERDA              // Object number -96
DEFINE OBJECT OVERPASS_COMSE           // Object number -97
DEFINE OBJECT COM_LANDNEW221B          // Object number -98
DEFINE OBJECT COM_LANDNEW221           // Object number -99
DEFINE OBJECT LODTIRON1B               // Object number -100
DEFINE OBJECT KB_OFIS1                 // Object number -101
DEFINE OBJECT COMTREEPATCHPRK          // Object number -102
DEFINE OBJECT HOTEL2                   // Object number -103
DEFINE OBJECT UNDERGROUND_OVER7        // Object number -104
DEFINE OBJECT RD_ROAD1A50              // Object number -105
DEFINE OBJECT KBPLANTER4               // Object number -106
DEFINE OBJECT BLOCK4_SCRAPERL0         // Object number -107
DEFINE OBJECT COM_ROADKB12             // Object number -108
DEFINE OBJECT PLANTERBTM_1             // Object number -109
DEFINE OBJECT LODRIDGSPPRT01           // Object number -110
DEFINE OBJECT LODOM_ROADKB01           // Object number -111
DEFINE OBJECT LODRIDGERDA              // Object number -112
DEFINE OBJECT LODRIDGERDB              // Object number -113
DEFINE OBJECT LODRIDGCABLS01           // Object number -114
DEFINE OBJECT IND_CUSTOMROAD003        // Object number -115
DEFINE OBJECT KMRICNDO01               // Object number -116
DEFINE OBJECT KMRICNDO02               // Object number -117
DEFINE OBJECT COM_DOCKSAA              // Object number -118
DEFINE OBJECT COM_PIER3                // Object number -119
DEFINE OBJECT GRD_OVERPASS19KB         // Object number -120
DEFINE OBJECT GRD_OVERPASS19BKB        // Object number -121
DEFINE OBJECT COM_DOCKSB               // Object number -122
DEFINE OBJECT NEWDOCKBUILDING2         // Object number -123
DEFINE OBJECT NEWDOCKBUILDING          // Object number -124
DEFINE OBJECT NBBRIDGFK2               // Object number -125
DEFINE OBJECT DAMGBRIDGERDB            // Object number -126
DEFINE OBJECT DAMGBBRIDGERDA           // Object number -127
DEFINE OBJECT LODRIDGFK2               // Object number -128
DEFINE OBJECT LODGBRIDGERDB            // Object number -129
DEFINE OBJECT LODGBBRIDGERDA           // Object number -130
DEFINE OBJECT INDHIBUILD3              // Object number -131
DEFINE OBJECT LUIGICLUBOUT             // Object number -132
DEFINE OBJECT LUIGIINEERCLUB           // Object number -133
DEFINE OBJECT JOGARAGEEXT              // Object number -134
DEFINE OBJECT JOGARAGEINT              // Object number -135
DEFINE OBJECT POLICEBALLSIGNS          // Object number -136
DEFINE OBJECT NOODLESBOX               // Object number -137
DEFINE OBJECT IND_NEWRIZZOS            // Object number -138
DEFINE OBJECT BRIEFCASE                // Object number -139
DEFINE OBJECT SALVSDETAIL              // Object number -140
DEFINE OBJECT SWANK_INSIDE             // Object number -141
DEFINE OBJECT FRANKSCLB02              // Object number -142
DEFINE OBJECT FSHFCTRY_DSTRYD          // Object number -143
DEFINE OBJECT FISH01                   // Object number -144
DEFINE OBJECT FISHFCTORY               // Object number -145
DEFINE OBJECT IND_LAND089C             // Object number -146
DEFINE OBJECT MAK_SEMTECH              // Object number -147
DEFINE OBJECT MAK_BOMB01               // Object number -148
DEFINE OBJECT CS8_DOOR                 // Object number -149
DEFINE OBJECT BARREL4                  // Object number -150
DEFINE OBJECT RUSTSHIP_STRUCTURE       // Object number -151
DEFINE OBJECT LODTSHIP_STRUCTURE       // Object number -152
DEFINE OBJECT BOATRAMP1                // Object number -153
DEFINE OBJECT DONKEYMAG                // Object number -154
DEFINE OBJECT CONDO_IVY                // Object number -155
DEFINE OBJECT IND_CUSTOMROAD016        // Object number -156
DEFINE OBJECT POLICE_CELHOLE           // Object number -157
DEFINE OBJECT POLICE_CELL_WALL         // Object number -158
DEFINE OBJECT CASINO_GARDEN            // Object number -159
DEFINE OBJECT RUBBLE01                 // Object number -160
DEFINE OBJECT RUBBLE02                 // Object number -161
DEFINE OBJECT CONVSTORE01              // Object number -162
DEFINE OBJECT CONVSTRE_DMGE01          // Object number -163
DEFINE OBJECT CONVSTORE01_DOOR         // Object number -164
DEFINE OBJECT TOILET                   // Object number -165
DEFINE OBJECT SAFEHOUSE                // Object number -166
DEFINE OBJECT FILES                    // Object number -167
DEFINE OBJECT TOILET_CUBICLE_DR2       // Object number -168
DEFINE OBJECT BARREL2                  // Object number -169
DEFINE OBJECT BODYCAST                 // Object number -170
DEFINE OBJECT TSHRORCKGRDN             // Object number -171
DEFINE OBJECT TSHRORCKGRDN_ALFAS       // Object number -172
DEFINE OBJECT DEADMAN1                 // Object number -173
DEFINE OBJECT DEADMANOBLOOD            // Object number -174
DEFINE OBJECT CSITECUTSCENE            // Object number -175
DEFINE OBJECT SCAFFOLDLIFT             // Object number -176
DEFINE OBJECT BROKEN_INSIDE            // Object number -177
DEFINE OBJECT BROKEN_OUTSIDE           // Object number -178
DEFINE OBJECT COFFEE                   // Object number -179
DEFINE OBJECT PACKAGELARGE             // Object number -180
DEFINE OBJECT BOUY                     // Object number -181
DEFINE OBJECT NEW_COLMANSN             // Object number -182
DEFINE OBJECT LANDPART15               // Object number -183
DEFINE OBJECT SECURITY_HUT             // Object number -184
DEFINE OBJECT COLUMANSION_WALL         // Object number -185

DEFINE MISSIONS 80
DEFINE MISSION 0 AT @INTRO             // Intro Movie
DEFINE MISSION 1 AT @HEALTH            // Hospital Info Scene
DEFINE MISSION 2 AT @WANTED            // Police Station Info Scene
DEFINE MISSION 3 AT @RC1               // RC Diablo Destruction
DEFINE MISSION 4 AT @RC2               // RC Mafia Massacre
DEFINE MISSION 5 AT @RC3               // RC Rumpo Rampage
DEFINE MISSION 6 AT @RC4               // RC Casino Calamity
DEFINE MISSION 7 AT @T4X4_1            // Patriot Playground
DEFINE MISSION 8 AT @T4X4_2            // A Ride In The Park
DEFINE MISSION 9 AT @T4X4_3            // Gripped!
DEFINE MISSION 10 AT @MAYHEM           // Multistorey Mayhem
DEFINE MISSION 11 AT @AMBULAN          // Paramedic
DEFINE MISSION 12 AT @FIRETRU          // Firefighter
DEFINE MISSION 13 AT @COPCAR           // Vigilante
DEFINE MISSION 14 AT @TAXI             // Taxi Driver
DEFINE MISSION 15 AT @MEAT1            // The Crook
DEFINE MISSION 16 AT @MEAT2            // The Thieves
DEFINE MISSION 17 AT @MEAT3            // The Wife
DEFINE MISSION 18 AT @MEAT4            // Her Lover
DEFINE MISSION 19 AT @EIGHT            // Give Me Liberty and Luigi's Girls
DEFINE MISSION 20 AT @LUIGI2           // Don't Spank My Bitch Up
DEFINE MISSION 21 AT @LUIGI3           // Drive Misty For Me
DEFINE MISSION 22 AT @LUIGI4           // Pump-Action Pimp
DEFINE MISSION 23 AT @LUIGI5           // The Fuzz Ball
DEFINE MISSION 24 AT @JOEY1            // Mike Lips Last Lunch
DEFINE MISSION 25 AT @JOEY2            // Farewell 'Chunky' Lee Chong
DEFINE MISSION 26 AT @JOEY3            // Van Heist
DEFINE MISSION 27 AT @JOEY4            // Cipriani's Chauffeur
DEFINE MISSION 28 AT @JOEY5            // Dead Skunk In The Trunk
DEFINE MISSION 29 AT @JOEY6            // The Getaway
DEFINE MISSION 30 AT @TONI1            // Taking Out The Laundry
DEFINE MISSION 31 AT @TONI2            // The Pick-Up
DEFINE MISSION 32 AT @TONI3            // Salvatore's Called A Meeting
DEFINE MISSION 33 AT @TONI4            // Triads And Tribulations
DEFINE MISSION 34 AT @TONI5            // Blow Fish
DEFINE MISSION 35 AT @FRANK1           // Chaperone
DEFINE MISSION 36 AT @FRANK2           // Cutting The Grass
DEFINE MISSION 37 AT @FRANK21          // Bomb Da Base: Act I
DEFINE MISSION 38 AT @FRANK3           // Bomb Da Base: Act II
DEFINE MISSION 39 AT @FRANK4           // Last Requests
DEFINE MISSION 40 AT @DIABLO1          // Turismo
DEFINE MISSION 41 AT @DIABLO2          // I Scream, You Scream
DEFINE MISSION 42 AT @DIABLO3          // Trial By Fire
DEFINE MISSION 43 AT @DIABLO4          // Big'N'Veiny
DEFINE MISSION 44 AT @ASUKA1           // Sayonara Salvatore
DEFINE MISSION 45 AT @ASUKA2           // Under Surveillance
DEFINE MISSION 46 AT @ASUKA3           // Paparazzi Purge
DEFINE MISSION 47 AT @ASUKA4           // Payday For Ray
DEFINE MISSION 48 AT @ASUKA5           // Two-Faced Tanner
DEFINE MISSION 49 AT @KENJI1           // Kanbu Bust-Out
DEFINE MISSION 50 AT @KENJI2           // Grand Theft Auto
DEFINE MISSION 51 AT @KENJI3           // Deal Steal
DEFINE MISSION 52 AT @KENJI4           // Shima
DEFINE MISSION 53 AT @KENJI5           // Smack Down
DEFINE MISSION 54 AT @RAY1             // Silence The Sneak
DEFINE MISSION 55 AT @RAY2             // Arms Shortage
DEFINE MISSION 56 AT @RAY3             // Evidence Dash
DEFINE MISSION 57 AT @RAY4             // Gone Fishing
DEFINE MISSION 58 AT @RAY5             // Plaster Blaster
DEFINE MISSION 59 AT @RAY6             // Marked Man
DEFINE MISSION 60 AT @LOVE1            // Liberator
DEFINE MISSION 61 AT @LOVE2            // Waka-Gashira Wipeout!
DEFINE MISSION 62 AT @LOVE3            // A Drop In The Ocean
DEFINE MISSION 63 AT @YARD1            // Bling-Bling Scramble
DEFINE MISSION 64 AT @YARD2            // Uzi Rider
DEFINE MISSION 65 AT @YARD3            // Gangcar Round-Up
DEFINE MISSION 66 AT @YARD4            // Kingdom Come
DEFINE MISSION 67 AT @LOVE4            // Grand Theft Aero
DEFINE MISSION 68 AT @LOVE5            // Escort Service
DEFINE MISSION 69 AT @LOVE6            // Decoy
DEFINE MISSION 70 AT @LOVE7            // Love's Disappearance
DEFINE MISSION 71 AT @ASUSB1           // Bait
DEFINE MISSION 72 AT @ASUSB2           // Espresso-2-Go!
DEFINE MISSION 73 AT @ASUSB3           // S.A.M.
DEFINE MISSION 74 AT @HOOD1            // Uzi Money
DEFINE MISSION 75 AT @HOOD2            // Toyminator
DEFINE MISSION 76 AT @HOOD3            // Rigged To Blow
DEFINE MISSION 77 AT @HOOD4            // Bullion Run
DEFINE MISSION 78 AT @HOOD5            // Rumble
DEFINE MISSION 79 AT @CAT1             // The Exchange


//-------------MAIN---------------
script_name 'MAIN' 
$2 = 0.0625 // $ = float 
0086: $3 = $2 // $ = $ float 
$3 /= 2.0 // $ /= float 
0086: $4 = $3 // $ = $ float 
$4 /= 2.0 // $ /= float 
$5 = 250 // $ = int 
$FLAG_TAKEN_MONEY_OFF_FM3 = 0 // $ = int 
$FLAG_PLAYER_HAD_GUN_MESSAGE = 0 // $ = int 
$FLAG_REACHED_HIDEOUT = 0 // $ = int 
$9 = 0 // $ = int 
$BLOB_FLAG = 0 // $ = int 
042C: set_total_missions_to 73 
030D: set_total_mission_points_to 154 
029B: $PLAYERSDOOR = init_object #PLAYERSDOOR at 890.875 -307.6875 8.75 
01C7: remove_object_from_mission_cleanup_list $PLAYERSDOOR 
029B: $31 = init_object #FAKETARGET at 1078.688 -384.75 15.375 
01C7: remove_object_from_mission_cleanup_list $31 
029B: $32 = init_object #FAKETARGET at 1080.5 -384.75 15.375 
01C7: remove_object_from_mission_cleanup_list $32 
029B: $33 = init_object #FAKETARGET at 1082.25 -384.75 15.375 
01C7: remove_object_from_mission_cleanup_list $33 
029B: $MISTY_DOOR1 = init_object #MISTYDOOR at 945.625 -272.25 4.8125 
01C7: remove_object_from_mission_cleanup_list $MISTY_DOOR1 
029B: $MISTY_DOOR2 = init_object #MISTYDOOR at 942.6875 -273.6875 4.8125 
01C7: remove_object_from_mission_cleanup_list $MISTY_DOOR2 
0177: set_object $MISTY_DOOR2 z_angle_to 180.0 
029B: $LAUNDRETE_DOOR1 = init_object #LAUNDRTDOOR1 at 845.75 -662.75 15.0625 
01C7: remove_object_from_mission_cleanup_list $LAUNDRETE_DOOR1 
029B: $LAUNDRETE_DOOR2 = init_object #LAUNDRTDOOR1 at 845.75 -664.8125 15.0625 
01C7: remove_object_from_mission_cleanup_list $LAUNDRETE_DOOR2 
0177: set_object $LAUNDRETE_DOOR2 z_angle_to 180.0 
029B: $JOEYS_GARAGE_DOOR2 = init_object #JOEY_DOOR1 at 1192.188 -867.25 14.0625 
01C7: remove_object_from_mission_cleanup_list $JOEYS_GARAGE_DOOR2 
0177: set_object $JOEYS_GARAGE_DOOR2 z_angle_to 45.0 
029B: $JOEYS_GARAGE_DOOR3 = init_object #JOEY_DOOR2 at 1190.063 -869.3125 14.1875 
01C7: remove_object_from_mission_cleanup_list $JOEYS_GARAGE_DOOR3 
0177: set_object $JOEYS_GARAGE_DOOR3 z_angle_to 45.0 
029B: $DOGFOOD_FACTORY_GATE = init_object #ELECTRICGATE at 1250.375 -812.0 13.9375 
01C7: remove_object_from_mission_cleanup_list $DOGFOOD_FACTORY_GATE 
0177: set_object $DOGFOOD_FACTORY_GATE z_angle_to 225.0 
029B: $DOGGY_DOOR = init_object #DOGFOODOOR01 at 1205.25 -802.875 15.0 
01C7: remove_object_from_mission_cleanup_list $DOGGY_DOOR 
0177: set_object $DOGGY_DOOR z_angle_to 45.0 
029B: $FISH_FACTORY_GATE = init_object #ELECTRICGATE at 1016.0 -1107.938 12.25 
01C7: remove_object_from_mission_cleanup_list $FISH_FACTORY_GATE 
0177: set_object $FISH_FACTORY_GATE z_angle_to 90.0 
029B: $BANK_JOB_DOOR = init_object #BANKJOBDOOR at 1087.5 -233.75 11.0 
01C7: remove_object_from_mission_cleanup_list $BANK_JOB_DOOR 
029B: $BANKDOOR1 = init_object #CHNABANKDOOR at 1035.563 -700.75 15.3125 
01C7: remove_object_from_mission_cleanup_list $BANKDOOR1 
029B: $BANKDOOR2 = init_object #CHNABANKDOOR at 1035.563 -699.375 15.3125 
01C7: remove_object_from_mission_cleanup_list $BANKDOOR2 
0177: set_object $BANKDOOR2 z_angle_to 180.0 
029B: $BACKDOOR = init_object #BACKDOOR at 891.0 -416.375 14.9375 
01C7: remove_object_from_mission_cleanup_list $BACKDOOR 
029B: $FUZZ_DOOR1 = init_object #FUZBALLDOOR at 1001.625 -887.8125 15.75 
0177: set_object $FUZZ_DOOR1 z_angle_to 180.0 
01C7: remove_object_from_mission_cleanup_list $FUZZ_DOOR1 
029B: $FUZZ_DOOR2 = init_object #FUZBALLDOOR at 998.3125 -887.9375 15.75 
0177: set_object $FUZZ_DOOR2 z_angle_to 0.0 
01C7: remove_object_from_mission_cleanup_list $FUZZ_DOOR2 
029B: $SUBWAY_GATE_INDUSTRIAL = init_object #SUBWAYGATE at 988.9375 -471.75 5.1875 
01C7: remove_object_from_mission_cleanup_list $SUBWAY_GATE_INDUSTRIAL 
0177: set_object $SUBWAY_GATE_INDUSTRIAL z_angle_to 90.0 
029B: $TUNNEL_GATE_INDUSTRIAL = init_object #TUNNELENTRANCE at 730.3125 172.4375 -21.0625 
01C7: remove_object_from_mission_cleanup_list $TUNNEL_GATE_INDUSTRIAL 
029B: $HELIX_BARRIER = init_object #HELIX_BARRIER at -73.125 -630.3125 25.875 
01C7: remove_object_from_mission_cleanup_list $HELIX_BARRIER 
029B: $46 = init_object #PLYSAV_LFTDR_LFT at 103.8125 -482.75 16.25 
01C7: remove_object_from_mission_cleanup_list $46 
029B: $47 = init_object #PLYSAV_LFTDR_RGHT at 102.1875 -482.75 16.25 
01C7: remove_object_from_mission_cleanup_list $47 
0177: set_object $47 z_angle_to 180.0 
029B: $POLICE_DOOR_ONE = init_object #ELECTRICGATE at 366.125 -1128.5 21.9375 
01C7: remove_object_from_mission_cleanup_list $POLICE_DOOR_ONE 
0177: set_object $POLICE_DOOR_ONE z_angle_to 180.0 
029B: $POLICE_DOOR_TWO = init_object #ELECTRICGATE at 326.25 -1128.5 21.9375 
01C7: remove_object_from_mission_cleanup_list $POLICE_DOOR_TWO 
0177: set_object $POLICE_DOOR_TWO z_angle_to 180.0 
029B: $COLOMBIAN_GATE = init_object #ELECTRICGATE at 91.5625 -318.5625 15.25 
01C7: remove_object_from_mission_cleanup_list $COLOMBIAN_GATE 
0177: set_object $COLOMBIAN_GATE z_angle_to 270.0 
029B: $PHILS_COMPND_GATE = init_object #ELECTRICGATE at 147.1875 207.3125 10.5625 
01C7: remove_object_from_mission_cleanup_list $PHILS_COMPND_GATE 
0177: set_object $PHILS_COMPND_GATE z_angle_to 270.0 
029B: $INSIDE_FENCE = init_object #FIXED_INSIDE at 362.8125 -341.875 17.125 
01C7: remove_object_from_mission_cleanup_list $INSIDE_FENCE 
029B: $OUTSIDE_FENCE = init_object #FIXED_OUTSIDE at 360.8125 -391.375 22.5625 
01C7: remove_object_from_mission_cleanup_list $OUTSIDE_FENCE 
029B: $56 = init_object #NEWTOWERDOOR1 at -664.3125 2.875 19.5 
01C7: remove_object_from_mission_cleanup_list $56 
0177: set_object $56 z_angle_to 180.0 
029B: $COLUMBIAN_GATE2 = init_object #COLUMBIANGATE at -363.0 250.4375 61.3125 
01C7: remove_object_from_mission_cleanup_list $COLUMBIAN_GATE2 
0177: set_object $COLUMBIAN_GATE2 z_angle_to 180.0 
029B: $AIRPORTDOOR1 = init_object #AIRPORTDOOR1 at -770.375 -599.25 11.8125 
01C7: remove_object_from_mission_cleanup_list $AIRPORTDOOR1 
029B: $AIRPORTDOOR2 = init_object #AIRPORTDOOR2 at -770.375 -601.3125 11.8125 
01C7: remove_object_from_mission_cleanup_list $AIRPORTDOOR2 
01F0: set_max_wanted_level_to 4 
0219: $60 = create_garage 16 from 891.25 -311.0625 7.6875 898.375 -315.5 12.6875 
0219: $COLLECT_ALL_CARS1 = create_garage 8 from 1496.75 -686.1875 11.0 1523.25 -666.75 17.0 
03DA: set_garage $COLLECT_ALL_CARS1 camera_follows_player 
0219: $61 = create_garage 3 from 1284.563 -100.5 13.5625 1278.0 -111.0 18.5625 
0219: $SPRAYSHOP1 = create_garage 5 from 921.0 -367.5 9.75 928.6875 -355.0625 14.75 
0219: $FRANKIE_GARAGE = create_garage 21 from 1428.75 -187.0 49.6875 1442.5 -179.875 54.6875 
03BB: set_garage $FRANKIE_GARAGE door_type_to_swing_open 
0219: $GARAGE_BANK = create_garage 1 from 1440.688 -805.5625 10.875 1449.75 -782.0625 15.875 
0219: $GARAGE_LM2 = create_garage 1 from 1074.0 -578.0 13.0 1085.0 -568.0 17.0 
$GARAGE_MIN_X_YD3 = 257.0 // $ = float 
$GARAGE_MIN_Y_YD3 = -803.0 // $ = float 
$GARAGE_MAX_X_YD3 = 263.0 // $ = float 
$GARAGE_MAX_Y_YD3 = -795.5 // $ = float 
0219: $70 = create_garage 17 from 115.0625 -475.25 15.0 106.875 -487.0625 19.0 
0219: $71 = create_garage 2 from 386.0 -573.0 25.1875 376.5625 -580.0625 30.1875 
0219: $72 = create_garage 5 from 386.0 -490.0 25.1875 376.5625 -497.0 30.1875 
0219: $RAYS_PRIZE_GARAGE = create_garage 19 from 245.375 -992.1875 20.0 234.375 -1000.5 24.0 
03BB: set_garage $RAYS_PRIZE_GARAGE door_type_to_swing_open 
0219: $WITSEC_GARAGE = create_garage 11 from 375.0 -441.5 20.0625 386.0 -434.0 25.0625 
0219: $GARAGE_KM2 = create_garage 1 from 377.25 -511.375 25.0625 383.6875 -502.0 30.0 
0219: $GARAGE1_LOVE1 = create_garage 19 from 63.75 -307.875 15.1875 70.0 -316.6875 19.1875 
0219: $GARAGE2_LOVE1 = create_garage 19 from 53.0 -308.0 15.1875 60.0 -316.6875 19.1875 
0219: $GARAGE3_LOVE1 = create_garage 19 from 24.875 -344.0 15.1875 30.5625 -337.0625 19.1875 
0219: $GARAGE4_LOVE1 = create_garage 19 from 24.5 -355.0 15.1875 30.5625 -346.0 19.1875 
0219: $GARAGE5_LOVE1 = create_garage 19 from 52.5 -388.0 15.1875 42.0 -374.0625 19.1875 
0219: $GARAGE_YD3 = create_garage 1 from $GARAGE_MIN_X_YD3 $GARAGE_MIN_Y_YD3 26.75 $GARAGE_MAX_X_YD3 $GARAGE_MAX_Y_YD3 31.75 
0219: $87 = create_garage 18 from -662.5 -47.375 17.0 -670.6875 -30.0 22.0 
03BB: set_garage $87 door_type_to_swing_open 
03DA: set_garage $87 camera_follows_player 
0219: $93 = create_garage 5 from -1139.0 37.75 55.0 -1148.5 32.0625 65.0 
0219: $88 = create_garage 4 from -1078.875 58.0 56.0 -1086.0 49.0 65.0 
0219: $COLLECT_ALL_CARS2 = create_garage 9 from -1117.5 150.875 55.0 -1097.688 121.1875 65.0 
03DA: set_garage $COLLECT_ALL_CARS2 camera_follows_player 
0219: $GARAGE_HM3 = create_garage 14 from 1346.875 -315.5 49.0 1352.5 -310.6875 53.0 
0219: $GARAGE_HM4 = create_garage 20 from -824.6875 -165.5 32.75 -843.5 -171.6875 37.0 
0219: $ESCORT_GARAGE = create_garage 19 from -1049.125 -77.4375 37.75 -1037.188 -69.125 42.75 
03BB: set_garage $ESCORT_GARAGE door_type_to_swing_open 
0368: create_ev_crane 1570.25 -675.375 1565.688 -686.5 1576.75 -706.5625 1639.875 -696.6875 26.0 0.0 
02FB: create_crusher_crane 1119.75 51.75 1135.75 56.0625 1149.75 46.25 1143.0 59.875 5.0 180.0 
015C: set_zone_gang_info 'CITYZON' 1 12 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'CITYZON' 0 8 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CITYZON' 1 10 0 0 0 0 0 0 0 20 240 240 240 240 0 0 
0152: set_zone_car_info 'CITYZON' 0 8 0 0 0 0 0 0 0 10 240 240 240 240 0 0 
0324: set_zone_pedgroup_info 'CITYZON' 1 0  // Liberty City
0324: set_zone_pedgroup_info 'CITYZON' 0 0  // Liberty City
015C: set_zone_gang_info 'IND_ZON' 1 12 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'IND_ZON' 0 8 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'IND_ZON' 1 10 0 0 0 0 0 0 0 20 500 0 0 450 0 0 
0152: set_zone_car_info 'IND_ZON' 0 8 0 0 0 0 0 0 0 10 500 0 0 450 0 0 
0324: set_zone_pedgroup_info 'IND_ZON' 1 11  // Portland
0324: set_zone_pedgroup_info 'IND_ZON' 0 12  // Portland
015C: set_zone_gang_info 'COM_ZON' 1 12 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'COM_ZON' 0 8 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'COM_ZON' 1 10 0 0 0 0 0 0 0 20 0 300 450 150 0 0 
0152: set_zone_car_info 'COM_ZON' 0 8 0 0 0 0 0 0 0 10 0 300 450 150 0 0 
0324: set_zone_pedgroup_info 'COM_ZON' 1 0  // Staunton Island
0324: set_zone_pedgroup_info 'COM_ZON' 0 0  // Staunton Island
015C: set_zone_gang_info 'SUB_ZON' 1 12 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'SUB_ZON' 0 8 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'SUB_ZON' 1 10 0 0 0 0 0 0 0 20 0 500 450 0 0 0 
0152: set_zone_car_info 'SUB_ZON' 0 8 0 0 0 0 0 0 0 10 0 500 450 0 0 0 
0324: set_zone_pedgroup_info 'SUB_ZON' 1 0  // Shoreside Vale
0324: set_zone_pedgroup_info 'SUB_ZON' 0 0  // Shoreside Vale
015C: set_zone_gang_info 'LITTLEI' 1 17 300 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'LITTLEI' 0 11 400 0 0 0 0 0 0 10 
0152: set_zone_car_info 'LITTLEI' 1 10 100 0 0 0 0 0 0 20 400 0 0 350 20 0 
0152: set_zone_car_info 'LITTLEI' 0 8 150 0 0 0 0 0 0 10 550 0 0 150 0 0 
0324: set_zone_pedgroup_info 'LITTLEI' 1 3  // Saint Mark's
0324: set_zone_pedgroup_info 'LITTLEI' 0 4  // Saint Mark's
015C: set_zone_gang_info 'CHINA' 1 20 0 300 0 0 0 0 0 20 
015C: set_zone_gang_info 'CHINA' 0 12 0 400 0 0 0 0 0 10 
0152: set_zone_car_info 'CHINA' 1 10 0 100 0 0 0 0 0 10 400 0 0 350 0 0 
0152: set_zone_car_info 'CHINA' 0 8 0 150 0 0 0 0 0 20 550 0 0 200 0 0 
0324: set_zone_pedgroup_info 'CHINA' 1 5  // Chinatown
0324: set_zone_pedgroup_info 'CHINA' 0 6  // Chinatown
015C: set_zone_gang_info 'TOWERS' 1 15 0 0 300 0 0 0 0 0 
015C: set_zone_gang_info 'TOWERS' 0 10 0 0 400 0 0 0 0 0 
0152: set_zone_car_info 'TOWERS' 1 8 0 0 100 0 0 0 0 20 400 0 0 350 0 0 
0152: set_zone_car_info 'TOWERS' 0 6 0 0 150 0 0 0 0 10 550 0 0 200 0 0 
0324: set_zone_pedgroup_info 'TOWERS' 1 9  // Hepburn Heights
0324: set_zone_pedgroup_info 'TOWERS' 0 10  // Hepburn Heights
015C: set_zone_gang_info 'REDLIGH' 1 6 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'REDLIGH' 0 13 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'REDLIGH' 1 5 0 0 0 0 0 0 0 10 550 0 0 350 0 0 
0152: set_zone_car_info 'REDLIGH' 0 7 0 0 0 0 0 0 0 20 600 0 0 200 0 0 
0324: set_zone_pedgroup_info 'REDLIGH' 1 1  // Red Light District
0324: set_zone_pedgroup_info 'REDLIGH' 0 2  // Red Light District
015C: set_zone_gang_info 'PORT_I' 1 10 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'PORT_I' 0 7 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_I' 1 8 0 0 0 0 0 0 0 20 300 0 0 400 20 0 
0152: set_zone_car_info 'PORT_I' 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0 
0324: set_zone_pedgroup_info 'PORT_I' 1 11  // Trenton
0324: set_zone_pedgroup_info 'PORT_I' 0 12  // Trenton
015C: set_zone_gang_info 'PORT_E' 1 10 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'PORT_E' 0 8 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_E' 1 8 0 0 0 0 0 0 0 20 300 0 0 400 20 0 
0152: set_zone_car_info 'PORT_E' 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0 
0324: set_zone_pedgroup_info 'PORT_E' 1 7  // Portland Harbor
0324: set_zone_pedgroup_info 'PORT_E' 0 8  // Portland Harbor
015C: set_zone_gang_info 'PORT_S' 1 10 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'PORT_S' 0 8 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_S' 1 8 0 0 0 0 0 0 0 20 300 0 0 500 20 0 
0152: set_zone_car_info 'PORT_S' 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0 
0324: set_zone_pedgroup_info 'PORT_S' 1 11  // Atlantic Quays
0324: set_zone_pedgroup_info 'PORT_S' 0 12  // Atlantic Quays
015C: set_zone_gang_info 'PORT_W' 1 10 0 10 0 0 0 0 0 0 
015C: set_zone_gang_info 'PORT_W' 0 5 0 10 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_W' 1 8 0 0 0 0 0 0 0 20 300 0 0 400 0 0 
0152: set_zone_car_info 'PORT_W' 0 6 0 0 0 0 0 0 0 10 500 0 0 400 0 0 
0324: set_zone_pedgroup_info 'PORT_W' 1 11  // Callahan Point
0324: set_zone_pedgroup_info 'PORT_W' 0 12  // Callahan Point
015C: set_zone_gang_info 'HARWOOD' 1 10 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'HARWOOD' 0 8 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'HARWOOD' 1 8 0 0 0 0 0 0 0 20 400 0 0 300 0 0 
0152: set_zone_car_info 'HARWOOD' 0 6 0 0 0 0 0 0 0 10 600 0 0 200 0 0 
0324: set_zone_pedgroup_info 'HARWOOD' 1 11  // Harwood
0324: set_zone_pedgroup_info 'HARWOOD' 0 12  // Harwood
015C: set_zone_gang_info 'EASTBAY' 1 10 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'EASTBAY' 0 5 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'EASTBAY' 1 5 0 0 0 0 0 0 0 20 500 0 0 480 0 0 
0152: set_zone_car_info 'EASTBAY' 0 4 0 0 0 0 0 0 0 10 500 0 0 490 0 0 
0324: set_zone_pedgroup_info 'EASTBAY' 1 11  // Portland Beach
0324: set_zone_pedgroup_info 'EASTBAY' 0 12  // Portland Beach
015C: set_zone_gang_info 'S_VIEW' 1 10 0 0 0 0 0 0 0 30 
015C: set_zone_gang_info 'S_VIEW' 0 8 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'S_VIEW' 1 10 0 0 0 0 0 0 0 30 400 0 0 300 100 0 
0152: set_zone_car_info 'S_VIEW' 0 8 0 0 0 0 0 0 0 20 500 0 0 200 100 0 
0324: set_zone_pedgroup_info 'S_VIEW' 1 11  // Portland View
0324: set_zone_pedgroup_info 'S_VIEW' 0 12  // Portland View
015C: set_zone_gang_info 'COPS_1' 1 10 0 0 0 0 0 0 0 60 
015C: set_zone_gang_info 'COPS_1' 0 8 0 0 0 0 0 0 0 60 
0152: set_zone_car_info 'COPS_1' 1 10 0 0 0 0 0 0 0 90 400 0 0 400 0 0 
0152: set_zone_car_info 'COPS_1' 0 8 0 0 0 0 0 0 0 90 400 0 0 400 0 0 
0324: set_zone_pedgroup_info 'COPS_1' 1 11 
0324: set_zone_pedgroup_info 'COPS_1' 0 12 
015C: set_zone_gang_info 'HOSPI_1' 1 10 0 0 0 0 0 0 0 60 
015C: set_zone_gang_info 'HOSPI_1' 0 8 0 0 0 0 0 0 0 60 
0152: set_zone_car_info 'HOSPI_1' 1 10 0 0 0 0 0 0 0 90 400 0 0 400 0 0 
0152: set_zone_car_info 'HOSPI_1' 0 8 0 0 0 0 0 0 0 90 400 0 0 400 0 0 
0324: set_zone_pedgroup_info 'HOSPI_1' 1 17 
0324: set_zone_pedgroup_info 'HOSPI_1' 0 18 
015C: set_zone_gang_info 'ROADBR1' 1 30 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'ROADBR1' 0 20 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'ROADBR1' 1 12 0 0 0 0 0 0 0 20 400 0 0 400 0 100 
0152: set_zone_car_info 'ROADBR1' 0 10 0 0 0 0 0 0 0 10 400 0 0 400 0 100 
0324: set_zone_pedgroup_info 'ROADBR1' 1 11  // Callahan Bridge
0324: set_zone_pedgroup_info 'ROADBR1' 0 12  // Callahan Bridge
015C: set_zone_gang_info 'FISHFAC' 1 2 0 1000 0 0 0 0 0 0 
015C: set_zone_gang_info 'FISHFAC' 0 2 0 1000 0 0 0 0 0 0 
0152: set_zone_car_info 'FISHFAC' 1 6 0 0 0 0 0 0 0 20 200 0 0 600 0 0 
0152: set_zone_car_info 'FISHFAC' 0 4 0 0 0 0 0 0 0 10 200 0 0 600 0 0 
0324: set_zone_pedgroup_info 'FISHFAC' 1 11 
0324: set_zone_pedgroup_info 'FISHFAC' 0 12 
015C: set_zone_gang_info 'FILLIN1' 1 10 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'FILLIN1' 0 8 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'FILLIN1' 1 8 0 0 0 0 0 0 0 20 500 0 0 400 0 0 
0152: set_zone_car_info 'FILLIN1' 0 6 0 0 0 0 0 0 0 10 400 0 0 400 0 0 
0324: set_zone_pedgroup_info 'FILLIN1' 1 11 
0324: set_zone_pedgroup_info 'FILLIN1' 0 12 
015C: set_zone_gang_info 'MAIN_D1' 1 15 0 300 0 0 0 0 0 20 
015C: set_zone_gang_info 'MAIN_D1' 0 10 0 500 0 0 0 0 0 10 
0152: set_zone_car_info 'MAIN_D1' 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100 
0152: set_zone_car_info 'MAIN_D1' 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100 
0324: set_zone_pedgroup_info 'MAIN_D1' 1 5 
0324: set_zone_pedgroup_info 'MAIN_D1' 0 6 
015C: set_zone_gang_info 'MAIN_D2' 1 15 0 300 0 0 0 0 0 20 
015C: set_zone_gang_info 'MAIN_D2' 0 10 0 400 0 0 0 0 0 10 
0152: set_zone_car_info 'MAIN_D2' 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100 
0152: set_zone_car_info 'MAIN_D2' 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100 
0324: set_zone_pedgroup_info 'MAIN_D2' 1 5 
0324: set_zone_pedgroup_info 'MAIN_D2' 0 6 
015C: set_zone_gang_info 'MAIN_D3' 1 15 0 300 0 0 0 0 0 20 
015C: set_zone_gang_info 'MAIN_D3' 0 10 0 400 0 0 0 0 0 10 
0152: set_zone_car_info 'MAIN_D3' 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100 
0152: set_zone_car_info 'MAIN_D3' 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100 
0324: set_zone_pedgroup_info 'MAIN_D3' 1 5 
0324: set_zone_pedgroup_info 'MAIN_D3' 0 6 
015C: set_zone_gang_info 'MAIN_D4' 1 15 0 300 0 0 0 0 0 20 
015C: set_zone_gang_info 'MAIN_D4' 0 10 0 400 0 0 0 0 0 10 
0152: set_zone_car_info 'MAIN_D4' 1 24 0 100 0 0 0 0 0 20 300 0 0 300 20 100 
0152: set_zone_car_info 'MAIN_D4' 0 18 0 150 0 0 0 0 0 10 300 0 0 300 20 100 
0324: set_zone_pedgroup_info 'MAIN_D4' 1 5 
0324: set_zone_pedgroup_info 'MAIN_D4' 0 6 
015C: set_zone_gang_info 'MAIN_D5' 1 15 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'MAIN_D5' 0 10 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'MAIN_D5' 1 24 0 0 0 0 0 0 0 20 400 0 0 300 20 100 
0152: set_zone_car_info 'MAIN_D5' 0 18 0 0 0 0 0 0 0 10 300 0 0 400 20 100 
0324: set_zone_pedgroup_info 'MAIN_D5' 1 1 
0324: set_zone_pedgroup_info 'MAIN_D5' 0 2 
015C: set_zone_gang_info 'MAIN_D6' 1 15 0 0 300 0 0 0 0 20 
015C: set_zone_gang_info 'MAIN_D6' 0 10 0 0 400 0 0 0 0 10 
0152: set_zone_car_info 'MAIN_D6' 1 24 0 0 100 0 0 0 0 20 300 0 0 300 20 100 
0152: set_zone_car_info 'MAIN_D6' 0 18 0 0 150 0 0 0 0 10 300 0 0 300 20 100 
0324: set_zone_pedgroup_info 'MAIN_D6' 1 9 
0324: set_zone_pedgroup_info 'MAIN_D6' 0 10 
01E8: create_forbidden_for_cars_cube 619.5625 -911.5 45.0 834.25 -954.5 32.0 
0426: create_save_cars_between_levels_cube 619.5625 -911.5 45.0 834.25 -954.5 32.0 
01E8: create_forbidden_for_cars_cube 1381.0 -293.6875 48.0 1435.75 -140.0625 58.0 
01E8: create_forbidden_for_cars_cube 1358.875 -901.875 10.0 1609.563 -615.0625 16.0 
01E8: create_forbidden_for_cars_cube 659.5625 200.0 -20.0 945.75 147.5 5.0 
0426: create_save_cars_between_levels_cube 659.5625 200.0 -20.0 945.75 147.5 5.0 
022B: create_forbidden_for_peds_cube 659.5625 200.0 -25.0 945.75 147.5 5.0 
0426: create_save_cars_between_levels_cube 659.5625 200.0 -25.0 945.75 147.5 5.0 
022B: create_forbidden_for_peds_cube 773.5625 191.75 -25.0 819.6875 182.75 5.0 
0426: create_save_cars_between_levels_cube 773.5625 191.75 -25.0 819.6875 182.75 5.0 
022B: create_forbidden_for_peds_cube 1609.0 -896.0 8.0 1393.688 -967.375 30.0 
022B: create_forbidden_for_peds_cube 1048.25 -1103.375 5.0 1040.0 -1074.375 30.0 
022B: create_forbidden_for_peds_cube 900.0625 -297.0 6.0 842.8125 -325.5625 15.0 
022B: create_forbidden_for_peds_cube 900.5 -427.0625 14.0 879.0625 -404.1875 17.0 
022B: create_forbidden_for_peds_cube 847.875 -640.5625 10.0 887.875 -685.75 20.0 
0399: create_forbidden_for_peds_angled_cube 1222.875 -838.375 13.5 1256.25 -804.875 16.0 angle 58.0 
022B: create_forbidden_for_peds_cube 1005.563 -880.9375 12.0 995.875 -893.3125 20.0 
022B: create_forbidden_for_peds_cube 1070.563 -401.5625 10.0 1067.75 -397.1875 25.0 
015C: set_zone_gang_info 'STADIUM' 1 30 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'STADIUM' 0 16 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'STADIUM' 1 20 0 0 0 0 0 0 0 20 300 150 0 250 0 200 
0152: set_zone_car_info 'STADIUM' 0 17 0 0 0 0 0 0 0 10 300 150 0 250 0 200 
0324: set_zone_pedgroup_info 'STADIUM' 1 15  // Aspatria
0324: set_zone_pedgroup_info 'STADIUM' 0 16  // Aspatria
015C: set_zone_gang_info 'HOSPI_2' 1 30 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'HOSPI_2' 0 16 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'HOSPI_2' 1 20 0 0 0 0 0 0 0 20 300 150 0 250 0 200 
0152: set_zone_car_info 'HOSPI_2' 0 17 0 0 0 0 0 0 0 10 300 150 0 250 0 200 
0324: set_zone_pedgroup_info 'HOSPI_2' 1 17  // Rockford
0324: set_zone_pedgroup_info 'HOSPI_2' 0 18  // Rockford
015C: set_zone_gang_info 'UNIVERS' 1 30 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'UNIVERS' 0 16 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'UNIVERS' 1 20 0 0 0 0 0 0 0 20 300 300 300 0 20 0 
0152: set_zone_car_info 'UNIVERS' 0 17 0 0 0 0 0 0 0 10 300 300 300 0 20 0 
0324: set_zone_pedgroup_info 'UNIVERS' 1 23  // Liberty Campus
0324: set_zone_pedgroup_info 'UNIVERS' 0 24  // Liberty Campus
015C: set_zone_gang_info 'CONSTRU' 1 30 0 0 0 0 0 300 0 20 
015C: set_zone_gang_info 'CONSTRU' 0 16 0 0 0 0 0 400 0 10 
0152: set_zone_car_info 'CONSTRU' 1 20 0 0 0 0 0 100 0 20 300 100 0 250 0 150 
0152: set_zone_car_info 'CONSTRU' 0 17 0 0 0 0 0 150 0 10 300 100 0 250 0 150 
0324: set_zone_pedgroup_info 'CONSTRU' 1 19  // Fort Staunton
0324: set_zone_pedgroup_info 'CONSTRU' 0 20  // Fort Staunton
015C: set_zone_gang_info 'PARK' 1 30 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'PARK' 0 16 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'PARK' 1 20 0 0 0 0 0 0 0 20 300 300 300 0 0 0 
0152: set_zone_car_info 'PARK' 0 17 0 0 0 0 0 0 0 10 300 300 300 0 0 0 
0324: set_zone_pedgroup_info 'PARK' 1 25  // Belleville Park
0324: set_zone_pedgroup_info 'PARK' 0 26  // Belleville Park
015C: set_zone_gang_info 'COM_EAS' 1 30 0 0 0 0 300 0 0 20 
015C: set_zone_gang_info 'COM_EAS' 0 16 0 0 0 0 400 0 0 10 
0152: set_zone_car_info 'COM_EAS' 1 20 0 0 0 0 100 0 0 20 400 250 0 0 0 150 
0152: set_zone_car_info 'COM_EAS' 0 17 0 0 0 0 150 0 0 10 400 250 0 0 0 100 
0324: set_zone_pedgroup_info 'COM_EAS' 1 21  // Newport
0324: set_zone_pedgroup_info 'COM_EAS' 0 22  // Newport
015C: set_zone_gang_info 'SHOPING' 1 30 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'SHOPING' 0 16 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'SHOPING' 1 20 0 0 0 0 0 0 0 30 300 250 250 0 0 100 
0152: set_zone_car_info 'SHOPING' 0 17 0 0 0 0 0 0 0 20 300 250 250 0 0 100 
0324: set_zone_pedgroup_info 'SHOPING' 1 21  // Bedford Point
0324: set_zone_pedgroup_info 'SHOPING' 0 22  // Bedford Point
015C: set_zone_gang_info 'YAKUSA' 1 30 0 0 0 300 0 0 0 20 
015C: set_zone_gang_info 'YAKUSA' 0 16 0 0 0 400 0 0 0 10 
0152: set_zone_car_info 'YAKUSA' 1 20 0 0 0 100 0 0 0 40 350 200 250 0 0 0 
0152: set_zone_car_info 'YAKUSA' 0 17 0 0 0 150 0 0 0 20 350 200 200 0 0 0 
0324: set_zone_pedgroup_info 'YAKUSA' 1 21  // Torrington
0324: set_zone_pedgroup_info 'YAKUSA' 0 22  // Torrington
015C: set_zone_gang_info 'ROADBR2' 1 30 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'ROADBR2' 0 20 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'ROADBR2' 1 20 0 0 0 0 0 0 0 30 300 250 250 0 0 100 
0152: set_zone_car_info 'ROADBR2' 0 17 0 0 0 0 0 0 0 20 300 250 250 0 0 100 
0324: set_zone_pedgroup_info 'ROADBR2' 1 21  // Callahan Bridge
0324: set_zone_pedgroup_info 'ROADBR2' 0 22  // Callahan Bridge
022B: create_forbidden_for_peds_cube 106.0625 -1278.25 24.0 96.25 -1273.5 27.0 
022B: create_forbidden_for_peds_cube 120.0 170.0 10.0 190.0 246.0 25.0 
022B: create_forbidden_for_peds_cube 31.0 -317.0 14.0 91.0 -394.0 25.0 
01E8: create_forbidden_for_cars_cube 120.0 170.0 10.0 190.0 246.0 25.0 
01E8: create_forbidden_for_cars_cube 121.8125 -46.375 14.0 363.8125 54.25 20.0 
022B: create_forbidden_for_peds_cube 121.8125 -46.375 14.0 363.8125 54.25 20.0 
01E8: create_forbidden_for_cars_cube 353.5 -459.0 18.0 397.5 -431.5625 30.0 
01E8: create_forbidden_for_cars_cube 465.6875 -634.25 10.0 429.875 -610.0625 25.0 
01E8: create_forbidden_for_cars_cube -46.75 -648.0 39.0 -69.0625 -614.0 50.0 
0426: create_save_cars_between_levels_cube -46.75 -648.0 39.0 -69.0625 -614.0 50.0 
022B: create_forbidden_for_peds_cube 56.5 -1544.188 10.0 87.875 -1556.0 30.0 
022B: create_forbidden_for_peds_cube 413.5 -480.1875 20.0 420.875 -499.0 36.0 
022B: create_forbidden_for_peds_cube 419.5 -708.0625 20.0 412.5 -717.875 36.0 
022B: create_forbidden_for_peds_cube -76.875 -985.375 20.0 -68.75 -992.5625 36.0 
022B: create_forbidden_for_peds_cube -76.5 -934.375 20.0 -70.375 -928.375 36.0 
022B: create_forbidden_for_peds_cube -55.875 -934.5625 20.0 -46.375 -927.1875 36.0 
022B: create_forbidden_for_peds_cube -76.375 -999.5625 20.0 -68.75 -628.5 36.0 
022B: create_forbidden_for_peds_cube 199.25 -935.875 20.0 134.75 -927.375 40.0 
01E8: create_forbidden_for_cars_cube 529.5625 106.5 -30.0 581.375 65.6875 0.0 
015C: set_zone_gang_info 'AIRPORT' 1 20 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'AIRPORT' 0 10 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'AIRPORT' 1 15 0 0 0 0 0 0 0 40 300 300 300 0 0 0 
0152: set_zone_car_info 'AIRPORT' 0 13 0 0 0 0 0 0 0 20 300 300 300 0 0 0 
0324: set_zone_pedgroup_info 'AIRPORT' 1 27  // Francis Intl. Airport
0324: set_zone_pedgroup_info 'AIRPORT' 0 28  // Francis Intl. Airport
015C: set_zone_gang_info 'PROJECT' 1 20 0 0 0 0 0 0 300 0 
015C: set_zone_gang_info 'PROJECT' 0 10 0 0 0 0 0 0 400 0 
0152: set_zone_car_info 'PROJECT' 1 15 0 0 0 0 0 0 100 20 500 150 0 150 0 0 
0152: set_zone_car_info 'PROJECT' 0 13 0 0 0 0 0 0 150 10 500 100 0 150 0 0 
0324: set_zone_pedgroup_info 'PROJECT' 1 9  // Wichita Gardens
0324: set_zone_pedgroup_info 'PROJECT' 0 10  // Wichita Gardens
015C: set_zone_gang_info 'SUB_IND' 1 20 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'SUB_IND' 0 10 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'SUB_IND' 1 15 0 0 0 0 0 0 0 20 300 300 300 0 0 0 
0152: set_zone_car_info 'SUB_IND' 0 13 0 0 0 0 0 0 0 10 300 300 300 0 0 0 
0324: set_zone_pedgroup_info 'SUB_IND' 1 7  // Pike Creek
0324: set_zone_pedgroup_info 'SUB_IND' 0 8  // Pike Creek
015C: set_zone_gang_info 'SWANKS' 1 20 0 0 0 0 0 70 0 30 
015C: set_zone_gang_info 'SWANKS' 0 10 0 0 0 0 0 90 0 20 
0152: set_zone_car_info 'SWANKS' 1 15 0 0 0 0 0 70 0 30 0 400 400 0 20 0 
0152: set_zone_car_info 'SWANKS' 0 13 0 0 0 0 0 90 0 20 0 400 400 0 20 0 
0324: set_zone_pedgroup_info 'SWANKS' 1 29  // Cedar Grove
0324: set_zone_pedgroup_info 'SWANKS' 0 30  // Cedar Grove
015C: set_zone_gang_info 'BIG_DAM' 1 8 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'BIG_DAM' 0 6 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'BIG_DAM' 1 8 0 0 0 0 0 0 0 20 300 300 0 300 0 0 
0152: set_zone_car_info 'BIG_DAM' 0 6 0 0 0 0 0 0 0 10 300 300 0 300 0 0 
0324: set_zone_pedgroup_info 'BIG_DAM' 1 11  // Cochrane Dam
0324: set_zone_pedgroup_info 'BIG_DAM' 0 12  // Cochrane Dam
015C: set_zone_gang_info 'SUB_ZO2' 1 20 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'SUB_ZO2' 0 10 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'SUB_ZO2' 1 15 0 0 0 0 0 0 0 20 0 500 450 0 0 0 
0152: set_zone_car_info 'SUB_ZO2' 0 13 0 0 0 0 0 0 0 10 0 500 450 0 0 0 
0324: set_zone_pedgroup_info 'SUB_ZO2' 1 0  // Shoreside Vale
0324: set_zone_pedgroup_info 'SUB_ZO2' 0 0  // Shoreside Vale
015C: set_zone_gang_info 'SUB_ZO3' 1 20 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'SUB_ZO3' 0 10 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'SUB_ZO3' 1 15 0 0 0 0 0 0 0 20 0 500 450 0 0 0 
0152: set_zone_car_info 'SUB_ZO3' 0 13 0 0 0 0 0 0 0 10 0 500 450 0 0 0 
0324: set_zone_pedgroup_info 'SUB_ZO3' 1 0  // Shoreside Vale
0324: set_zone_pedgroup_info 'SUB_ZO3' 0 0  // Shoreside Vale
015C: set_zone_gang_info 'WEE_DAM' 1 8 0 0 0 0 0 100 0 0 
015C: set_zone_gang_info 'WEE_DAM' 0 5 0 0 0 0 0 100 0 0 
0152: set_zone_car_info 'WEE_DAM' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'WEE_DAM' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0324: set_zone_pedgroup_info 'WEE_DAM' 1 7 
0324: set_zone_pedgroup_info 'WEE_DAM' 0 8 
01E8: create_forbidden_for_cars_cube -1052.625 -78.0 50.0 -988.0 -67.125 30.0 
022B: create_forbidden_for_peds_cube -1052.625 -78.0 50.0 -988.0 -67.125 30.0 
01E8: create_forbidden_for_cars_cube -952.5 361.375 10.0 -939.25 374.0 30.0 
01E8: create_forbidden_for_cars_cube -241.6875 251.75 0.0 -256.1875 241.375 20.0 
01E8: create_forbidden_for_cars_cube -1367.75 -731.4375 20.0 -743.1875 -410.1875 5.0 
01E8: create_forbidden_for_cars_cube -1591.375 -931.5 10.0 -1572.875 -914.5625 25.0 
022B: create_forbidden_for_peds_cube -1310.75 -568.75 5.0 -1224.875 -483.4375 20.0 
01E8: create_forbidden_for_cars_cube 496.6875 75.5 -30.0 484.0 44.1875 0.0 
0426: create_save_cars_between_levels_cube 496.6875 75.5 -30.0 484.0 44.1875 0.0 
01E8: create_forbidden_for_cars_cube -287.75 396.5 70.0 -269.0 418.0 100.0 
01E8: create_forbidden_for_cars_cube -877.0625 545.875 60.0 -901.25 575.0 100.0 
01E8: create_forbidden_for_cars_cube -690.375 101.1875 10.0 -704.375 78.875 30.0 
01E8: create_forbidden_for_cars_cube -1194.063 98.5625 50.0 -1234.0 119.1875 80.0 
02CD: gosub_file @NONAME_79_67 @NONAME_79_67 
014B: $JOEYS_BUGGY = init_parked_car_generator #BFINJECT -1 -1 0 alarm 100 door_lock 0 0 10000 at 930.875 -267.625 -100.0 angle 340.0 
014C: set_parked_car_generator $JOEYS_BUGGY cars_to_generate_to 0 
014B: $SWANK_TAXI = init_parked_car_generator #BORGNINE -1 -1 0 alarm 50 door_lock 0 0 10000 at 933.6875 -65.5625 -100.0 angle 0.0 
014C: set_parked_car_generator $SWANK_TAXI cars_to_generate_to 0 
02CD: gosub_file @NONAME_79_5186 @NONAME_79_5186 
0213: $98 = create_pickup #COLT45 type 6 at 1068.5 -400.75 15.1875 
0213: $SHOP_UZI = create_pickup #UZI type 6 at 1070.5 -400.75 15.1875 
0213: $105 = create_pickup #AK47 type 1 at 342.5 -713.0 26.375 
0213: $104 = create_pickup #SNIPER type 1 at 342.5 -716.0 26.375 
0213: $102 = create_pickup #GRENADE type 1 at 344.5 -719.0 26.375 
0213: $103 = create_pickup #UZI type 1 at 346.5 -719.0 26.375 
0213: $106 = create_pickup #BODYARMOUR type 1 at 342.5 -719.0 26.375 
0213: $109 = create_pickup #FLAME type 1 at -1206.563 -6.5625 53.25 
0213: $110 = create_pickup #MOLOTOV type 1 at -1210.563 -6.5625 53.25 
02ED: set_total_hidden_packages_to 100 
02EC: put_hidden_package_at 1105.25 -1020.0 25.0625 
02EC: put_hidden_package_at 877.5625 -788.0 27.5625 
02EC: put_hidden_package_at 1254.0 -611.1875 22.75 
02EC: put_hidden_package_at 1045.75 -967.0625 16.0 
02EC: put_hidden_package_at 942.0625 -793.375 14.875 
02EC: put_hidden_package_at 934.0 -718.875 14.75 
02EC: put_hidden_package_at 898.0625 -414.6875 26.5 
02EC: put_hidden_package_at 846.875 -442.5 23.1875 
02EC: put_hidden_package_at 927.0625 -404.375 29.0625 
02EC: put_hidden_package_at 864.25 -171.5 3.5 
02EC: put_hidden_package_at 1538.25 -174.375 19.1875 
02EC: put_hidden_package_at 1213.063 -127.0625 15.0625 
02EC: put_hidden_package_at 753.5625 137.0 3.5 
02EC: put_hidden_package_at 1162.0 -101.75 12.0 
02EC: put_hidden_package_at 1155.563 -191.5 14.375 
02EC: put_hidden_package_at 1285.5 -247.5 42.375 
02EC: put_hidden_package_at 1012.625 -249.1875 5.8125 
02EC: put_hidden_package_at 1138.188 -250.0 24.25 
02EC: put_hidden_package_at 1023.563 -423.6875 14.875 
02EC: put_hidden_package_at 1237.5 -854.0625 20.5625 
02EC: put_hidden_package_at 1478.25 -1150.688 12.0 
02EC: put_hidden_package_at 1018.875 -56.75 21.0 
02EC: put_hidden_package_at 1465.688 -166.5 55.5 
02EC: put_hidden_package_at 1120.188 -926.1875 16.0 
02EC: put_hidden_package_at 1206.5 -821.5 15.0 
02EC: put_hidden_package_at 940.1875 -199.875 5.0 
02EC: put_hidden_package_at 979.25 -1143.063 13.0625 
02EC: put_hidden_package_at 1195.5 -908.75 14.875 
02EC: put_hidden_package_at 1470.375 -811.375 22.375 
02EC: put_hidden_package_at 1320.5 -365.5 15.1875 
02EC: put_hidden_package_at 932.5625 -477.25 -10.75 
02EC: put_hidden_package_at 1305.875 -380.875 39.5 
02EC: put_hidden_package_at 938.1875 -1258.25 3.5 
02EC: put_hidden_package_at 36.75 -530.1875 26.0 
02EC: put_hidden_package_at 414.375 -279.25 23.5625 
02EC: put_hidden_package_at 203.5 -1252.563 59.25 
02EC: put_hidden_package_at 77.6875 -352.25 16.0625 
02EC: put_hidden_package_at 120.875 243.6875 11.375 
02EC: put_hidden_package_at 49.375 36.25 16.6875 
02EC: put_hidden_package_at 68.0625 -773.25 22.75 
02EC: put_hidden_package_at -4.0 -1129.063 26.0 
02EC: put_hidden_package_at -134.6875 -1386.875 26.1875 
02EC: put_hidden_package_at -23.5 -1472.375 19.6875 
02EC: put_hidden_package_at 112.0625 -1227.563 26.0 
02EC: put_hidden_package_at 218.25 -1237.75 20.375 
02EC: put_hidden_package_at 308.0 -1533.375 23.5625 
02EC: put_hidden_package_at 468.5625 -1457.188 44.25 
02EC: put_hidden_package_at 355.0625 -1085.688 25.875 
02EC: put_hidden_package_at 312.375 -483.75 29.0 
02EC: put_hidden_package_at 322.25 -447.0625 23.375 
02EC: put_hidden_package_at 586.6875 -795.0 1.5625 
02EC: put_hidden_package_at 504.25 -1027.75 1.6875 
02EC: put_hidden_package_at 174.0625 -1259.5 32.0625 
02EC: put_hidden_package_at 248.75 -958.25 26.0 
02EC: put_hidden_package_at 54.75 -566.5 26.0625 
02EC: put_hidden_package_at -77.0 -1490.063 26.0 
02EC: put_hidden_package_at 556.0 -231.375 22.75 
02EC: put_hidden_package_at -38.1875 -1434.25 31.75 
02EC: put_hidden_package_at 194.75 -0.5 19.75 
02EC: put_hidden_package_at 223.0625 -272.1875 16.0625 
02EC: put_hidden_package_at -18.0625 -222.25 29.75 
02EC: put_hidden_package_at -69.25 -469.1875 16.0625 
02EC: put_hidden_package_at -270.6875 -631.5625 72.25 
02EC: put_hidden_package_at -59.1875 -579.75 15.875 
02EC: put_hidden_package_at 392.75 -1135.563 15.875 
02EC: put_hidden_package_at 145.0 -1584.0 30.6875 
02EC: put_hidden_package_at 428.0625 -340.375 16.1875 
02EC: put_hidden_package_at 351.0625 -980.5 33.0625 
02EC: put_hidden_package_at -221.75 -1487.563 5.75 
02EC: put_hidden_package_at -1193.063 -75.75 47.375 
02EC: put_hidden_package_at -1090.5 131.6875 58.6875 
02EC: put_hidden_package_at -1015.5 -13.0 49.0625 
02EC: put_hidden_package_at -821.75 -184.875 33.75 
02EC: put_hidden_package_at -849.0625 -209.375 41.75 
02EC: put_hidden_package_at -736.375 304.6875 54.0625 
02EC: put_hidden_package_at -678.0625 308.5625 59.75 
02EC: put_hidden_package_at -609.1875 286.6875 65.0625 
02EC: put_hidden_package_at -329.5625 320.0625 60.6875 
02EC: put_hidden_package_at -1221.063 562.75 68.5625 
02EC: put_hidden_package_at -1131.875 605.375 68.5625 
02EC: put_hidden_package_at -1098.375 471.25 35.5 
02EC: put_hidden_package_at -1208.063 325.1875 3.375 
02EC: put_hidden_package_at -1216.188 347.875 30.375 
02EC: put_hidden_package_at -1211.875 -166.875 58.6875 
02EC: put_hidden_package_at -1195.188 -7.6875 59.75 
02EC: put_hidden_package_at -206.875 328.75 3.375 
02EC: put_hidden_package_at -753.1875 142.0 10.0625 
02EC: put_hidden_package_at -697.875 -182.0625 9.1875 
02EC: put_hidden_package_at -748.375 -807.0 -13.5625 
02EC: put_hidden_package_at -489.875 -44.875 3.75 
02EC: put_hidden_package_at -632.875 67.5625 18.75 
02EC: put_hidden_package_at -546.75 10.6875 3.875 
02EC: put_hidden_package_at -1032.563 -573.375 10.875 
02EC: put_hidden_package_at -542.0 -1046.563 3.375 
02EC: put_hidden_package_at -1556.375 -905.75 14.5 
02EC: put_hidden_package_at -1327.0 -624.6875 11.0625 
02EC: put_hidden_package_at -737.375 -745.375 9.6875 
02EC: put_hidden_package_at -1278.688 -776.0 11.0625 
02EC: put_hidden_package_at -1494.688 -1097.25 3.375 
02EC: put_hidden_package_at -837.75 -469.1875 10.75 
018D: $111 = create_sound 41 at 850.75 -663.6875 15.0 
018D: $112 = create_sound 42 at 913.5625 -805.5 15.0 
018D: $113 = create_sound 53 at 970.0 -674.75 15.0 
018D: $114 = create_sound 53 at 975.0625 -724.0 15.0 
018D: $115 = create_sound 44 at 1220.0 -310.0 32.0 
018D: $116 = create_sound 48 at 1318.375 -463.5625 57.0 
018D: $123 = create_sound 57 at 1579.75 -655.1875 13.0 
018D: $124 = create_sound 57 at 1504.75 -873.1875 19.0 
018D: $125 = create_sound 59 at 962.25 -259.6875 10.0 
018D: $126 = create_sound 7 at 952.5 -148.1875 8.0 
018D: $127 = create_sound 5 at 861.5 -247.1875 8.0 
018D: $128 = create_sound 60 at 1469.0 -181.0 56.0 
018D: $129 = create_sound 37 at 1120.688 -1023.25 23.0 
018D: $130 = create_sound 51 at -744.6875 -604.0625 10.0 
$184 = 0 // $ = int 
0053: $PLAYER_CHAR = create_player #NULL at 811.875 -939.9375 35.75 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0236: set_gang 0 car_to #MAFIA 
0236: set_gang 1 car_to #BELLYUP 
0236: set_gang 2 car_to #DIABLOS 
0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 2 
0237: set_gang 1 primary_weapon_to 2 secondary_weapon_to 1 
0237: set_gang 2 primary_weapon_to 1 secondary_weapon_to 0 
03F1: pedtype 12 add_threat 1 
0236: set_gang 3 car_to #YAKUZA 
0236: set_gang 5 car_to #COLUMB 
0236: set_gang 4 car_to #YARDIE 
0237: set_gang 3 primary_weapon_to 2 secondary_weapon_to 3 
0237: set_gang 5 primary_weapon_to 2 secondary_weapon_to 3 
0237: set_gang 4 primary_weapon_to 1 secondary_weapon_to 2 
0236: set_gang 6 car_to #HOODS 
0237: set_gang 6 primary_weapon_to 3 secondary_weapon_to 2 
$ONMISSION = 0 // $ = int 
$FLAG_INDUSTRIAL_PASSED = 0 // $ = int 
$FLAG_COMMERCIAL_PASSED = 0 // $ = int 
$FLAG_SUBURBAN_PASSED = 0 // $ = int 
$228 = 0 // $ = int 
$229 = 0 // $ = int 
$230 = 0 // $ = int 
$FLAG_PLAYER_ON_EIGHTBALL_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LUIGI_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_TONI_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_FRANKIE_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_DIABLO_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_YARDIE_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_ASUKA_SUBURBAN_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_HOOD_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_MEAT_MISSION = 0 // $ = int 
0180: set_on_mission_flag_to $ONMISSION 
0181: on_mission_for 12 flag = $FLAG_PLAYER_ON_EIGHTBALL_MISSION 
0181: on_mission_for 0 flag = $FLAG_PLAYER_ON_LUIGI_MISSION 
0181: on_mission_for 1 flag = $FLAG_PLAYER_ON_JOEY_MISSION 
0181: on_mission_for 2 flag = $FLAG_PLAYER_ON_TONI_MISSION 
0181: on_mission_for 3 flag = $FLAG_PLAYER_ON_FRANKIE_MISSION 
0181: on_mission_for 13 flag = $FLAG_PLAYER_ON_DIABLO_MISSION 
0181: on_mission_for 4 flag = $FLAG_PLAYER_ON_ASUKA_MISSION 
0181: on_mission_for 5 flag = $FLAG_PLAYER_ON_KENJI_MISSION 
0181: on_mission_for 7 flag = $FLAG_PLAYER_ON_LOVE_MISSION 
0181: on_mission_for 14 flag = $FLAG_PLAYER_ON_YARDIE_MISSION 
0181: on_mission_for 6 flag = $FLAG_PLAYER_ON_RAY_MISSION 
0181: on_mission_for 10 flag = $FLAG_PLAYER_ON_ASUKA_SUBURBAN_MISSION 
0181: on_mission_for 15 flag = $FLAG_PLAYER_ON_HOOD_MISSION 
0182: contact 12 base_brief = 1000 
0182: contact 0 base_brief = 1000 
0182: contact 1 base_brief = 1000 
0182: contact 2 base_brief = 1000 
0182: contact 3 base_brief = 1000 
0182: contact 13 base_brief = 1000 
0182: contact 4 base_brief = 1000 
0182: contact 5 base_brief = 1000 
0182: contact 7 base_brief = 1000 
0182: contact 14 base_brief = 1000 
0182: contact 6 base_brief = 1000 
0182: contact 10 base_brief = 1000 
0182: contact 9 base_brief = 1000 
0182: contact 15 base_brief = 1000 
set_wb_check_to 1 
$FLAG_EIGHTBALL_MISSION_PASSED = 0 // $ = int 
$FLAG_EIGHTBALL_MISSION_LAUNCHED = 0 // $ = int 
$247 = 0 // $ = int 
$FLAG_LUIGI_MISSION1_PASSED = 0 // $ = int 
$FLAG_LUIGI_MISSION2_PASSED = 0 // $ = int 
$FLAG_LUIGI_MISSION3_PASSED = 0 // $ = int 
$FLAG_LUIGI_MISSION4_PASSED = 0 // $ = int 
$FLAG_LUIGI_MISSION5_PASSED = 0 // $ = int 
$FLAG_ALL_LUIGI_MISSIONS_PASSED = 0 // $ = int 
$FLAG_JOEY_MISSION1_PASSED = 0 // $ = int 
$FLAG_JOEY_MISSION2_PASSED = 0 // $ = int 
$FLAG_JOEY_MISSION3_PASSED = 0 // $ = int 
$FLAG_JOEY_MISSION4_PASSED = 0 // $ = int 
$FLAG_JOEY_MISSION5_PASSED = 0 // $ = int 
$FLAG_JOEY_MISSION6_PASSED = 0 // $ = int 
$260 = 0 // $ = int 
$FLAG_TONI_MISSION1_PASSED = 0 // $ = int 
$FLAG_TONI_MISSION2_PASSED = 0 // $ = int 
$FLAG_TONI_MISSION3_PASSED = 0 // $ = int 
$FLAG_TONI_MISSION4_PASSED = 0 // $ = int 
$FLAG_TONI_MISSION5_PASSED = 0 // $ = int 
$266 = 0 // $ = int 
$274 = 0 // $ = int 
$FLAG_FRANKIE_MISSION1_PASSED = 0 // $ = int 
$FLAG_FRANKIE_MISSION2_PASSED = 0 // $ = int 
$FLAG_FRANKIE_MISSION2_1_PASSED = 0 // $ = int 
$FLAG_FRANKIE_MISSION3_PASSED = 0 // $ = int 
$FLAG_FRANKIE_MISSION4_PASSED = 0 // $ = int 
$FLAG_FRANKIE_SWITCHED_OFF = 0 // $ = int 
$273 = 0 // $ = int 
$FLAG_PLAYER_HAD_CUT1_FM3 = 0 // $ = int 
$276 = 0 // $ = int 
$277 = 0 // $ = int 
$FLAG_DIABLO_MISSION1_PASSED = 0 // $ = int 
$FLAG_DIABLO_MISSION2_PASSED = 0 // $ = int 
$FLAG_DIABLO_MISSION3_PASSED = 0 // $ = int 
$FLAG_DIABLO_MISSION4_PASSED = 0 // $ = int 
$282 = 0 // $ = int 
$283 = 0 // $ = int 
$285 = 0 // $ = int 
$286 = 0 // $ = int 
$287 = 0 // $ = int 
$288 = 0 // $ = int 
$FLAG_MEAT_MISSION1_PASSED = 0 // $ = int 
$FLAG_MEAT_MISSION2_PASSED = 0 // $ = int 
$FLAG_MEAT_MISSION3_PASSED = 0 // $ = int 
$FLAG_MEAT_MISSION4_PASSED = 0 // $ = int 
$293 = 0 // $ = int 
$294 = 0 // $ = int 
$295 = 0 // $ = int 
$296 = 0 // $ = int 
$297 = 0 // $ = int 
$FLAG_DIABLO1_PASSED_BEFORE = 0 // $ = int 
$299 = 0 // $ = int 
024A: $298 = get_phone_at 937.875 -230.0625 
024A: $301 = get_phone_at 1224.438 -839.75 
$303 = 0 // $ = int 
024A: $302 = get_phone_at 120.0 -272.0 
024A: $RAY_PHONE1 = get_phone_at 229.0625 -1537.563 
024A: $RAY_PHONE2 = get_phone_at -53.5 -699.0 
024A: $RAY_PHONE3 = get_phone_at 204.6875 -135.0625 
024A: $RAY_PHONE4 = get_phone_at 60.1875 -964.75 
$310 = 0 // $ = int 
$311 = 0 // $ = int 
$312 = 0 // $ = int 
$313 = 0 // $ = int 
$314 = 0 // $ = int 
$315 = 0 // $ = int 
024A: $309 = get_phone_at -443.5 -6.5625 
$FLAG_ASUKA_MISSION1_PASSED = 0 // $ = int 
$FLAG_ASUKA_MISSION2_PASSED = 0 // $ = int 
$FLAG_ASUKA_MISSION3_PASSED = 0 // $ = int 
$FLAG_ASUKA_MISSION4_PASSED = 0 // $ = int 
$FLAG_ASUKA_MISSION5_PASSED = 0 // $ = int 
$321 = 0 // $ = int 
$FLAG_RAY_MISSION1_PASSED = 0 // $ = int 
$FLAG_RAY_MISSION2_PASSED = 0 // $ = int 
$FLAG_RAY_MISSION3_PASSED = 0 // $ = int 
$FLAG_RAY_MISSION4_PASSED = 0 // $ = int 
$FLAG_RAY_MISSION5_PASSED = 0 // $ = int 
$FLAG_RAY_MISSION6_PASSED = 0 // $ = int 
$328 = 0 // $ = int 
$FLAG_KENJI_MISSION1_PASSED = 0 // $ = int 
$FLAG_KENJI_MISSION2_PASSED = 0 // $ = int 
$FLAG_KENJI_MISSION3_PASSED = 0 // $ = int 
$FLAG_KENJI_MISSION4_PASSED = 0 // $ = int 
$FLAG_KENJI_MISSION5_PASSED = 0 // $ = int 
$334 = 0 // $ = int 
$338 = 0 // $ = int 
$FLAG_LOVE_MISSION1_PASSED = 0 // $ = int 
$FLAG_LOVE_MISSION2_PASSED = 0 // $ = int 
$FLAG_LOVE_MISSION3_PASSED = 0 // $ = int 
$FLAG_YARDIE_MISSION1_PASSED = 0 // $ = int 
$FLAG_YARDIE_MISSION2_PASSED = 0 // $ = int 
$FLAG_YARDIE_MISSION3_PASSED = 0 // $ = int 
$FLAG_YARDIE_MISSION4_PASSED = 0 // $ = int 
$343 = 0 // $ = int 
$344 = 0 // $ = int 
$345 = 0 // $ = int 
$346 = 0 // $ = int 
$347 = 0 // $ = int 
$348 = 0 // $ = int 
$FLAG_LOVE_MISSION4_PASSED = 0 // $ = int 
$FLAG_LOVE_MISSION5_PASSED = 0 // $ = int 
$FLAG_LOVE_MISSION6_PASSED = 0 // $ = int 
$FLAG_LOVE_MISSION7_PASSED = 0 // $ = int 
$353 = 0 // $ = int 
$FLAG_ASUKA_SUBURBAN_MISSION1_PASSED = 0 // $ = int 
$FLAG_ASUKA_SUBURBAN_MISSION2_PASSED = 0 // $ = int 
$FLAG_ASUKA_SUBURBAN_MISSION3_PASSED = 0 // $ = int 
$357 = 0 // $ = int 
$358 = 0 // $ = int 
$FLAG_DONE_DRIVE_BY_HELP = 0 // $ = int 
$FLAG_HOOD_MISSION1_PASSED = 0 // $ = int 
$FLAG_HOOD_MISSION2_PASSED = 0 // $ = int 
$FLAG_HOOD_MISSION3_PASSED = 0 // $ = int 
$FLAG_HOOD_MISSION4_PASSED = 0 // $ = int 
$FLAG_HOOD_MISSION5_PASSED = 0 // $ = int 
$364 = 0 // $ = int 
$365 = 0 // $ = int 
$FLAG_PLAYER_ON_CAT_MISSION = 0 // $ = int 
$FLAG_CAT_MISSION1_PASSED = 0 // $ = int 
$369 = 0 // $ = int 
$GOT_SIREN_HELP_BEFORE = 0 // $ = int 
$376 = 0 // $ = int 
$FLAG_INTRO1_BEFORE = 0 // $ = int 
$FLAG_INTRO2_BEFORE = 0 // $ = int 
$FLAG_INTRO3_BEFORE = 0 // $ = int 
$FLAG_INTRO_MAYHEM_BEFORE = 0 // $ = int 
$FLAG_4X4_MISSION1_PASSED = 0 // $ = int 
$FLAG_4X4_MISSION2_PASSED = 0 // $ = int 
$FLAG_4X4_MISSION3_PASSED = 0 // $ = int 
$FLAG_MAYHEM_MISSION1_PASSED = 0 // $ = int 
$FLAG_4X4ONE_TRIGGER = 0 // $ = int 
$FLAG_4X4TWO_TRIGGER = 0 // $ = int 
$FLAG_4X4THREE_TRIGGER = 0 // $ = int 
$FLAG_MAYHEM_TRIGGER = 0 // $ = int 
$FLAG_TAXI1_MISSION_LAUNCHED = 0 // $ = int 
$396 = 0 // $ = int 
$BEEN_IN_TAXI1_BEFORE = 0 // $ = int 
$TAXI_PASSED = 0 // $ = int 
$DONE_TAXI_HELP = 0 // $ = int 
$NEW_TAXI_CREATED_BEFORE = 0 // $ = int 
$FLAG_JUST_DONE_RC_MISSION = 0 // $ = int 
$REC_RC1 = 0 // $ = int 
$REC_RC2 = 0 // $ = int 
$REC_RC3 = 0 // $ = int 
$REC_RC4 = 0 // $ = int 
$406 = 0 // $ = int 
$407 = 0 // $ = int 
$FLAG_RC1_PASSED = 0 // $ = int 
$FLAG_RC2_PASSED = 0 // $ = int 
$FLAG_RC3_PASSED = 0 // $ = int 
$FLAG_RC4_PASSED = 0 // $ = int 
$AMMU2_BLIP_ADDED = 0 // $ = int 
$FLAG_BRIDGE_CREATED_8BALL = 0 // $ = int 
$FLAG_DONE_RADIO_8BALL = 0 // $ = int 
$TIMER_HELP_MESSAGE_DISPLAYED = 0 // $ = int 
$FLAG_JOEY_MISSION5_TERMINATED = 0 // $ = int 
$FLAG_JOEY_MISSION6_TERMINATED = 0 // $ = int 
$FLAG_LUIGI_MISSION4_TERMINATED = 0 // $ = int 
$FLAG_LUIGI_MISSION5_TERMINATED = 0 // $ = int 
$419 = 0 // $ = int 
$413 = 0 // $ = int 
$414 = 0 // $ = int 
$NICKED_HALF_A_MIL_BEFORE = 0 // $ = int 
$423 = 0 // $ = int 
$BREAKOUT_TIMER = 0 // $ = int 
$BREAKOUT_TIMER_START = 0 // $ = int 
$BREAKOUT_DIFF = 0 // $ = int 
$MARIA_EXISTS = 0 // $ = int 
$DOOR_CRASH_FLAG = 0 // $ = int 
$DOOR_POSITION_A1 = 0.0 // $ = float 
$BARRIERS_BEEN_ADDED = 0 // $ = int 
start_new_script @NONAME_4 
start_new_script @NONAME_5 
start_new_script @NONAME_6 
start_new_script @NONAME_7 
start_new_script @NONAME_11 
start_new_script @NONAME_9 
start_new_script @NONAME_8 
start_new_script @NONAME_10 
start_new_script @NONAME_3 
create_thread_wb @HJ 
create_thread_wb @USJ 
create_thread_wb @GENSTUF 
create_thread_wb @RAMPAGE 
create_thread_wb @IMPORT 
create_thread_wb @CAMERA 
create_thread_wb @GATES 
wait 0 
02A7: $LUIGI_CONTACT_BLIP = create_icon_marker_and_sphere 13 at 892.75 -425.75 13.875 
0164: disable_marker $LUIGI_CONTACT_BLIP 
02A7: $JOEY_CONTACT_BLIP = create_icon_marker_and_sphere 10 at 1191.688 -870.0 -100.0 
0164: disable_marker $JOEY_CONTACT_BLIP 
02A7: $TONI_CONTACT_BLIP = create_icon_marker_and_sphere 19 at 1219.563 -321.0 -100.0 
0164: disable_marker $TONI_CONTACT_BLIP 
02A7: $FRANKIE_CONTACT_BLIP = create_icon_marker_and_sphere 16 at 1455.688 -187.25 -100.0 
0164: disable_marker $FRANKIE_CONTACT_BLIP 
02A7: $EIGHTBALL_CONTACT_BLIP = create_icon_marker_and_sphere 7 at 1272.188 -92.875 -100.0 
0164: disable_marker $EIGHTBALL_CONTACT_BLIP 
02A7: $DIABLO_CONTACT_BLIP = create_icon_marker_and_sphere 8 at 938.375 -230.5 -100.0 
0164: disable_marker $DIABLO_CONTACT_BLIP 
02A7: $ASUKA_CONTACT_BLIP = create_icon_marker_and_sphere 1 at 523.5625 -639.375 16.5625 
0164: disable_marker $ASUKA_CONTACT_BLIP 
02A7: $KENJI_CONTACT_BLIP = create_icon_marker_and_sphere 11 at 459.0625 -1413.0 26.0625 
0164: disable_marker $KENJI_CONTACT_BLIP 
02A7: $RAY_CONTACT_BLIP = create_icon_marker_and_sphere 15 at 38.75 -725.375 -100.0 
0164: disable_marker $RAY_CONTACT_BLIP 
02A7: $LOVE_CONTACT_BLIP = create_icon_marker_and_sphere 6 at 86.0625 -1548.688 28.25 
0164: disable_marker $LOVE_CONTACT_BLIP 
02A7: $YARDIE_CONTACT_BLIP = create_icon_marker_and_sphere 12 at 120.6875 -272.0625 16.0625 
0164: disable_marker $YARDIE_CONTACT_BLIP 
02A7: $MARIA_CONTACT_BLIP = create_icon_marker_and_sphere 3 at -363.6875 246.0625 60.0 
0164: disable_marker $MARIA_CONTACT_BLIP 
02A7: $HOOD_CONTACT_BLIP = create_icon_marker_and_sphere 9 at -443.5 -6.0625 3.75 
0164: disable_marker $HOOD_CONTACT_BLIP 
02A7: $225 = create_icon_marker_and_sphere 17 at 893.5 -306.0625 -100.0 
0164: disable_marker $225 
02A7: $226 = create_icon_marker_and_sphere 17 at 103.0 -484.1875 -100.0 
0164: disable_marker $226 
02A7: $227 = create_icon_marker_and_sphere 17 at -665.0 -6.5 -100.0 
0164: disable_marker $227 
02A8: $SPRAY_TAXI = create_marker 18 at 925.0 -359.5 -100.0 
0164: disable_marker $SPRAY_TAXI 
035D: make_object $31 targetable 
035D: make_object $32 targetable 
035D: make_object $33 targetable 
0363: toggle_model_render_at 1027.25 -933.75 15.0 radius 50.0 object #INDHELIX_BARRIER 0 
03B6: replace_model_at 1027.25 -933.75 15.0 radius 50.0 from #INDHELIX_BARRIER to #LOD_LAND014 
if 
0256:   player $PLAYER_CHAR defined 
jf @MAIN_14291 
01B4: set_player $PLAYER_CHAR can_move 0 

:MAIN_14291
0169: set_fade_color 0 0 0 
fade 0 0 
start_mission 0  // Intro Movie
start_new_script @I_SAVE 
start_new_script @C_SAVE 
start_new_script @S_SAVE 
start_new_script @I_RSTRT 
start_new_script @C_RSTRT 
start_new_script @S_RSTRT 
start_new_script @NONAME_1 
start_new_script @NONAME_2 
if 
0256:   player $PLAYER_CHAR defined 
jf @MAIN_14396 
01B4: set_player $PLAYER_CHAR can_move 1 

:MAIN_14396
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @MAIN_14620 
if 
03C6:   current_island == 1 
jf @MAIN_14620 
if and
  $ONMISSION == 0 // $ == int 
  $HEAL_INFO_TRIP == 0 // $ == int 
  $FLAG_HEALTH_INFO == 0 // $ == int 
jf @MAIN_14489 
0213: $HEAL_INFO = create_pickup #INFO type 3 at 1144.188 -596.875 14.875 
$HEAL_INFO_TRIP = 1 // $ = int 

:MAIN_14489
if and
  $ONMISSION == 1 // $ == int 
  $HEAL_INFO_TRIP == 1 // $ == int 
jf @MAIN_14526 
0215: destroy_pickup $HEAL_INFO 
$HEAL_INFO_TRIP = 0 // $ = int 

:MAIN_14526
if and
  $ONMISSION == 0 // $ == int 
  $WANTED_INFO_TRIP == 0 // $ == int 
  $FLAG_WANTED_INFO == 0 // $ == int 
jf @MAIN_14583 
0213: $WANTED_INFO = create_pickup #INFO type 3 at 1143.875 -675.1875 15.0 
$WANTED_INFO_TRIP = 1 // $ = int 

:MAIN_14583
if and
  $ONMISSION == 1 // $ == int 
  $WANTED_INFO_TRIP == 1 // $ == int 
jf @MAIN_14620 
0215: destroy_pickup $WANTED_INFO 
$WANTED_INFO_TRIP = 0 // $ = int 

:MAIN_14620
jump @MAIN_14396 

:NONAME_1
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_1_111 
if and
0121:   player $PLAYER_CHAR in_zone 'S_VIEW'  // Portland View
  $ONMISSION == 0 // $ == int 
  $HEAL_INFO_TRIP == 1 // $ == int 
jf @NONAME_1_111 
if 
0214:   pickup $HEAL_INFO picked_up 
jf @NONAME_1_111 
01B4: set_player $PLAYER_CHAR can_move 0 

:NONAME_1_81
if 
  fading 
jf @NONAME_1_105 
wait 0 
jump @NONAME_1_81 

:NONAME_1_105
start_mission 1  // Hospital Info Scene
terminate_this_script 

:NONAME_1_111
jump @NONAME_1 

:NONAME_2
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_2_111 
if and
0121:   player $PLAYER_CHAR in_zone 'S_VIEW'  // Portland View
  $ONMISSION == 0 // $ == int 
  $WANTED_INFO_TRIP == 1 // $ == int 
jf @NONAME_2_111 
if 
0214:   pickup $WANTED_INFO picked_up 
jf @NONAME_2_111 
01B4: set_player $PLAYER_CHAR can_move 0 

:NONAME_2_81
if 
  fading 
jf @NONAME_2_105 
wait 0 
jump @NONAME_2_81 

:NONAME_2_105
start_mission 2  // Police Station Info Scene
terminate_this_script 

:NONAME_2_111
jump @NONAME_2 

:NONAME_3
wait 0 
if and
0256:   player $PLAYER_CHAR defined 
  $FLAG_JUST_DONE_RC_MISSION == 0 // $ == int 
jf @NONAME_3_348 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #TOYZ 
jf @NONAME_3_348 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_3_348 
if 
00F5:   player $PLAYER_CHAR 0 1014.0 -120.0 5.0 radius 5.0 5.0 5.0 
jf @NONAME_3_123 
00BA: text_styled 'RC1' 15000 ms 2  // 'DIABLO DESTRUCTION'
wait 0 
start_mission 3  // RC Diablo Destruction

:NONAME_3_123
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_3_198 
if 
00F5:   player $PLAYER_CHAR 0 1158.0 -309.0 23.0 radius 5.0 5.0 5.0 
jf @NONAME_3_198 
00BA: text_styled 'RC2' 15000 ms 2  // 'MAFIA MASSACRE'
wait 0 
start_mission 4  // RC Mafia Massacre

:NONAME_3_198
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_3_273 
if 
00F5:   player $PLAYER_CHAR 0 -636.0 65.0 19.0 radius 5.0 5.0 5.0 
jf @NONAME_3_273 
00BA: text_styled 'RC4' 15000 ms 2  // 'RUMPO RAMPAGE'
wait 0 
start_mission 5  // RC Rumpo Rampage

:NONAME_3_273
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_3_348 
if 
00F5:   player $PLAYER_CHAR 0 366.0 -1312.0 26.0 radius 5.0 5.0 5.0 
jf @NONAME_3_348 
00BA: text_styled 'RC3' 15000 ms 2  // 'CASINO CALAMITY'
wait 0 
start_mission 6  // RC Casino Calamity

:NONAME_3_348
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_3_390 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #TOYZ 
jf @NONAME_3_390 
$FLAG_JUST_DONE_RC_MISSION = 0 // $ = int 

:NONAME_3_390
jump @NONAME_3 

:NONAME_4
wait $5 
if 
  $FLAG_4X4_MISSION1_PASSED == 0 // $ == int 
jf @NONAME_4_31 
$RECORD_4X4_ONE = 300 // $ = int 

:NONAME_4_31
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_4_209 
if and
  $ONMISSION == 0 // $ == int 
0121:   player $PLAYER_CHAR in_zone 'S_VIEW'  // Portland View
jf @NONAME_4_209 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PATRIOT 
8056:   not player $PLAYER_CHAR 0 1294.0 -656.0 1316.0 -638.0 
jf @NONAME_4_122 
$FLAG_4X4ONE_TRIGGER = 1 // $ = int 

:NONAME_4_122
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PATRIOT 
  $FLAG_4X4ONE_TRIGGER == 0 // $ == int 
jf @NONAME_4_170 
00BA: text_styled 'T4X4_1' 15000 ms 2  // 'PATRIOT PLAYGROUND'
wait 0 
start_mission 7  // Patriot Playground

:NONAME_4_170
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_4_209 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @NONAME_4_209 
$FLAG_4X4ONE_TRIGGER = 0 // $ = int 

:NONAME_4_209
jump @NONAME_4 

:NONAME_5
wait $5 
if 
  $FLAG_4X4_MISSION2_PASSED == 0 // $ == int 
jf @NONAME_5_30 
$RECORD_4X4_TWO = 120 // $ = int 

:NONAME_5_30
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_5_208 
if and
  $ONMISSION == 0 // $ == int 
0121:   player $PLAYER_CHAR in_zone 'PARK'  // Belleville Park
jf @NONAME_5_208 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
8056:   not player $PLAYER_CHAR 0 58.0 -585.0 68.0 -595.0 
jf @NONAME_5_121 
$FLAG_4X4TWO_TRIGGER = 1 // $ = int 

:NONAME_5_121
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
  $FLAG_4X4TWO_TRIGGER == 0 // $ == int 
jf @NONAME_5_169 
00BA: text_styled 'T4X4_2' 15000 ms 2  // 'A RIDE IN THE PARK'
wait 0 
start_mission 8  // A Ride In The Park

:NONAME_5_169
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_5_208 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @NONAME_5_208 
$FLAG_4X4TWO_TRIGGER = 0 // $ = int 

:NONAME_5_208
jump @NONAME_5 

:NONAME_6
wait $5 
if 
  $FLAG_4X4_MISSION3_PASSED == 0 // $ == int 
jf @NONAME_6_31 
$RECORD_4X4_THREE = 300 // $ = int 

:NONAME_6_31
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_6_215 
if and
  $ONMISSION == 0 // $ == int 
0056:   player $PLAYER_CHAR 0 -230.0 255.0 -210.0 275.0 
jf @NONAME_6_215 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PATRIOT 
8056:   not player $PLAYER_CHAR 0 -230.0 255.0 -210.0 275.0 
jf @NONAME_6_128 
$FLAG_4X4THREE_TRIGGER = 1 // $ = int 

:NONAME_6_128
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #PATRIOT 
  $FLAG_4X4THREE_TRIGGER == 0 // $ == int 
jf @NONAME_6_176 
00BA: text_styled 'T4X4_3' 15000 ms 2  // 'GRIPPED!'
wait 0 
start_mission 9  // Gripped!

:NONAME_6_176
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_6_215 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @NONAME_6_215 
$FLAG_4X4THREE_TRIGGER = 0 // $ = int 

:NONAME_6_215
jump @NONAME_6 

:NONAME_7
wait $5 
if 
  $FLAG_MAYHEM_MISSION1_PASSED == 0 // $ == int 
jf @NONAME_7_30 
$RECORD_MAYHEM = 120 // $ = int 

:NONAME_7_30
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_7_210 
if and
  $ONMISSION == 0 // $ == int 
0121:   player $PLAYER_CHAR in_zone 'COM_EAS'  // Newport
jf @NONAME_7_210 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #STALLION 
8056:   not player $PLAYER_CHAR 0 238.0 -612.0 267.0 -469.0 
jf @NONAME_7_122 
$FLAG_MAYHEM_TRIGGER = 1 // $ = int 

:NONAME_7_122
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #STALLION 
  $FLAG_MAYHEM_TRIGGER == 0 // $ == int 
jf @NONAME_7_171 
00BA: text_styled 'MM_1' 15000 ms 2  // 'MULTISTOREY MAYHEM'
wait 0 
start_mission 10  // Multistorey Mayhem

:NONAME_7_171
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_7_210 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @NONAME_7_210 
$FLAG_MAYHEM_TRIGGER = 0 // $ = int 

:NONAME_7_210
jump @NONAME_7 

:NONAME_8
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_8_393 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @NONAME_8_366 
if and
  $ONMISSION == 0 // $ == int 
  $FLAG_PLAYER_ON_AMBULANCE_MISSION == 0 // $ == int 
jf @NONAME_8_359 
0293: $CONTROLMODE = current_controls 
if 
  $370 == 0 // $ == int 
jf @NONAME_8_138 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @NONAME_8_121 
03E5: text_box 'ATUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off.
jump @NONAME_8_131 

:NONAME_8_121
03E5: text_box 'ATUTOR3'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off.

:NONAME_8_131
$370 = 1 // $ = int 

:NONAME_8_138
if 
   not $CONTROLMODE == 3 // $ == int 
jf @NONAME_8_261 
if 
00E1:   pad 0 key_pressed 19 
jf @NONAME_8_254 

:NONAME_8_173
if 
00E1:   pad 0 key_pressed 19 
jf @NONAME_8_224 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_8_217 
jump @NONAME_8 

:NONAME_8_217
jump @NONAME_8_173 

:NONAME_8_224
00BA: text_styled 'AMBUL_M' 4000 ms 5  // 'PARAMEDIC'
wait 0 
start_mission 11  // Paramedic
$370 = 1 // $ = int 

:NONAME_8_254
jump @NONAME_8_359 

:NONAME_8_261
if 
00E1:   pad 0 key_pressed 14 
jf @NONAME_8_359 

:NONAME_8_278
if 
00E1:   pad 0 key_pressed 14 
jf @NONAME_8_329 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_8_322 
jump @NONAME_8 

:NONAME_8_322
jump @NONAME_8_278 

:NONAME_8_329
00BA: text_styled 'AMBUL_M' 4000 ms 5  // 'PARAMEDIC'
wait 0 
start_mission 11  // Paramedic
$370 = 1 // $ = int 

:NONAME_8_359
jump @NONAME_8_393 

:NONAME_8_366
if 
  $370 == 1 // $ == int 
jf @NONAME_8_393 
03E6: remove_text_box 
$370 = 0 // $ = int 

:NONAME_8_393
jump @NONAME_8 

:NONAME_9
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_9_393 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @NONAME_9_366 
if and
  $ONMISSION == 0 // $ == int 
  $FLAG_PLAYER_ON_FIRE_MISSION == 0 // $ == int 
jf @NONAME_9_359 
0293: $CONTROLMODE = current_controls 
if 
  $372 == 0 // $ == int 
jf @NONAME_9_138 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @NONAME_9_121 
03E5: text_box 'FTUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.
jump @NONAME_9_131 

:NONAME_9_121
03E5: text_box 'FTUTOR2'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off.

:NONAME_9_131
$372 = 1 // $ = int 

:NONAME_9_138
if 
   not $CONTROLMODE == 3 // $ == int 
jf @NONAME_9_261 
if 
00E1:   pad 0 key_pressed 19 
jf @NONAME_9_254 

:NONAME_9_173
if 
00E1:   pad 0 key_pressed 19 
jf @NONAME_9_224 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_9_217 
jump @NONAME_9 

:NONAME_9_217
jump @NONAME_9_173 

:NONAME_9_224
00BA: text_styled 'FIRE_M' 4000 ms 5  // 'FIREFIGHTER'
wait 0 
start_mission 12  // Firefighter
$372 = 1 // $ = int 

:NONAME_9_254
jump @NONAME_9_359 

:NONAME_9_261
if 
00E1:   pad 0 key_pressed 14 
jf @NONAME_9_359 

:NONAME_9_278
if 
00E1:   pad 0 key_pressed 14 
jf @NONAME_9_329 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_9_322 
jump @NONAME_9 

:NONAME_9_322
jump @NONAME_9_278 

:NONAME_9_329
00BA: text_styled 'FIRE_M' 4000 ms 5  // 'FIREFIGHTER'
wait 0 
start_mission 12  // Firefighter
$372 = 1 // $ = int 

:NONAME_9_359
jump @NONAME_9_393 

:NONAME_9_366
if 
  $372 == 1 // $ == int 
jf @NONAME_9_393 
03E6: remove_text_box 
$372 = 0 // $ = int 

:NONAME_9_393
jump @NONAME_9 

:NONAME_10
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_10_414 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #POLICE 
00DE:   player $PLAYER_CHAR driving_vehicle_type #ENFORCER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #RHINO 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @NONAME_10_387 
if and
  $ONMISSION == 0 // $ == int 
  $FLAG_PLAYER_ON_COP_MISSION == 0 // $ == int 
jf @NONAME_10_380 
0293: $CONTROLMODE = current_controls 
if 
  $374 == 0 // $ == int 
jf @NONAME_10_159 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @NONAME_10_142 
03E5: text_box 'CTUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.
jump @NONAME_10_152 

:NONAME_10_142
03E5: text_box 'CTUTOR2'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off.

:NONAME_10_152
$374 = 1 // $ = int 

:NONAME_10_159
if 
   not $CONTROLMODE == 3 // $ == int 
jf @NONAME_10_282 
if 
00E1:   pad 0 key_pressed 19 
jf @NONAME_10_275 

:NONAME_10_194
if 
00E1:   pad 0 key_pressed 19 
jf @NONAME_10_245 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_10_238 
jump @NONAME_10 

:NONAME_10_238
jump @NONAME_10_194 

:NONAME_10_245
00BA: text_styled 'COP_M' 4000 ms 5  // 'VIGILANTE'
wait 0 
start_mission 13  // Vigilante
$374 = 1 // $ = int 

:NONAME_10_275
jump @NONAME_10_380 

:NONAME_10_282
if 
00E1:   pad 0 key_pressed 14 
jf @NONAME_10_380 

:NONAME_10_299
if 
00E1:   pad 0 key_pressed 14 
jf @NONAME_10_350 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_10_343 
jump @NONAME_10 

:NONAME_10_343
jump @NONAME_10_299 

:NONAME_10_350
00BA: text_styled 'COP_M' 4000 ms 5  // 'VIGILANTE'
wait 0 
start_mission 13  // Vigilante
$374 = 1 // $ = int 

:NONAME_10_380
jump @NONAME_10_414 

:NONAME_10_387
if 
  $374 == 1 // $ == int 
jf @NONAME_10_414 
03E6: remove_text_box 
$374 = 0 // $ = int 

:NONAME_10_414
jump @NONAME_10 

:NONAME_11
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_11_391 
if 
02DE:   player $PLAYER_CHAR in_taxi 
jf @NONAME_11_364 
if and
  $ONMISSION == 0 // $ == int 
  $FLAG_TAXI1_MISSION_LAUNCHED == 0 // $ == int 
jf @NONAME_11_357 
0293: $CONTROLMODE = current_controls 
if 
  $396 == 0 // $ == int 
jf @NONAME_11_136 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @NONAME_11_119 
03E5: text_box 'TTUTOR'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.
jump @NONAME_11_129 

:NONAME_11_119
03E5: text_box 'TTUTOR2'  // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off.

:NONAME_11_129
$396 = 1 // $ = int 

:NONAME_11_136
if 
   not $CONTROLMODE == 3 // $ == int 
jf @NONAME_11_259 
if 
00E1:   pad 0 key_pressed 19 
jf @NONAME_11_252 

:NONAME_11_171
if 
00E1:   pad 0 key_pressed 19 
jf @NONAME_11_222 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_11_215 
jump @NONAME_11 

:NONAME_11_215
jump @NONAME_11_171 

:NONAME_11_222
00BA: text_styled 'TAXI_M' 4000 ms 5  // 'TAXI DRIVER'
wait 0 
start_mission 14  // Taxi Driver
$FLAG_TAXI1_MISSION_LAUNCHED = 1 // $ = int 

:NONAME_11_252
jump @NONAME_11_357 

:NONAME_11_259
if 
00E1:   pad 0 key_pressed 14 
jf @NONAME_11_357 

:NONAME_11_276
if 
00E1:   pad 0 key_pressed 14 
jf @NONAME_11_327 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_11_320 
jump @NONAME_11 

:NONAME_11_320
jump @NONAME_11_276 

:NONAME_11_327
00BA: text_styled 'TAXI_M' 4000 ms 5  // 'TAXI DRIVER'
wait 0 
start_mission 14  // Taxi Driver
$FLAG_TAXI1_MISSION_LAUNCHED = 1 // $ = int 

:NONAME_11_357
jump @NONAME_11_391 

:NONAME_11_364
if 
  $396 == 1 // $ == int 
jf @NONAME_11_391 
03E6: remove_text_box 
$396 = 0 // $ = int 

:NONAME_11_391
jump @NONAME_11 

:NONAME_12
wait $5 
if 
  $FLAG_MEAT_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_12_30 
024E: disable_phone $301 
terminate_this_script 

:NONAME_12_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_12_105 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 9 // $ >= int 
  19 > $HOURS // int > $ 
jf @NONAME_12_93 
0405: enable_phone $301 
jump @NONAME_12_98 

:NONAME_12_93
024E: disable_phone $301 

:NONAME_12_98
jump @NONAME_12_110 

:NONAME_12_105
024E: disable_phone $301 

:NONAME_12_110
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_12_390 
if 
00F9:   player $PLAYER_CHAR stopped 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 
jf @NONAME_12_390 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_12_390 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_12_297 
024E: disable_phone $301 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 9 // $ >= int 
  19 > $HOURS // int > $ 
jf @NONAME_12_297 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'MEA1' 15000 ms 2  // 'THE CROOK'

:NONAME_12_269
if 
  fading 
jf @NONAME_12_293 
wait 0 
jump @NONAME_12_269 

:NONAME_12_293
start_mission 15  // The Crook

:NONAME_12_297
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_12_320 
jump @NONAME_12 

:NONAME_12_320
if 
00F6:   player $PLAYER_CHAR 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 
jf @NONAME_12_390 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_12_383 
jump @NONAME_12 

:NONAME_12_383
jump @NONAME_12_320 

:NONAME_12_390
jump @NONAME_12 

:NONAME_13
wait $5 
if 
  $FLAG_MEAT_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_13_30 
024E: disable_phone $301 
terminate_this_script 

:NONAME_13_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_13_105 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 9 // $ >= int 
  19 > $HOURS // int > $ 
jf @NONAME_13_93 
0405: enable_phone $301 
jump @NONAME_13_98 

:NONAME_13_93
024E: disable_phone $301 

:NONAME_13_98
jump @NONAME_13_110 

:NONAME_13_105
024E: disable_phone $301 

:NONAME_13_110
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_13_390 
if 
00F9:   player $PLAYER_CHAR stopped 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 
jf @NONAME_13_390 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_13_390 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_13_297 
024E: disable_phone $301 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 9 // $ >= int 
  19 > $HOURS // int > $ 
jf @NONAME_13_297 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'MEA2' 15000 ms 2  // 'THE THIEVES'

:NONAME_13_269
if 
  fading 
jf @NONAME_13_293 
wait 0 
jump @NONAME_13_269 

:NONAME_13_293
start_mission 16  // The Thieves

:NONAME_13_297
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_13_320 
jump @NONAME_13 

:NONAME_13_320
if 
00F6:   player $PLAYER_CHAR 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 
jf @NONAME_13_390 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_13_383 
jump @NONAME_13 

:NONAME_13_383
jump @NONAME_13_320 

:NONAME_13_390
jump @NONAME_13 

:NONAME_14
wait $5 
if 
  $FLAG_MEAT_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_14_30 
024E: disable_phone $301 
terminate_this_script 

:NONAME_14_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_14_105 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 9 // $ >= int 
  19 > $HOURS // int > $ 
jf @NONAME_14_93 
0405: enable_phone $301 
jump @NONAME_14_98 

:NONAME_14_93
024E: disable_phone $301 

:NONAME_14_98
jump @NONAME_14_110 

:NONAME_14_105
024E: disable_phone $301 

:NONAME_14_110
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_14_390 
if 
00F9:   player $PLAYER_CHAR stopped 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 
jf @NONAME_14_390 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_14_390 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_14_297 
024E: disable_phone $301 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 9 // $ >= int 
  19 > $HOURS // int > $ 
jf @NONAME_14_297 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'MEA3' 15000 ms 2  // 'THE WIFE'

:NONAME_14_269
if 
  fading 
jf @NONAME_14_293 
wait 0 
jump @NONAME_14_269 

:NONAME_14_293
start_mission 17  // The Wife

:NONAME_14_297
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_14_320 
jump @NONAME_14 

:NONAME_14_320
if 
00F6:   player $PLAYER_CHAR 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 
jf @NONAME_14_390 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_14_383 
jump @NONAME_14 

:NONAME_14_383
jump @NONAME_14_320 

:NONAME_14_390
jump @NONAME_14 

:NONAME_15
wait $5 
if 
  $FLAG_MEAT_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_15_30 
024E: disable_phone $301 
terminate_this_script 

:NONAME_15_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_15_105 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 9 // $ >= int 
  19 > $HOURS // int > $ 
jf @NONAME_15_93 
0405: enable_phone $301 
jump @NONAME_15_98 

:NONAME_15_93
024E: disable_phone $301 

:NONAME_15_98
jump @NONAME_15_110 

:NONAME_15_105
024E: disable_phone $301 

:NONAME_15_110
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_15_390 
if 
00F9:   player $PLAYER_CHAR stopped 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 
jf @NONAME_15_390 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_15_390 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_15_297 
024E: disable_phone $301 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 9 // $ >= int 
  19 > $HOURS // int > $ 
jf @NONAME_15_297 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'MEA4' 15000 ms 2  // 'HER LOVER'

:NONAME_15_269
if 
  fading 
jf @NONAME_15_293 
wait 0 
jump @NONAME_15_269 

:NONAME_15_293
start_mission 18  // Her Lover

:NONAME_15_297
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_15_320 
jump @NONAME_15 

:NONAME_15_320
if 
00F6:   player $PLAYER_CHAR 0 1224.563 -840.25 15.0 radius 1.0 1.0 2.0 
jf @NONAME_15_390 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_15_383 
jump @NONAME_15 

:NONAME_15_383
jump @NONAME_15_320 

:NONAME_15_390
jump @NONAME_15 

:NONAME_16
wait 0 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_EIGHTBALL_MISSION_PASSED == 0 // $ == int 
jf @NONAME_16_31 
terminate_this_script 

:NONAME_16_31
if 
  $FLAG_EIGHTBALL_MISSION_PASSED == 1 // $ == int 
jf @NONAME_16_51 
terminate_this_script 

:NONAME_16_51
if and
0256:   player $PLAYER_CHAR defined 
  $FLAG_EIGHTBALL_MISSION_LAUNCHED == 0 // $ == int 
  $ONMISSION == 0 // $ == int 
jf @NONAME_16_220 
if 
  $FLAG_REACHED_HIDEOUT == 0 // $ == int 
jf @NONAME_16_163 
if 
00E4:   player $PLAYER_CHAR 0 811.875 -939.9375 radius 3.5 3.5 
jf @NONAME_16_156 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_16_156 
start_mission 19  // Give Me Liberty and Luigi's Girls
$FLAG_EIGHTBALL_MISSION_LAUNCHED = 1 // $ = int 

:NONAME_16_156
jump @NONAME_16_220 

:NONAME_16_163
if 
00E4:   player $PLAYER_CHAR 0 883.5 -308.1875 radius 3.5 3.5 
jf @NONAME_16_220 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_16_220 
start_mission 19  // Give Me Liberty and Luigi's Girls
$FLAG_EIGHTBALL_MISSION_LAUNCHED = 1 // $ = int 

:NONAME_16_220
jump @NONAME_16 

:NONAME_17
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_LUIGI_MISSION2_PASSED == 0 // $ == int 
jf @NONAME_17_32 
terminate_this_script 

:NONAME_17_32
if 
  $FLAG_LUIGI_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_17_52 
terminate_this_script 

:NONAME_17_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_17_298 
if 
00F6:   player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 
jf @NONAME_17_298 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_17_298 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_17_205 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LM2' 15000 ms 2  // 'DON'T SPANK MA BITCH UP'

:NONAME_17_177
if 
  fading 
jf @NONAME_17_201 
wait 0 
jump @NONAME_17_177 

:NONAME_17_201
start_mission 20  // Don't Spank My Bitch Up

:NONAME_17_205
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_17_228 
jump @NONAME_17 

:NONAME_17_228
if 
00F6:   player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 
jf @NONAME_17_298 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_17_291 
jump @NONAME_17 

:NONAME_17_291
jump @NONAME_17_228 

:NONAME_17_298
jump @NONAME_17 

:NONAME_18
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_LUIGI_MISSION3_PASSED == 0 // $ == int 
jf @NONAME_18_32 
terminate_this_script 

:NONAME_18_32
if 
  $FLAG_LUIGI_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_18_52 
terminate_this_script 

:NONAME_18_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_18_298 
if 
00F6:   player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 
jf @NONAME_18_298 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_18_298 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_18_205 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LM3' 15000 ms 2  // 'DRIVE MISTY FOR ME'

:NONAME_18_177
if 
  fading 
jf @NONAME_18_201 
wait 0 
jump @NONAME_18_177 

:NONAME_18_201
start_mission 21  // Drive Misty For Me

:NONAME_18_205
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_18_228 
jump @NONAME_18 

:NONAME_18_228
if 
00F6:   player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 
jf @NONAME_18_298 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_18_291 
jump @NONAME_18 

:NONAME_18_291
jump @NONAME_18_228 

:NONAME_18_298
jump @NONAME_18 

:NONAME_19
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_LUIGI_MISSION4_PASSED == 0 // $ == int 
jf @NONAME_19_32 
terminate_this_script 

:NONAME_19_32
if 
  $FLAG_LUIGI_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_19_52 
terminate_this_script 

:NONAME_19_52
if and
  $FLAG_TONI_MISSION3_PASSED == 1 // $ == int 
  $FLAG_FRANKIE_MISSION1_PASSED == 0 // $ == int 
jf @NONAME_19_86 
$FLAG_LUIGI_MISSION4_TERMINATED = 1 // $ = int 
terminate_this_script 

:NONAME_19_86
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_19_332 
if 
00F6:   player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 
jf @NONAME_19_332 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_19_332 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_19_239 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LM4' 15000 ms 2  // 'PUMP-ACTION PIMP'

:NONAME_19_211
if 
  fading 
jf @NONAME_19_235 
wait 0 
jump @NONAME_19_211 

:NONAME_19_235
start_mission 22  // Pump-Action Pimp

:NONAME_19_239
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_19_262 
jump @NONAME_19 

:NONAME_19_262
if 
00F6:   player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 
jf @NONAME_19_332 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_19_325 
jump @NONAME_19 

:NONAME_19_325
jump @NONAME_19_262 

:NONAME_19_332
jump @NONAME_19 

:NONAME_20
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_LUIGI_MISSION5_PASSED == 0 // $ == int 
jf @NONAME_20_32 
terminate_this_script 

:NONAME_20_32
if 
  $FLAG_LUIGI_MISSION5_PASSED == 1 // $ == int 
jf @NONAME_20_52 
terminate_this_script 

:NONAME_20_52
if and
  $FLAG_TONI_MISSION3_PASSED == 1 // $ == int 
  $FLAG_FRANKIE_MISSION1_PASSED == 0 // $ == int 
jf @NONAME_20_86 
$FLAG_LUIGI_MISSION5_TERMINATED = 1 // $ = int 
terminate_this_script 

:NONAME_20_86
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_20_332 
if 
00F6:   player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 
jf @NONAME_20_332 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_20_332 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_20_239 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LM5' 15000 ms 2  // 'THE FUZZ BALL'

:NONAME_20_211
if 
  fading 
jf @NONAME_20_235 
wait 0 
jump @NONAME_20_211 

:NONAME_20_235
start_mission 23  // The Fuzz Ball

:NONAME_20_239
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_20_262 
jump @NONAME_20 

:NONAME_20_262
if 
00F6:   player $PLAYER_CHAR 0 892.75 -425.75 13.875 radius 1.5 2.0 2.0 
jf @NONAME_20_332 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_20_325 
jump @NONAME_20 

:NONAME_20_325
jump @NONAME_20_262 

:NONAME_20_332
jump @NONAME_20 

:NONAME_21
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_JOEY_MISSION1_PASSED == 0 // $ == int 
jf @NONAME_21_32 
terminate_this_script 

:NONAME_21_32
if 
  $FLAG_JOEY_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_21_52 
terminate_this_script 

:NONAME_21_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_21_463 
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_21_463 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_21_463 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 5 // $ >= int 
  21 > $HOURS // int > $ 
jf @NONAME_21_338 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_21_238 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'JM1' 15000 ms 2  // 'MIKE LIPS LAST LUNCH'

:NONAME_21_210
if 
  fading 
jf @NONAME_21_234 
wait 0 
jump @NONAME_21_210 

:NONAME_21_234
start_mission 24  // Mike Lips Last Lunch

:NONAME_21_238
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_21_261 
jump @NONAME_21 

:NONAME_21_261
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_21_331 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_21_324 
jump @NONAME_21 

:NONAME_21_324
jump @NONAME_21_261 

:NONAME_21_331
jump @NONAME_21_463 

:NONAME_21_338
00BC: text_highpriority 'WRONGT1' time 5000 1  // ~g~Come back between 05:00 and 21:00 for a job

:NONAME_21_353
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_21_463 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_21_416 
jump @NONAME_21 

:NONAME_21_416
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 5 // $ >= int 
  21 > $HOURS // int > $ 
jf @NONAME_21_456 
jump @NONAME_21 

:NONAME_21_456
jump @NONAME_21_353 

:NONAME_21_463
jump @NONAME_21 

:NONAME_22
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_JOEY_MISSION2_PASSED == 0 // $ == int 
jf @NONAME_22_32 
terminate_this_script 

:NONAME_22_32
if 
  $FLAG_JOEY_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_22_52 
terminate_this_script 

:NONAME_22_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_22_298 
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_22_298 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_22_298 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_22_205 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'JM2' 15000 ms 2  // 'FAREWELL 'CHUNKY' LEE CHONG'

:NONAME_22_177
if 
  fading 
jf @NONAME_22_201 
wait 0 
jump @NONAME_22_177 

:NONAME_22_201
start_mission 25  // Farewell 'Chunky' Lee Chong

:NONAME_22_205
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_22_228 
jump @NONAME_22 

:NONAME_22_228
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_22_298 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_22_291 
jump @NONAME_22 

:NONAME_22_291
jump @NONAME_22_228 

:NONAME_22_298
jump @NONAME_22 

:NONAME_23
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_JOEY_MISSION3_PASSED == 0 // $ == int 
jf @NONAME_23_32 
terminate_this_script 

:NONAME_23_32
if 
  $FLAG_JOEY_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_23_52 
terminate_this_script 

:NONAME_23_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_23_298 
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_23_298 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_23_298 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_23_205 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'JM3' 15000 ms 2  // 'VAN HEIST'

:NONAME_23_177
if 
  fading 
jf @NONAME_23_201 
wait 0 
jump @NONAME_23_177 

:NONAME_23_201
start_mission 26  // Van Heist

:NONAME_23_205
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_23_228 
jump @NONAME_23 

:NONAME_23_228
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_23_298 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_23_291 
jump @NONAME_23 

:NONAME_23_291
jump @NONAME_23_228 

:NONAME_23_298
jump @NONAME_23 

:NONAME_24
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_JOEY_MISSION4_PASSED == 0 // $ == int 
jf @NONAME_24_32 
terminate_this_script 

:NONAME_24_32
if 
  $FLAG_JOEY_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_24_52 
terminate_this_script 

:NONAME_24_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_24_298 
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_24_298 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_24_298 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_24_205 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'JM4' 15000 ms 2  // 'CIPRIANI'S CHAUFFEUR'

:NONAME_24_177
if 
  fading 
jf @NONAME_24_201 
wait 0 
jump @NONAME_24_177 

:NONAME_24_201
start_mission 27  // Cipriani's Chauffeur

:NONAME_24_205
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_24_228 
jump @NONAME_24 

:NONAME_24_228
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_24_298 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_24_291 
jump @NONAME_24 

:NONAME_24_291
jump @NONAME_24_228 

:NONAME_24_298
jump @NONAME_24 

:NONAME_25
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_JOEY_MISSION5_PASSED == 0 // $ == int 
jf @NONAME_25_32 
terminate_this_script 

:NONAME_25_32
if 
  $FLAG_JOEY_MISSION5_PASSED == 1 // $ == int 
jf @NONAME_25_52 
terminate_this_script 

:NONAME_25_52
if and
  $FLAG_TONI_MISSION3_PASSED == 1 // $ == int 
  $FLAG_FRANKIE_MISSION1_PASSED == 0 // $ == int 
jf @NONAME_25_86 
$FLAG_JOEY_MISSION5_TERMINATED = 1 // $ = int 
terminate_this_script 

:NONAME_25_86
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_25_332 
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_25_332 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_25_332 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_25_239 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'JM5' 15000 ms 2  // 'DEAD SKUNK IN THE TRUNK'

:NONAME_25_211
if 
  fading 
jf @NONAME_25_235 
wait 0 
jump @NONAME_25_211 

:NONAME_25_235
start_mission 28  // Dead Skunk In The Trunk

:NONAME_25_239
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_25_262 
jump @NONAME_25 

:NONAME_25_262
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_25_332 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_25_325 
jump @NONAME_25 

:NONAME_25_325
jump @NONAME_25_262 

:NONAME_25_332
jump @NONAME_25 

:NONAME_26
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_JOEY_MISSION6_PASSED == 0 // $ == int 
jf @NONAME_26_32 
terminate_this_script 

:NONAME_26_32
if 
  $FLAG_JOEY_MISSION6_PASSED == 1 // $ == int 
jf @NONAME_26_52 
terminate_this_script 

:NONAME_26_52
if and
  $FLAG_TONI_MISSION3_PASSED == 1 // $ == int 
  $FLAG_FRANKIE_MISSION1_PASSED == 0 // $ == int 
jf @NONAME_26_86 
$FLAG_JOEY_MISSION6_TERMINATED = 1 // $ = int 
terminate_this_script 

:NONAME_26_86
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_26_497 
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_26_497 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_26_497 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 6 // $ >= int 
  14 > $HOURS // int > $ 
jf @NONAME_26_372 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_26_272 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'JM6' 15000 ms 2  // 'THE GETAWAY'

:NONAME_26_244
if 
  fading 
jf @NONAME_26_268 
wait 0 
jump @NONAME_26_244 

:NONAME_26_268
start_mission 29  // The Getaway

:NONAME_26_272
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_26_295 
jump @NONAME_26 

:NONAME_26_295
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_26_365 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_26_358 
jump @NONAME_26 

:NONAME_26_358
jump @NONAME_26_295 

:NONAME_26_365
jump @NONAME_26_497 

:NONAME_26_372
00BC: text_highpriority 'WRONGT2' time 5000 1  // ~g~Come back between 06:00 and 14:00 for a job

:NONAME_26_387
if 
00F6:   player $PLAYER_CHAR 0 1191.688 -870.0 15.0 radius 1.0 1.0 2.0 
jf @NONAME_26_497 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_26_450 
jump @NONAME_26 

:NONAME_26_450
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 6 // $ >= int 
  14 > $HOURS // int > $ 
jf @NONAME_26_490 
jump @NONAME_26 

:NONAME_26_490
jump @NONAME_26_387 

:NONAME_26_497
jump @NONAME_26 

:NONAME_27
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_TONI_MISSION1_PASSED == 0 // $ == int 
jf @NONAME_27_32 
terminate_this_script 

:NONAME_27_32
if 
  $FLAG_TONI_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_27_52 
terminate_this_script 

:NONAME_27_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_27_298 
if 
00F6:   player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 
jf @NONAME_27_298 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_27_298 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_27_205 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'TM1' 15000 ms 2  // 'TAKING OUT THE LAUNDRY'

:NONAME_27_177
if 
  fading 
jf @NONAME_27_201 
wait 0 
jump @NONAME_27_177 

:NONAME_27_201
start_mission 30  // Taking Out The Laundry

:NONAME_27_205
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_27_228 
jump @NONAME_27 

:NONAME_27_228
if 
00F6:   player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 
jf @NONAME_27_298 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_27_291 
jump @NONAME_27 

:NONAME_27_291
jump @NONAME_27_228 

:NONAME_27_298
jump @NONAME_27 

:NONAME_28
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_TONI_MISSION2_PASSED == 0 // $ == int 
jf @NONAME_28_32 
terminate_this_script 

:NONAME_28_32
if 
  $FLAG_TONI_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_28_52 
terminate_this_script 

:NONAME_28_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_28_298 
if 
00F6:   player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 
jf @NONAME_28_298 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_28_298 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_28_205 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'TM2' 15000 ms 2  // 'THE PICK-UP'

:NONAME_28_177
if 
  fading 
jf @NONAME_28_201 
wait 0 
jump @NONAME_28_177 

:NONAME_28_201
start_mission 31  // The Pick-Up

:NONAME_28_205
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_28_228 
jump @NONAME_28 

:NONAME_28_228
if 
00F6:   player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 
jf @NONAME_28_298 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_28_291 
jump @NONAME_28 

:NONAME_28_291
jump @NONAME_28_228 

:NONAME_28_298
jump @NONAME_28 

:NONAME_29
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_TONI_MISSION3_PASSED == 0 // $ == int 
jf @NONAME_29_32 
terminate_this_script 

:NONAME_29_32
if 
  $FLAG_TONI_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_29_52 
terminate_this_script 

:NONAME_29_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_29_298 
if 
00F6:   player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 
jf @NONAME_29_298 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_29_298 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_29_205 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'TM3' 15000 ms 2  // 'SALVATORE'S CALLED A MEETING'

:NONAME_29_177
if 
  fading 
jf @NONAME_29_201 
wait 0 
jump @NONAME_29_177 

:NONAME_29_201
start_mission 32  // Salvatore's Called A Meeting

:NONAME_29_205
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_29_228 
jump @NONAME_29 

:NONAME_29_228
if 
00F6:   player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 
jf @NONAME_29_298 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_29_291 
jump @NONAME_29 

:NONAME_29_291
jump @NONAME_29_228 

:NONAME_29_298
jump @NONAME_29 

:NONAME_30
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_TONI_MISSION4_PASSED == 0 // $ == int 
jf @NONAME_30_32 
terminate_this_script 

:NONAME_30_32
if 
  $FLAG_TONI_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_30_52 
terminate_this_script 

:NONAME_30_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_30_298 
if 
00F6:   player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 
jf @NONAME_30_298 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_30_298 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_30_205 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'TM4' 15000 ms 2  // 'TRIADS AND TRIBULATIONS'

:NONAME_30_177
if 
  fading 
jf @NONAME_30_201 
wait 0 
jump @NONAME_30_177 

:NONAME_30_201
start_mission 33  // Triads And Tribulations

:NONAME_30_205
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_30_228 
jump @NONAME_30 

:NONAME_30_228
if 
00F6:   player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 
jf @NONAME_30_298 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_30_291 
jump @NONAME_30 

:NONAME_30_291
jump @NONAME_30_228 

:NONAME_30_298
jump @NONAME_30 

:NONAME_31
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_TONI_MISSION5_PASSED == 0 // $ == int 
jf @NONAME_31_32 
terminate_this_script 

:NONAME_31_32
if 
  $FLAG_TONI_MISSION5_PASSED == 1 // $ == int 
jf @NONAME_31_52 
terminate_this_script 

:NONAME_31_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_31_298 
if 
00F6:   player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 
jf @NONAME_31_298 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_31_298 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_31_205 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'TM5' 15000 ms 2  // 'BLOW FISH'

:NONAME_31_177
if 
  fading 
jf @NONAME_31_201 
wait 0 
jump @NONAME_31_177 

:NONAME_31_201
start_mission 34  // Blow Fish

:NONAME_31_205
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_31_228 
jump @NONAME_31 

:NONAME_31_228
if 
00F6:   player $PLAYER_CHAR 0 1219.75 -319.6875 27.375 radius 1.0 2.0 2.0 
jf @NONAME_31_298 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_31_291 
jump @NONAME_31 

:NONAME_31_291
jump @NONAME_31_228 

:NONAME_31_298
jump @NONAME_31 

:NONAME_32
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_FRANKIE_MISSION1_PASSED == 0 // $ == int 
jf @NONAME_32_32 
terminate_this_script 

:NONAME_32_32
if 
  $FLAG_FRANKIE_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_32_52 
terminate_this_script 

:NONAME_32_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_32_333 
if or
00F6:   player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 radius 11.5625 sphere 0 
jf @NONAME_32_333 
if and
  $FLAG_FRANKIE_SWITCHED_OFF == 0 // $ == int 
  $ONMISSION == 0 // $ == int 
jf @NONAME_32_333 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_32_240 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'FM1' 15000 ms 2  // 'CHAPERONE'

:NONAME_32_212
if 
  fading 
jf @NONAME_32_236 
wait 0 
jump @NONAME_32_212 

:NONAME_32_236
start_mission 35  // Chaperone

:NONAME_32_240
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_32_263 
jump @NONAME_32 

:NONAME_32_263
if 
00F6:   player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 
jf @NONAME_32_333 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_32_326 
jump @NONAME_32 

:NONAME_32_326
jump @NONAME_32_263 

:NONAME_32_333
jump @NONAME_32 

:NONAME_33
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_FRANKIE_MISSION2_PASSED == 0 // $ == int 
jf @NONAME_33_32 
terminate_this_script 

:NONAME_33_32
if 
  $FLAG_FRANKIE_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_33_52 
terminate_this_script 

:NONAME_33_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_33_333 
if or
00F6:   player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 radius 11.5625 sphere 0 
jf @NONAME_33_333 
if and
  $FLAG_FRANKIE_SWITCHED_OFF == 0 // $ == int 
  $ONMISSION == 0 // $ == int 
jf @NONAME_33_333 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_33_240 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'FM2' 15000 ms 2  // 'CUTTING THE GRASS'

:NONAME_33_212
if 
  fading 
jf @NONAME_33_236 
wait 0 
jump @NONAME_33_212 

:NONAME_33_236
start_mission 36  // Cutting The Grass

:NONAME_33_240
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_33_263 
jump @NONAME_33 

:NONAME_33_263
if 
00F6:   player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 
jf @NONAME_33_333 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_33_326 
jump @NONAME_33 

:NONAME_33_326
jump @NONAME_33_263 

:NONAME_33_333
jump @NONAME_33 

:NONAME_34
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_FRANKIE_MISSION2_1_PASSED == 0 // $ == int 
jf @NONAME_34_32 
terminate_this_script 

:NONAME_34_32
if 
  $FLAG_FRANKIE_MISSION2_1_PASSED == 1 // $ == int 
jf @NONAME_34_52 
terminate_this_script 

:NONAME_34_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_34_436 
if or
00F6:   player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 radius 11.5625 sphere 0 
jf @NONAME_34_436 
if 
  $FLAG_FRANKIE_SWITCHED_OFF == 0 // $ == int 
jf @NONAME_34_351 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_34_344 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_34_251 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'FM21' 15000 ms 2  // 'BOMB DA BASE: ACT I'

:NONAME_34_223
if 
  fading 
jf @NONAME_34_247 
wait 0 
jump @NONAME_34_223 

:NONAME_34_247
start_mission 37  // Bomb Da Base: Act I

:NONAME_34_251
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_34_274 
jump @NONAME_34 

:NONAME_34_274
if 
00F6:   player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 
jf @NONAME_34_344 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_34_337 
jump @NONAME_34 

:NONAME_34_337
jump @NONAME_34_274 

:NONAME_34_344
jump @NONAME_34_436 

:NONAME_34_351
00BC: text_highpriority 'FRANGO' time 5000 1  // ~g~Salvatore wants you to help Toni deal with the Triads first!

:NONAME_34_366
if 
00F6:   player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 
jf @NONAME_34_436 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_34_429 
jump @NONAME_34 

:NONAME_34_429
jump @NONAME_34_366 

:NONAME_34_436
jump @NONAME_34 

:NONAME_35
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_FRANKIE_MISSION3_PASSED == 0 // $ == int 
jf @NONAME_35_32 
terminate_this_script 

:NONAME_35_32
if 
  $FLAG_FRANKIE_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_35_52 
terminate_this_script 

:NONAME_35_52
if 
  $274 == 1 // $ == int 
jf @NONAME_35_72 
terminate_this_script 

:NONAME_35_72
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_35_325 
if 
00F6:   player $PLAYER_CHAR 0 1272.188 -92.875 13.75 radius 1.0 1.0 2.0 
jf @NONAME_35_325 
if and
  $247 == 0 // $ == int 
  $ONMISSION == 0 // $ == int 
jf @NONAME_35_325 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_35_232 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'FM3' 15000 ms 2  // 'BOMB DA BASE: ACT II'

:NONAME_35_204
if 
  fading 
jf @NONAME_35_228 
wait 0 
jump @NONAME_35_204 

:NONAME_35_228
start_mission 38  // Bomb Da Base: Act II

:NONAME_35_232
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_35_255 
jump @NONAME_35 

:NONAME_35_255
if 
00F6:   player $PLAYER_CHAR 0 1272.188 -92.875 13.75 radius 1.0 1.0 2.0 
jf @NONAME_35_325 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_35_318 
jump @NONAME_35 

:NONAME_35_318
jump @NONAME_35_255 

:NONAME_35_325
jump @NONAME_35 

:NONAME_36
wait $5 
if and
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
  $FLAG_FRANKIE_MISSION4_PASSED == 0 // $ == int 
jf @NONAME_36_32 
terminate_this_script 

:NONAME_36_32
if 
  $FLAG_FRANKIE_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_36_52 
terminate_this_script 

:NONAME_36_52
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_36_333 
if or
00F6:   player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 
02B4:   player $PLAYER_CHAR in_cube_on_foot 1466.188 -175.0 50.0 1452.875 -172.0625 60.0 radius 11.5625 sphere 0 
jf @NONAME_36_333 
if and
  $FLAG_FRANKIE_SWITCHED_OFF == 0 // $ == int 
  $ONMISSION == 0 // $ == int 
jf @NONAME_36_333 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_36_240 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'FM4' 15000 ms 2  // 'LAST REQUESTS'

:NONAME_36_212
if 
  fading 
jf @NONAME_36_236 
wait 0 
jump @NONAME_36_212 

:NONAME_36_236
start_mission 39  // Last Requests

:NONAME_36_240
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_36_263 
jump @NONAME_36 

:NONAME_36_263
if 
00F6:   player $PLAYER_CHAR 0 1455.688 -187.25 55.5625 radius 1.0 1.0 2.0 
jf @NONAME_36_333 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_36_326 
jump @NONAME_36 

:NONAME_36_326
jump @NONAME_36_263 

:NONAME_36_333
jump @NONAME_36 

:NONAME_37
wait $5 
if 
  $FLAG_DIABLO_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_37_30 
024E: disable_phone $298 
terminate_this_script 

:NONAME_37_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_37_60 
0405: enable_phone $298 
jump @NONAME_37_65 

:NONAME_37_60
024E: disable_phone $298 

:NONAME_37_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_37_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 
jf @NONAME_37_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_37_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_37_219 
024E: disable_phone $298 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'DIAB1' 15000 ms 2  // 'TURISMO'

:NONAME_37_191
if 
  fading 
jf @NONAME_37_215 
wait 0 
jump @NONAME_37_191 

:NONAME_37_215
start_mission 40  // Turismo

:NONAME_37_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_37_242 
jump @NONAME_37 

:NONAME_37_242
if 
00F6:   player $PLAYER_CHAR 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 
jf @NONAME_37_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_37_305 
jump @NONAME_37 

:NONAME_37_305
jump @NONAME_37_242 

:NONAME_37_312
jump @NONAME_37 

:NONAME_38
wait $5 
if 
  $FLAG_DIABLO_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_38_30 
024E: disable_phone $298 
terminate_this_script 

:NONAME_38_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_38_60 
0405: enable_phone $298 
jump @NONAME_38_65 

:NONAME_38_60
024E: disable_phone $298 

:NONAME_38_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_38_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 
jf @NONAME_38_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_38_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_38_219 
024E: disable_phone $298 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'DIAB2' 15000 ms 2  // 'I SCREAM, YOU SCREAM'

:NONAME_38_191
if 
  fading 
jf @NONAME_38_215 
wait 0 
jump @NONAME_38_191 

:NONAME_38_215
start_mission 41  // I Scream, You Scream

:NONAME_38_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_38_242 
jump @NONAME_38 

:NONAME_38_242
if 
00F6:   player $PLAYER_CHAR 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 
jf @NONAME_38_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_38_305 
jump @NONAME_38 

:NONAME_38_305
jump @NONAME_38_242 

:NONAME_38_312
jump @NONAME_38 

:NONAME_39
wait $5 
if 
  $FLAG_DIABLO_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_39_30 
024E: disable_phone $298 
terminate_this_script 

:NONAME_39_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_39_60 
0405: enable_phone $298 
jump @NONAME_39_65 

:NONAME_39_60
024E: disable_phone $298 

:NONAME_39_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_39_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 
jf @NONAME_39_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_39_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_39_219 
024E: disable_phone $298 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'DIAB3' 15000 ms 2  // 'TRIAL BY FIRE'

:NONAME_39_191
if 
  fading 
jf @NONAME_39_215 
wait 0 
jump @NONAME_39_191 

:NONAME_39_215
start_mission 42  // Trial By Fire

:NONAME_39_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_39_242 
jump @NONAME_39 

:NONAME_39_242
if 
00F6:   player $PLAYER_CHAR 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 
jf @NONAME_39_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_39_305 
jump @NONAME_39 

:NONAME_39_305
jump @NONAME_39_242 

:NONAME_39_312
jump @NONAME_39 

:NONAME_40
wait $5 
if 
  $FLAG_DIABLO_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_40_30 
024E: disable_phone $298 
terminate_this_script 

:NONAME_40_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_40_60 
0405: enable_phone $298 
jump @NONAME_40_65 

:NONAME_40_60
024E: disable_phone $298 

:NONAME_40_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_40_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 
jf @NONAME_40_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_40_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_40_219 
024E: disable_phone $298 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'DIAB4' 15000 ms 2  // 'BIG'N'VEINY'

:NONAME_40_191
if 
  fading 
jf @NONAME_40_215 
wait 0 
jump @NONAME_40_191 

:NONAME_40_215
start_mission 43  // Big'N'Veiny

:NONAME_40_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_40_242 
jump @NONAME_40 

:NONAME_40_242
if 
00F6:   player $PLAYER_CHAR 0 938.375 -230.5 3.875 radius 1.0 1.0 2.0 
jf @NONAME_40_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_40_305 
jump @NONAME_40 

:NONAME_40_305
jump @NONAME_40_242 

:NONAME_40_312
jump @NONAME_40 

:NONAME_41
wait $5 
if 
  $FLAG_ASUKA_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_41_25 
terminate_this_script 

:NONAME_41_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_41_271 
if 
00F6:   player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 
jf @NONAME_41_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_41_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_41_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'AM1' 15000 ms 2  // 'SAYONARA SALVATORE'

:NONAME_41_150
if 
  fading 
jf @NONAME_41_174 
wait 0 
jump @NONAME_41_150 

:NONAME_41_174
start_mission 44  // Sayonara Salvatore

:NONAME_41_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_41_201 
jump @NONAME_41 

:NONAME_41_201
if 
00F6:   player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 
jf @NONAME_41_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_41_264 
jump @NONAME_41 

:NONAME_41_264
jump @NONAME_41_201 

:NONAME_41_271
jump @NONAME_41 

:NONAME_42
wait $5 
if 
  $FLAG_ASUKA_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_42_25 
terminate_this_script 

:NONAME_42_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_42_271 
if 
00F6:   player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 
jf @NONAME_42_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_42_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_42_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'AM2' 15000 ms 2  // 'UNDER SURVEILLANCE'

:NONAME_42_150
if 
  fading 
jf @NONAME_42_174 
wait 0 
jump @NONAME_42_150 

:NONAME_42_174
start_mission 45  // Under Surveillance

:NONAME_42_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_42_201 
jump @NONAME_42 

:NONAME_42_201
if 
00F6:   player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 
jf @NONAME_42_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_42_264 
jump @NONAME_42 

:NONAME_42_264
jump @NONAME_42_201 

:NONAME_42_271
jump @NONAME_42 

:NONAME_43
wait $5 
if 
  $FLAG_ASUKA_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_43_25 
terminate_this_script 

:NONAME_43_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_43_271 
if 
00F6:   player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 
jf @NONAME_43_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_43_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_43_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'AM3' 15000 ms 2  // 'PAPARAZZI PURGE'

:NONAME_43_150
if 
  fading 
jf @NONAME_43_174 
wait 0 
jump @NONAME_43_150 

:NONAME_43_174
start_mission 46  // Paparazzi Purge

:NONAME_43_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_43_201 
jump @NONAME_43 

:NONAME_43_201
if 
00F6:   player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 
jf @NONAME_43_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_43_264 
jump @NONAME_43 

:NONAME_43_264
jump @NONAME_43_201 

:NONAME_43_271
jump @NONAME_43 

:NONAME_44
wait $5 
if 
  $FLAG_ASUKA_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_44_25 
terminate_this_script 

:NONAME_44_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_44_271 
if 
00F6:   player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 
jf @NONAME_44_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_44_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_44_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'AM4' 15000 ms 2  // 'PAYDAY FOR RAY'

:NONAME_44_150
if 
  fading 
jf @NONAME_44_174 
wait 0 
jump @NONAME_44_150 

:NONAME_44_174
start_mission 47  // Payday For Ray

:NONAME_44_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_44_201 
jump @NONAME_44 

:NONAME_44_201
if 
00F6:   player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 
jf @NONAME_44_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_44_264 
jump @NONAME_44 

:NONAME_44_264
jump @NONAME_44_201 

:NONAME_44_271
jump @NONAME_44 

:NONAME_45
wait $5 
if 
  $FLAG_LOVE_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_45_25 
terminate_this_script 

:NONAME_45_25
if 
  $FLAG_ASUKA_MISSION5_PASSED == 1 // $ == int 
jf @NONAME_45_45 
terminate_this_script 

:NONAME_45_45
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_45_291 
if 
00F6:   player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 
jf @NONAME_45_291 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_45_291 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_45_198 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'AM5' 15000 ms 2  // 'TWO-FACED TANNER'

:NONAME_45_170
if 
  fading 
jf @NONAME_45_194 
wait 0 
jump @NONAME_45_170 

:NONAME_45_194
start_mission 48  // Two-Faced Tanner

:NONAME_45_198
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_45_221 
jump @NONAME_45 

:NONAME_45_221
if 
00F6:   player $PLAYER_CHAR 0 523.6875 -639.0 16.0625 radius 1.0 4.5 2.0 
jf @NONAME_45_291 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_45_284 
jump @NONAME_45 

:NONAME_45_284
jump @NONAME_45_221 

:NONAME_45_291
jump @NONAME_45 

:NONAME_46
wait $5 
if or
  $FLAG_KENJI_MISSION1_PASSED == 1 // $ == int 
  $FLAG_LOVE_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_46_32 
terminate_this_script 

:NONAME_46_32
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_46_278 
if 
00F6:   player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 
jf @NONAME_46_278 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_46_278 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_46_185 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'KM1' 15000 ms 2  // 'KANBU BUST-OUT'

:NONAME_46_157
if 
  fading 
jf @NONAME_46_181 
wait 0 
jump @NONAME_46_157 

:NONAME_46_181
start_mission 49  // Kanbu Bust-Out

:NONAME_46_185
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_46_208 
jump @NONAME_46 

:NONAME_46_208
if 
00F6:   player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 
jf @NONAME_46_278 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_46_271 
jump @NONAME_46 

:NONAME_46_271
jump @NONAME_46_208 

:NONAME_46_278
jump @NONAME_46 

:NONAME_47
wait $5 
if or
  $FLAG_KENJI_MISSION2_PASSED == 1 // $ == int 
  $FLAG_LOVE_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_47_32 
terminate_this_script 

:NONAME_47_32
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_47_278 
if 
00F6:   player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 
jf @NONAME_47_278 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_47_278 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_47_185 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'KM2' 15000 ms 2  // 'GRAND THEFT AUTO'

:NONAME_47_157
if 
  fading 
jf @NONAME_47_181 
wait 0 
jump @NONAME_47_157 

:NONAME_47_181
start_mission 50  // Grand Theft Auto

:NONAME_47_185
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_47_208 
jump @NONAME_47 

:NONAME_47_208
if 
00F6:   player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 
jf @NONAME_47_278 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_47_271 
jump @NONAME_47 

:NONAME_47_271
jump @NONAME_47_208 

:NONAME_47_278
jump @NONAME_47 

:NONAME_48
wait $5 
if or
  $FLAG_KENJI_MISSION3_PASSED == 1 // $ == int 
  $FLAG_LOVE_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_48_32 
terminate_this_script 

:NONAME_48_32
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_48_278 
if 
00F6:   player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 
jf @NONAME_48_278 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_48_278 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_48_185 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'KM3' 15000 ms 2  // 'DEAL STEAL'

:NONAME_48_157
if 
  fading 
jf @NONAME_48_181 
wait 0 
jump @NONAME_48_157 

:NONAME_48_181
start_mission 51  // Deal Steal

:NONAME_48_185
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_48_208 
jump @NONAME_48 

:NONAME_48_208
if 
00F6:   player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 
jf @NONAME_48_278 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_48_271 
jump @NONAME_48 

:NONAME_48_271
jump @NONAME_48_208 

:NONAME_48_278
jump @NONAME_48 

:NONAME_49
wait $5 
if or
  $FLAG_KENJI_MISSION4_PASSED == 1 // $ == int 
  $FLAG_LOVE_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_49_32 
terminate_this_script 

:NONAME_49_32
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_49_278 
if 
00F6:   player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 
jf @NONAME_49_278 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_49_278 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_49_185 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'KM4' 15000 ms 2  // 'SHIMA'

:NONAME_49_157
if 
  fading 
jf @NONAME_49_181 
wait 0 
jump @NONAME_49_157 

:NONAME_49_181
start_mission 52  // Shima

:NONAME_49_185
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_49_208 
jump @NONAME_49 

:NONAME_49_208
if 
00F6:   player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 
jf @NONAME_49_278 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_49_271 
jump @NONAME_49 

:NONAME_49_271
jump @NONAME_49_208 

:NONAME_49_278
jump @NONAME_49 

:NONAME_50
wait $5 
if or
  $FLAG_KENJI_MISSION5_PASSED == 1 // $ == int 
  $FLAG_LOVE_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_50_32 
terminate_this_script 

:NONAME_50_32
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_50_278 
if 
00F6:   player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 
jf @NONAME_50_278 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_50_278 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_50_185 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'KM5' 15000 ms 2  // 'SMACK DOWN'

:NONAME_50_157
if 
  fading 
jf @NONAME_50_181 
wait 0 
jump @NONAME_50_157 

:NONAME_50_181
start_mission 53  // Smack Down

:NONAME_50_185
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_50_208 
jump @NONAME_50 

:NONAME_50_208
if 
00F6:   player $PLAYER_CHAR 0 459.0625 -1413.0 26.0625 radius 1.5 1.5 2.0 
jf @NONAME_50_278 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_50_271 
jump @NONAME_50 

:NONAME_50_271
jump @NONAME_50_208 

:NONAME_50_278
jump @NONAME_50 

:NONAME_51
wait 0 
if 
  $FLAG_RAY_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_51_24 
terminate_this_script 

:NONAME_51_24
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_51_277 
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_51_277 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_51_277 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_51_184 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'RM1' 15000 ms 2  // 'SILENCE THE SNEAK'

:NONAME_51_156
if 
  fading 
jf @NONAME_51_180 
wait 0 
jump @NONAME_51_156 

:NONAME_51_180
start_mission 54  // Silence The Sneak

:NONAME_51_184
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_51_207 
jump @NONAME_51 

:NONAME_51_207
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_51_277 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_51_270 
jump @NONAME_51 

:NONAME_51_270
jump @NONAME_51_207 

:NONAME_51_277
jump @NONAME_51 

:NONAME_52
wait 0 
if 
  $FLAG_RAY_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_52_24 
terminate_this_script 

:NONAME_52_24
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_52_277 
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_52_277 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_52_277 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_52_184 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'RM2' 15000 ms 2  // 'ARMS SHORTAGE'

:NONAME_52_156
if 
  fading 
jf @NONAME_52_180 
wait 0 
jump @NONAME_52_156 

:NONAME_52_180
start_mission 55  // Arms Shortage

:NONAME_52_184
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_52_207 
jump @NONAME_52 

:NONAME_52_207
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_52_277 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_52_270 
jump @NONAME_52 

:NONAME_52_270
jump @NONAME_52_207 

:NONAME_52_277
jump @NONAME_52 

:NONAME_53
wait 0 
if 
  $FLAG_RAY_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_53_24 
terminate_this_script 

:NONAME_53_24
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_53_277 
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_53_277 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_53_277 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_53_184 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'RM3' 15000 ms 2  // 'EVIDENCE DASH'

:NONAME_53_156
if 
  fading 
jf @NONAME_53_180 
wait 0 
jump @NONAME_53_156 

:NONAME_53_180
start_mission 56  // Evidence Dash

:NONAME_53_184
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_53_207 
jump @NONAME_53 

:NONAME_53_207
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_53_277 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_53_270 
jump @NONAME_53 

:NONAME_53_270
jump @NONAME_53_207 

:NONAME_53_277
jump @NONAME_53 

:NONAME_54
wait 0 
if 
  $FLAG_RAY_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_54_24 
terminate_this_script 

:NONAME_54_24
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_54_277 
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_54_277 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_54_277 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_54_184 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'RM4' 15000 ms 2  // 'GONE FISHING'

:NONAME_54_156
if 
  fading 
jf @NONAME_54_180 
wait 0 
jump @NONAME_54_156 

:NONAME_54_180
start_mission 57  // Gone Fishing

:NONAME_54_184
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_54_207 
jump @NONAME_54 

:NONAME_54_207
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_54_277 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_54_270 
jump @NONAME_54 

:NONAME_54_270
jump @NONAME_54_207 

:NONAME_54_277
jump @NONAME_54 

:NONAME_55
wait 0 
if 
  $FLAG_RAY_MISSION5_PASSED == 1 // $ == int 
jf @NONAME_55_24 
terminate_this_script 

:NONAME_55_24
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_55_277 
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_55_277 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_55_277 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_55_184 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'RM5' 15000 ms 2  // 'PLASTER BLASTER'

:NONAME_55_156
if 
  fading 
jf @NONAME_55_180 
wait 0 
jump @NONAME_55_156 

:NONAME_55_180
start_mission 58  // Plaster Blaster

:NONAME_55_184
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_55_207 
jump @NONAME_55 

:NONAME_55_207
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_55_277 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_55_270 
jump @NONAME_55 

:NONAME_55_270
jump @NONAME_55_207 

:NONAME_55_277
jump @NONAME_55 

:NONAME_56
wait 0 
if 
  $FLAG_RAY_MISSION6_PASSED == 1 // $ == int 
jf @NONAME_56_24 
terminate_this_script 

:NONAME_56_24
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_56_270 
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_56_270 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_56_270 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_56_177 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'RM6' 15000 ms 2  // 'MARKED MAN'

:NONAME_56_149
if 
  fading 
jf @NONAME_56_173 
wait 0 
jump @NONAME_56_149 

:NONAME_56_173
start_mission 59  // Marked Man

:NONAME_56_177
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_56_200 
jump @NONAME_56 

:NONAME_56_200
if 
00F6:   player $PLAYER_CHAR 0 38.75 -725.375 22.75 radius 1.1875 1.1875 2.0 
jf @NONAME_56_270 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_56_263 
jump @NONAME_56 

:NONAME_56_263
jump @NONAME_56_200 

:NONAME_56_270
jump @NONAME_56 

:NONAME_57
wait $5 
if 
  $FLAG_LOVE_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_57_25 
terminate_this_script 

:NONAME_57_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_57_271 
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_57_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_57_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_57_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LOVE1' 15000 ms 2  // 'LIBERATOR'

:NONAME_57_150
if 
  fading 
jf @NONAME_57_174 
wait 0 
jump @NONAME_57_150 

:NONAME_57_174
start_mission 60  // Liberator

:NONAME_57_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_57_201 
jump @NONAME_57 

:NONAME_57_201
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_57_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_57_264 
jump @NONAME_57 

:NONAME_57_264
jump @NONAME_57_201 

:NONAME_57_271
jump @NONAME_57 

:NONAME_58
wait $5 
if 
  $FLAG_LOVE_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_58_25 
terminate_this_script 

:NONAME_58_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_58_271 
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_58_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_58_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_58_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LOVE2' 15000 ms 2  // 'WAKA-GASHIRA WIPEOUT!'

:NONAME_58_150
if 
  fading 
jf @NONAME_58_174 
wait 0 
jump @NONAME_58_150 

:NONAME_58_174
start_mission 61  // Waka-Gashira Wipeout!

:NONAME_58_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_58_201 
jump @NONAME_58 

:NONAME_58_201
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_58_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_58_264 
jump @NONAME_58 

:NONAME_58_264
jump @NONAME_58_201 

:NONAME_58_271
jump @NONAME_58 

:NONAME_59
wait $5 
if 
  $FLAG_LOVE_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_59_25 
terminate_this_script 

:NONAME_59_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_59_271 
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_59_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_59_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_59_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LOVE3' 15000 ms 2  // 'A DROP IN THE OCEAN'

:NONAME_59_150
if 
  fading 
jf @NONAME_59_174 
wait 0 
jump @NONAME_59_150 

:NONAME_59_174
start_mission 62  // A Drop In The Ocean

:NONAME_59_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_59_201 
jump @NONAME_59 

:NONAME_59_201
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_59_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_59_264 
jump @NONAME_59 

:NONAME_59_264
jump @NONAME_59_201 

:NONAME_59_271
jump @NONAME_59 

:NONAME_60
wait $5 
if 
  $FLAG_YARDIE_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_60_30 
024E: disable_phone $302 
terminate_this_script 

:NONAME_60_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_60_60 
0405: enable_phone $302 
jump @NONAME_60_65 

:NONAME_60_60
024E: disable_phone $302 

:NONAME_60_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_60_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 
jf @NONAME_60_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_60_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_60_219 
024E: disable_phone $302 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'YD1' 15000 ms 2  // 'BLING-BLING SCRAMBLE'

:NONAME_60_191
if 
  fading 
jf @NONAME_60_215 
wait 0 
jump @NONAME_60_191 

:NONAME_60_215
start_mission 63  // Bling-Bling Scramble

:NONAME_60_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_60_242 
jump @NONAME_60 

:NONAME_60_242
if 
00F6:   player $PLAYER_CHAR 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 
jf @NONAME_60_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_60_305 
jump @NONAME_60 

:NONAME_60_305
jump @NONAME_60_242 

:NONAME_60_312
jump @NONAME_60 

:NONAME_61
wait $5 
if 
  $FLAG_YARDIE_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_61_30 
024E: disable_phone $302 
terminate_this_script 

:NONAME_61_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_61_60 
0405: enable_phone $302 
jump @NONAME_61_65 

:NONAME_61_60
024E: disable_phone $302 

:NONAME_61_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_61_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 
jf @NONAME_61_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_61_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_61_219 
024E: disable_phone $302 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'YD2' 15000 ms 2  // 'UZI RIDER'

:NONAME_61_191
if 
  fading 
jf @NONAME_61_215 
wait 0 
jump @NONAME_61_191 

:NONAME_61_215
start_mission 64  // Uzi Rider

:NONAME_61_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_61_242 
jump @NONAME_61 

:NONAME_61_242
if 
00F6:   player $PLAYER_CHAR 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 
jf @NONAME_61_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_61_305 
jump @NONAME_61 

:NONAME_61_305
jump @NONAME_61_242 

:NONAME_61_312
jump @NONAME_61 

:NONAME_62
wait $5 
if 
  $FLAG_YARDIE_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_62_30 
024E: disable_phone $302 
terminate_this_script 

:NONAME_62_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_62_60 
0405: enable_phone $302 
jump @NONAME_62_65 

:NONAME_62_60
024E: disable_phone $302 

:NONAME_62_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_62_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 
jf @NONAME_62_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_62_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_62_219 
024E: disable_phone $302 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'YD3' 15000 ms 2  // 'GANGCAR ROUND-UP'

:NONAME_62_191
if 
  fading 
jf @NONAME_62_215 
wait 0 
jump @NONAME_62_191 

:NONAME_62_215
start_mission 65  // Gangcar Round-Up

:NONAME_62_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_62_242 
jump @NONAME_62 

:NONAME_62_242
if 
00F6:   player $PLAYER_CHAR 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 
jf @NONAME_62_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_62_305 
jump @NONAME_62 

:NONAME_62_305
jump @NONAME_62_242 

:NONAME_62_312
jump @NONAME_62 

:NONAME_63
wait $5 
if 
  $FLAG_YARDIE_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_63_30 
024E: disable_phone $302 
terminate_this_script 

:NONAME_63_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_63_60 
0405: enable_phone $302 
jump @NONAME_63_65 

:NONAME_63_60
024E: disable_phone $302 

:NONAME_63_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_63_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 
jf @NONAME_63_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_63_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_63_219 
024E: disable_phone $302 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'YD4' 15000 ms 2  // 'KINGDOM COME'

:NONAME_63_191
if 
  fading 
jf @NONAME_63_215 
wait 0 
jump @NONAME_63_191 

:NONAME_63_215
start_mission 66  // Kingdom Come

:NONAME_63_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_63_242 
jump @NONAME_63 

:NONAME_63_242
if 
00F6:   player $PLAYER_CHAR 0 120.6875 -272.0625 16.0625 radius 1.0 1.0 2.0 
jf @NONAME_63_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_63_305 
jump @NONAME_63 

:NONAME_63_305
jump @NONAME_63_242 

:NONAME_63_312
jump @NONAME_63 

:NONAME_64
wait $5 
if 
  $FLAG_LOVE_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_64_25 
terminate_this_script 

:NONAME_64_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_64_271 
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_64_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_64_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_64_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LOVE4' 15000 ms 2  // 'GRAND THEFT AERO'

:NONAME_64_150
if 
  fading 
jf @NONAME_64_174 
wait 0 
jump @NONAME_64_150 

:NONAME_64_174
start_mission 67  // Grand Theft Aero

:NONAME_64_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_64_201 
jump @NONAME_64 

:NONAME_64_201
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_64_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_64_264 
jump @NONAME_64 

:NONAME_64_264
jump @NONAME_64_201 

:NONAME_64_271
jump @NONAME_64 

:NONAME_65
wait $5 
if 
  $FLAG_LOVE_MISSION5_PASSED == 1 // $ == int 
jf @NONAME_65_25 
terminate_this_script 

:NONAME_65_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_65_271 
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_65_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_65_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_65_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LOVE5' 15000 ms 2  // 'ESCORT SERVICE'

:NONAME_65_150
if 
  fading 
jf @NONAME_65_174 
wait 0 
jump @NONAME_65_150 

:NONAME_65_174
start_mission 68  // Escort Service

:NONAME_65_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_65_201 
jump @NONAME_65 

:NONAME_65_201
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_65_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_65_264 
jump @NONAME_65 

:NONAME_65_264
jump @NONAME_65_201 

:NONAME_65_271
jump @NONAME_65 

:NONAME_66
wait $5 
if 
  $FLAG_LOVE_MISSION6_PASSED == 1 // $ == int 
jf @NONAME_66_25 
terminate_this_script 

:NONAME_66_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_66_271 
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_66_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_66_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_66_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LOVE6' 15000 ms 2  // 'DECOY'

:NONAME_66_150
if 
  fading 
jf @NONAME_66_174 
wait 0 
jump @NONAME_66_150 

:NONAME_66_174
start_mission 69  // Decoy

:NONAME_66_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_66_201 
jump @NONAME_66 

:NONAME_66_201
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_66_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_66_264 
jump @NONAME_66 

:NONAME_66_264
jump @NONAME_66_201 

:NONAME_66_271
jump @NONAME_66 

:NONAME_67
wait $5 
if 
  $FLAG_LOVE_MISSION7_PASSED == 1 // $ == int 
jf @NONAME_67_25 
terminate_this_script 

:NONAME_67_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_67_271 
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_67_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_67_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_67_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LOVE7' 15000 ms 2  // LOVE'S DISAPPEARANCE

:NONAME_67_150
if 
  fading 
jf @NONAME_67_174 
wait 0 
jump @NONAME_67_150 

:NONAME_67_174
start_mission 70  // Love's Disappearance

:NONAME_67_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_67_201 
jump @NONAME_67 

:NONAME_67_201
if 
00F6:   player $PLAYER_CHAR 0 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @NONAME_67_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_67_264 
jump @NONAME_67 

:NONAME_67_264
jump @NONAME_67_201 

:NONAME_67_271
jump @NONAME_67 

:NONAME_68
wait $5 
if 
  $FLAG_ASUKA_SUBURBAN_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_68_25 
terminate_this_script 

:NONAME_68_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_68_271 
if 
00F6:   player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 
jf @NONAME_68_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_68_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_68_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'AS1' 15000 ms 2  // 'BAIT'

:NONAME_68_150
if 
  fading 
jf @NONAME_68_174 
wait 0 
jump @NONAME_68_150 

:NONAME_68_174
start_mission 71  // Bait

:NONAME_68_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_68_201 
jump @NONAME_68 

:NONAME_68_201
if 
00F6:   player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 
jf @NONAME_68_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_68_264 
jump @NONAME_68 

:NONAME_68_264
jump @NONAME_68_201 

:NONAME_68_271
jump @NONAME_68 

:NONAME_69
wait $5 
if 
  $FLAG_ASUKA_SUBURBAN_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_69_25 
terminate_this_script 

:NONAME_69_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_69_271 
if 
00F6:   player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 
jf @NONAME_69_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_69_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_69_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'AS2' 15000 ms 2  // 'ESPRESSO-2-GO!'

:NONAME_69_150
if 
  fading 
jf @NONAME_69_174 
wait 0 
jump @NONAME_69_150 

:NONAME_69_174
start_mission 72  // Espresso-2-Go!

:NONAME_69_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_69_201 
jump @NONAME_69 

:NONAME_69_201
if 
00F6:   player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 
jf @NONAME_69_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_69_264 
jump @NONAME_69 

:NONAME_69_264
jump @NONAME_69_201 

:NONAME_69_271
jump @NONAME_69 

:NONAME_70
wait $5 
if 
  $FLAG_ASUKA_SUBURBAN_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_70_25 
terminate_this_script 

:NONAME_70_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_70_271 
if 
00F6:   player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 
jf @NONAME_70_271 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_70_271 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_70_178 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'AS3' 15000 ms 2  // 'S.A.M.'

:NONAME_70_150
if 
  fading 
jf @NONAME_70_174 
wait 0 
jump @NONAME_70_150 

:NONAME_70_174
start_mission 73  // S.A.M.

:NONAME_70_178
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_70_201 
jump @NONAME_70 

:NONAME_70_201
if 
00F6:   player $PLAYER_CHAR 0 367.25 -328.0625 19.5 radius 1.0 1.0 2.0 
jf @NONAME_70_271 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_70_264 
jump @NONAME_70 

:NONAME_70_264
jump @NONAME_70_201 

:NONAME_70_271
jump @NONAME_70 

:NONAME_71
wait $5 
if 
  $FLAG_HOOD_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_71_30 
024E: disable_phone $309 
terminate_this_script 

:NONAME_71_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_71_60 
0405: enable_phone $309 
jump @NONAME_71_65 

:NONAME_71_60
024E: disable_phone $309 

:NONAME_71_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_71_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 
jf @NONAME_71_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_71_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_71_219 
024E: disable_phone $309 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'HM_1' 15000 ms 2  // 'UZI MONEY'

:NONAME_71_191
if 
  fading 
jf @NONAME_71_215 
wait 0 
jump @NONAME_71_191 

:NONAME_71_215
start_mission 74  // Uzi Money

:NONAME_71_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_71_242 
jump @NONAME_71 

:NONAME_71_242
if 
00F6:   player $PLAYER_CHAR 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 
jf @NONAME_71_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_71_305 
jump @NONAME_71 

:NONAME_71_305
jump @NONAME_71_242 

:NONAME_71_312
jump @NONAME_71 

:NONAME_72
wait $5 
if 
  $FLAG_HOOD_MISSION2_PASSED == 1 // $ == int 
jf @NONAME_72_30 
024E: disable_phone $309 
terminate_this_script 

:NONAME_72_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_72_60 
0405: enable_phone $309 
jump @NONAME_72_65 

:NONAME_72_60
024E: disable_phone $309 

:NONAME_72_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_72_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 
jf @NONAME_72_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_72_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_72_219 
024E: disable_phone $309 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'HM_2' 15000 ms 2  // 'TOYMINATOR'

:NONAME_72_191
if 
  fading 
jf @NONAME_72_215 
wait 0 
jump @NONAME_72_191 

:NONAME_72_215
start_mission 75  // Toyminator

:NONAME_72_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_72_242 
jump @NONAME_72 

:NONAME_72_242
if 
00F6:   player $PLAYER_CHAR 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 
jf @NONAME_72_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_72_305 
jump @NONAME_72 

:NONAME_72_305
jump @NONAME_72_242 

:NONAME_72_312
jump @NONAME_72 

:NONAME_73
wait $5 
if 
  $FLAG_HOOD_MISSION3_PASSED == 1 // $ == int 
jf @NONAME_73_48 
if 
  $FLAG_HOOD_MISSION5_PASSED == 0 // $ == int 
jf @NONAME_73_48 
024E: disable_phone $309 
terminate_this_script 

:NONAME_73_48
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_73_78 
0405: enable_phone $309 
jump @NONAME_73_83 

:NONAME_73_78
024E: disable_phone $309 

:NONAME_73_83
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_73_330 
if 
00F9:   player $PLAYER_CHAR stopped 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 
jf @NONAME_73_330 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_73_330 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_73_237 
024E: disable_phone $309 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'HM_3' 15000 ms 2  // 'RIGGED TO BLOW'

:NONAME_73_209
if 
  fading 
jf @NONAME_73_233 
wait 0 
jump @NONAME_73_209 

:NONAME_73_233
start_mission 76  // Rigged To Blow

:NONAME_73_237
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_73_260 
jump @NONAME_73 

:NONAME_73_260
if 
00F6:   player $PLAYER_CHAR 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 
jf @NONAME_73_330 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_73_323 
jump @NONAME_73 

:NONAME_73_323
jump @NONAME_73_260 

:NONAME_73_330
jump @NONAME_73 

:NONAME_74
wait $5 
if 
  $FLAG_HOOD_MISSION4_PASSED == 1 // $ == int 
jf @NONAME_74_30 
024E: disable_phone $309 
terminate_this_script 

:NONAME_74_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_74_60 
0405: enable_phone $309 
jump @NONAME_74_65 

:NONAME_74_60
024E: disable_phone $309 

:NONAME_74_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_74_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 
jf @NONAME_74_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_74_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_74_219 
024E: disable_phone $309 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'HM_4' 15000 ms 2  // 'BULLION RUN'

:NONAME_74_191
if 
  fading 
jf @NONAME_74_215 
wait 0 
jump @NONAME_74_191 

:NONAME_74_215
start_mission 77  // Bullion Run

:NONAME_74_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_74_242 
jump @NONAME_74 

:NONAME_74_242
if 
00F6:   player $PLAYER_CHAR 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 
jf @NONAME_74_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_74_305 
jump @NONAME_74 

:NONAME_74_305
jump @NONAME_74_242 

:NONAME_74_312
jump @NONAME_74 

:NONAME_75
wait $5 
if 
  $FLAG_HOOD_MISSION5_PASSED == 1 // $ == int 
jf @NONAME_75_30 
024E: disable_phone $309 
terminate_this_script 

:NONAME_75_30
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_75_60 
0405: enable_phone $309 
jump @NONAME_75_65 

:NONAME_75_60
024E: disable_phone $309 

:NONAME_75_65
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_75_312 
if 
00F9:   player $PLAYER_CHAR stopped 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 
jf @NONAME_75_312 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_75_312 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_75_219 
024E: disable_phone $309 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
00BA: text_styled 'HM_5' 15000 ms 2  // 'RUMBLE'

:NONAME_75_191
if 
  fading 
jf @NONAME_75_215 
wait 0 
jump @NONAME_75_191 

:NONAME_75_215
start_mission 78  // Rumble

:NONAME_75_219
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_75_242 
jump @NONAME_75 

:NONAME_75_242
if 
00F6:   player $PLAYER_CHAR 0 -443.5 -6.0625 3.75 radius 1.0 1.0 2.0 
jf @NONAME_75_312 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_75_305 
jump @NONAME_75 

:NONAME_75_305
jump @NONAME_75_242 

:NONAME_75_312
jump @NONAME_75 

:NONAME_76
wait $5 
if 
  $FLAG_CAT_MISSION1_PASSED == 1 // $ == int 
jf @NONAME_76_25 
terminate_this_script 

:NONAME_76_25
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_76_409 
if 
00F6:   player $PLAYER_CHAR 0 -362.75 246.5 60.0 radius 4.5 4.5 2.0 
jf @NONAME_76_409 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_76_409 
if 
  $NICKED_HALF_A_MIL_BEFORE == 1 // $ == int 
jf @NONAME_76_120 
jump @NONAME_76_141 

:NONAME_76_120
if 
010A:   player $PLAYER_CHAR money > 499999 
jf @NONAME_76_324 

:NONAME_76_141
if 
03EE:   player $PLAYER_CHAR controllable 
jf @NONAME_76_224 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'CAT2' 15000 ms 2  // 'THE EXCHANGE'

:NONAME_76_196
if 
  fading 
jf @NONAME_76_220 
wait 0 
jump @NONAME_76_196 

:NONAME_76_220
start_mission 79  // The Exchange

:NONAME_76_224
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_76_247 
jump @NONAME_76 

:NONAME_76_247
if 
00F6:   player $PLAYER_CHAR 0 -362.75 246.5 60.0 radius 4.5 4.5 2.0 
jf @NONAME_76_317 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_76_310 
jump @NONAME_76 

:NONAME_76_310
jump @NONAME_76_247 

:NONAME_76_317
jump @NONAME_76_409 

:NONAME_76_324
00BC: text_highpriority 'CAT_MON' time 5000 1  // ~g~You don't have enough money yet. You need $500,000.

:NONAME_76_339
if 
00F6:   player $PLAYER_CHAR 0 -362.75 246.5 60.0 radius 4.5 4.5 2.0 
jf @NONAME_76_409 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @NONAME_76_402 
jump @NONAME_76 

:NONAME_76_402
jump @NONAME_76_339 

:NONAME_76_409
jump @NONAME_76 

:I_SAVE
script_name 'I_SAVE' 

:I_SAVE_10
wait 250 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_SAVE_695 
if 
03C6:   current_island == 1 
jf @I_SAVE_665 
if 
  $228 == 0 // $ == int 
jf @I_SAVE_99 
0164: disable_marker $225 
02A7: $225 = create_icon_marker_and_sphere 17 at 870.0 -308.1875 -100.0 
018B: set_marker $225 display 2 
$228 = 1 // $ = int 

:I_SAVE_99
if 
0121:   player $PLAYER_CHAR in_zone 'REDLIGH'  // Red Light District
jf @I_SAVE_658 
if 
  $FLAG_EIGHTBALL_MISSION_PASSED == 1 // $ == int 
jf @I_SAVE_236 
if 
  $ONMISSION == 0 // $ == int 
jf @I_SAVE_201 

:I_SAVE_159
if 
834D:   not rotate_object $PLAYERSDOOR from_angle 210.0 to_angle 10.0 flag 0 
jf @I_SAVE_194 
wait 0 
jump @I_SAVE_159 

:I_SAVE_194
jump @I_SAVE_236 

:I_SAVE_201
if 
834D:   not rotate_object $PLAYERSDOOR from_angle 0.0 to_angle 10.0 flag 0 
jf @I_SAVE_236 
wait 0 
jump @I_SAVE_201 

:I_SAVE_236
if 
0256:   player $PLAYER_CHAR defined 
jf @I_SAVE_658 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @I_SAVE_658 
if 
  $ONMISSION == 0 // $ == int 
jf @I_SAVE_658 
if 
019C:   player $PLAYER_CHAR 0 891.1875 -309.6875 7.6875 899.25 -303.25 12.6875 
jf @I_SAVE_658 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 884.5 -305.3125 13.5 rotation 0.0 0.0 0.0 
0160: point_camera 885.25 -305.8125 13.0 switchstyle 2 
03CF: load_wav 'DOOR_1' 

:I_SAVE_372
if 
83D0:   not wav_loaded 
jf @I_SAVE_396 
wait 0 
jump @I_SAVE_372 

:I_SAVE_396
03D1: play_wav 

:I_SAVE_398
if 
834D:   not rotate_object $PLAYERSDOOR from_angle 0.0 to_angle 8.0 flag 0 
jf @I_SAVE_433 
wait 0 
jump @I_SAVE_398 

:I_SAVE_433
if 
83D2:   not wav_ended 
jf @I_SAVE_457 
wait 0 
jump @I_SAVE_433 

:I_SAVE_457
03D8: show_save_screen 
wait 0 

:I_SAVE_463
if 
83D9:   not save_done 
jf @I_SAVE_487 
wait 0 
jump @I_SAVE_463 

:I_SAVE_487
0169: set_fade_color 0 0 0 
fade 0 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_SAVE_525 
01B4: set_player $PLAYER_CHAR can_move 0 

:I_SAVE_525
wait 1000 

:I_SAVE_530
if 
834D:   not rotate_object $PLAYERSDOOR from_angle 210.0 to_angle 10.0 flag 0 
jf @I_SAVE_565 
wait 0 
jump @I_SAVE_530 

:I_SAVE_565
0395: clear_area 1 at 888.5625 -308.375 -100.0 range 1.0 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_SAVE_630 
0055: put_player $PLAYER_CHAR at 888.5625 -308.375 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
fade 1 1000 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 

:I_SAVE_630
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_SAVE_658 
01B4: set_player $PLAYER_CHAR can_move 1 

:I_SAVE_658
jump @I_SAVE_695 

:I_SAVE_665
if 
  $228 == 1 // $ == int 
jf @I_SAVE_695 
0164: disable_marker $225 
$228 = 0 // $ = int 

:I_SAVE_695
jump @I_SAVE_10 

:I_RSTRT
script_name 'I_RSTRT' 

:I_RSTRT_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_RSTRT_76 
if 
03C6:   current_island == 1 
jf @I_RSTRT_76 
016C: restart_if_wasted_at 1144.25 -596.875 13.875 angle 90.0 
016D: restart_if_busted_at 1143.875 -675.1875 -100.0 angle 90.0 
terminate_this_script 

:I_RSTRT_76
jump @I_RSTRT_10 

:DIAB_PH
script_name 'DIAB_PH' 

:DIAB_PH_10
wait 10000 
if 
0256:   player $PLAYER_CHAR defined 
jf @DIAB_PH_99 
if 
03C6:   current_island == 1 
jf @DIAB_PH_99 
if 
  $ONMISSION == 0 // $ == int 
jf @DIAB_PH_99 
014D: text_pager 'DIAB1_A' 140 2 0  // El Burro wants to offer you an opportunity. Get to the payphone in Hepburn Heights if you want more info.
start_new_script @NONAME_37 
start_new_script @DIAB_BP 
terminate_this_script 

:DIAB_PH_99
jump @DIAB_PH_10 

:DIAB_BP
script_name 'DIAB_BP' 

:DIAB_BP_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @DIAB_BP_129 
if 
03C6:   current_island == 1 
jf @DIAB_BP_99 
if 
  $299 == 0 // $ == int 
jf @DIAB_BP_92 
0164: disable_marker $DIABLO_CONTACT_BLIP 
02A7: $DIABLO_CONTACT_BLIP = create_icon_marker_and_sphere 8 at 938.375 -230.5 -100.0 
$299 = 1 // $ = int 

:DIAB_BP_92
jump @DIAB_BP_129 

:DIAB_BP_99
if 
  $299 == 1 // $ == int 
jf @DIAB_BP_129 
0164: disable_marker $DIABLO_CONTACT_BLIP 
$299 = 0 // $ = int 

:DIAB_BP_129
jump @DIAB_BP_10 

:JOE_BUG
script_name 'JOE_BUG' 

:JOE_BUG_10
wait 500 
if 
0256:   player $PLAYER_CHAR defined 
jf @JOE_BUG_171 
if 
03C6:   current_island == 1 
jf @JOE_BUG_171 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS > 17 // $ > int 
  24 > $HOURS // int > $ 
jf @JOE_BUG_134 
if 
  $414 == 0 // $ == int 
jf @JOE_BUG_127 
014C: set_parked_car_generator $JOEYS_BUGGY cars_to_generate_to 101 
018D: $131 = create_sound 91 at 937.0625 -275.5 8.875 
$414 = 1 // $ = int 

:JOE_BUG_127
jump @JOE_BUG_171 

:JOE_BUG_134
if 
  $414 == 1 // $ == int 
jf @JOE_BUG_171 
014C: set_parked_car_generator $JOEYS_BUGGY cars_to_generate_to 0 
018E: stop_sound $131 
$414 = 0 // $ = int 

:JOE_BUG_171
jump @JOE_BUG_10 

:TONI_FR
script_name 'TONI_FR' 

:TONI_FR_10
wait 500 
if 
0256:   player $PLAYER_CHAR defined 
jf @TONI_FR_59 
if 
8121:   not player $PLAYER_CHAR in_zone 'PORT_W'  // Callahan Point
jf @TONI_FR_59 
031A: remove_all_fires 
terminate_this_script 

:TONI_FR_59
jump @TONI_FR_10 

:BLOB_HP
script_name 'BLOB_HP' 

:BLOB_HP_10
wait 100 
if 
0256:   player $PLAYER_CHAR defined 
jf @BLOB_HP_78 
if 
019C:   player $PLAYER_CHAR 0 895.25 -428.0 12.0 900.25 -423.1875 18.0 
jf @BLOB_HP_78 
03E5: text_box 'HELP12'  // Walk into the center of the blue marker to trigger a mission.
terminate_this_script 

:BLOB_HP_78
jump @BLOB_HP_10 

:TONI4PG
script_name 'TONI4PG' 

:TONI4PG_10
wait 10000 
if 
0256:   player $PLAYER_CHAR defined 
jf @TONI4PG_109 
if 
  $ONMISSION == 0 // $ == int 
jf @TONI4PG_109 
if 
03C6:   current_island == 1 
jf @TONI4PG_109 
if 
  $FLAG_TONI_MISSION4_PASSED == 0 // $ == int 
jf @TONI4PG_99 
014D: text_pager 'TONI_P' 140 2 0  // I've got some urgent work for you! -Toni

:TONI4PG_99
start_new_script @TONI5PG 
terminate_this_script 

:TONI4PG_109
jump @TONI4PG_10 

:TONI5PG
script_name 'TONI5PG' 

:TONI5PG_10
wait 10000 
if 
0256:   player $PLAYER_CHAR defined 
jf @TONI5PG_119 
if 
  $ONMISSION == 0 // $ == int 
jf @TONI5PG_119 
if 
03C6:   current_island == 1 
jf @TONI5PG_119 
if 
  $FLAG_TONI_MISSION4_PASSED == 1 // $ == int 
jf @TONI5PG_119 
if 
  $FLAG_TONI_MISSION5_PASSED == 0 // $ == int 
jf @TONI5PG_117 
014D: text_pager 'TONI_P' 140 2 0  // I've got some urgent work for you! -Toni

:TONI5PG_117
terminate_this_script 

:TONI5PG_119
jump @TONI5PG_10 

:FUZZ_DR
script_name 'FUZZ_DR' 

:FUZZ_DR_10
if or
  $FLAG_MOVED_DOOR1_LM5 == 0 // $ == int 
  $FLAG_MOVED_DOOR2_LM5 == 0 // $ == int 
jf @FUZZ_DR_167 
wait 0 
if 
  $COUNTER_GIRLS_TRYING_TO_GET_TO_BALL == 0 // $ == int 
jf @FUZZ_DR_160 
if 
8339:   not anything_in_cube_cornerA 1008.0 -899.0 14.0 cornerB 996.5 -886.5 20.0 solid 0 car 1 actor 1 object 0 particle 1 
jf @FUZZ_DR_160 
if 
034D: rotate_object $FUZZ_DOOR1 from_angle 180.0 to_angle 10.0 flag 0 
jf @FUZZ_DR_129 
$FLAG_MOVED_DOOR1_LM5 = 1 // $ = int 

:FUZZ_DR_129
if 
034D: rotate_object $FUZZ_DOOR2 from_angle 0.0 to_angle 10.0 flag 0 
jf @FUZZ_DR_160 
$FLAG_MOVED_DOOR2_LM5 = 1 // $ = int 

:FUZZ_DR_160
jump @FUZZ_DR_10 

:FUZZ_DR_167
terminate_this_script 

:C_SAVE
script_name 'C_SAVE' 

:C_SAVE_10
wait 250 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_SAVE_825 
if 
03C6:   current_island == 2 
jf @C_SAVE_795 
if 
  $229 == 0 // $ == int 
jf @C_SAVE_99 
0164: disable_marker $226 
02A7: $226 = create_icon_marker_and_sphere 17 at 103.25 -469.1875 -100.0 
018B: set_marker $226 display 2 
$229 = 1 // $ = int 

:C_SAVE_99
if 
0121:   player $PLAYER_CHAR in_zone 'PARK'  // Belleville Park
jf @C_SAVE_788 
if 
  $ONMISSION == 0 // $ == int 
jf @C_SAVE_220 

:C_SAVE_141
if or
834E:   not move_object $46 to 105.3125 -482.75 16.25 speed 0.0625 0.0 0.0 collision_check 0 
834E:   not move_object $47 to 100.6875 -482.75 16.25 speed 0.0625 0.0 0.0 collision_check 0 
jf @C_SAVE_213 
wait 0 
jump @C_SAVE_141 

:C_SAVE_213
jump @C_SAVE_292 

:C_SAVE_220
if or
834E:   not move_object $46 to 103.8125 -482.75 16.25 speed 0.0625 0.0 0.0 collision_check 0 
834E:   not move_object $47 to 102.1875 -482.75 16.25 speed 0.0625 0.0 0.0 collision_check 0 
jf @C_SAVE_292 
wait 0 
jump @C_SAVE_220 

:C_SAVE_292
if 
0256:   player $PLAYER_CHAR defined 
jf @C_SAVE_788 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @C_SAVE_788 
if 
  $ONMISSION == 0 // $ == int 
jf @C_SAVE_788 
if 
019C:   player $PLAYER_CHAR 0 105.6875 -486.0 15.0 100.75 -483.375 18.0 
jf @C_SAVE_788 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 98.5 -472.0 19.8125 rotation 0.0 0.0 0.0 
0160: point_camera 98.9375 -472.875 19.4375 switchstyle 2 
03CF: load_wav 'DOOR_3' 

:C_SAVE_428
if 
83D0:   not wav_loaded 
jf @C_SAVE_452 
wait 0 
jump @C_SAVE_428 

:C_SAVE_452
03D1: play_wav 

:C_SAVE_454
if or
834E:   not move_object $46 to 103.8125 -482.75 16.25 speed 0.0625 0.0 0.0 collision_check 0 
834E:   not move_object $47 to 102.1875 -482.75 16.25 speed 0.0625 0.0 0.0 collision_check 0 
jf @C_SAVE_526 
wait 0 
jump @C_SAVE_454 

:C_SAVE_526
if 
83D2:   not wav_ended 
jf @C_SAVE_550 
wait 0 
jump @C_SAVE_526 

:C_SAVE_550
03D8: show_save_screen 
wait 0 

:C_SAVE_556
if 
83D9:   not save_done 
jf @C_SAVE_580 
wait 0 
jump @C_SAVE_556 

:C_SAVE_580
0169: set_fade_color 0 0 0 
fade 0 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_SAVE_618 
01B4: set_player $PLAYER_CHAR can_move 0 

:C_SAVE_618
wait 1000 

:C_SAVE_623
if or
834E:   not move_object $46 to 105.3125 -482.75 16.25 speed 0.0625 0.0 0.0 collision_check 0 
834E:   not move_object $47 to 100.6875 -482.75 16.25 speed 0.0625 0.0 0.0 collision_check 0 
jf @C_SAVE_695 
wait 0 
jump @C_SAVE_623 

:C_SAVE_695
0395: clear_area 1 at 103.0 -478.5 14.875 range 1.0 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_SAVE_760 
0055: put_player $PLAYER_CHAR at 103.0 -478.5 14.875 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
fade 1 1000 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 

:C_SAVE_760
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_SAVE_788 
01B4: set_player $PLAYER_CHAR can_move 1 

:C_SAVE_788
jump @C_SAVE_825 

:C_SAVE_795
if 
  $229 == 1 // $ == int 
jf @C_SAVE_825 
0164: disable_marker $226 
$229 = 0 // $ = int 

:C_SAVE_825
jump @C_SAVE_10 

:C_RSTRT
script_name 'C_RSTRT' 

:C_RSTRT_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_RSTRT_98 
if 
03C6:   current_island == 2 
jf @C_RSTRT_98 
if 
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
jf @C_RSTRT_98 
016C: restart_if_wasted_at 183.5 -17.75 16.1875 angle 180.0 
016D: restart_if_busted_at 340.25 -1123.375 25.0 angle 180.0 
01F0: set_max_wanted_level_to 5 
terminate_this_script 

:C_RSTRT_98
jump @C_RSTRT_10 

:YARD_PH
script_name 'YARD_PH' 

:YARD_PH_10
wait 10000 
if 
0256:   player $PLAYER_CHAR defined 
jf @YARD_PH_99 
if 
03C6:   current_island == 2 
jf @YARD_PH_99 
if 
  $ONMISSION == 0 // $ == int 
jf @YARD_PH_99 
014D: text_pager 'YD_P' 140 2 0  // King Courtney would like a word. Get to the payphone in Aspatria!!
start_new_script @NONAME_60 
start_new_script @YARD_BP 
terminate_this_script 

:YARD_PH_99
jump @YARD_PH_10 

:YARD_BP
script_name 'YARD_BP' 

:YARD_BP_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @YARD_BP_149 
if 
03C6:   current_island == 2 
jf @YARD_BP_119 
if 
  $FLAG_YARDIE_MISSION4_PASSED == 1 // $ == int 
jf @YARD_BP_66 
terminate_this_script 

:YARD_BP_66
if 
  $304 == 0 // $ == int 
jf @YARD_BP_112 
0164: disable_marker $YARDIE_CONTACT_BLIP 
02A7: $YARDIE_CONTACT_BLIP = create_icon_marker_and_sphere 12 at 120.6875 -272.0625 16.0625 
$304 = 1 // $ = int 

:YARD_BP_112
jump @YARD_BP_149 

:YARD_BP_119
if 
  $304 == 1 // $ == int 
jf @YARD_BP_149 
0164: disable_marker $YARDIE_CONTACT_BLIP 
$304 = 0 // $ = int 

:YARD_BP_149
jump @YARD_BP_10 

:ASUK_DR
script_name 'ASUK_DR' 
if 
03CA:   object $BACKDOOR exists 
jf @ASUK_DR_215 
0176: $DOOR_POSITION_A1 = object $BACKDOOR z_angle 
if 
  $DOOR_CRASH_FLAG == 1 // $ == int 
jf @ASUK_DR_215 

:ASUK_DR_52
if 
   not $DOOR_POSITION_A1 == 0.0 // $ == float 
jf @ASUK_DR_215 
if 
0256:   player $PLAYER_CHAR defined 
jf @ASUK_DR_188 
if 
8057:   not player $PLAYER_CHAR 0 889.5625 -418.0625 15.0 895.125 -412.625 18.0 
jf @ASUK_DR_181 
if and
  $DOOR_POSITION_A1 > -10.0 // $ > float 
  10.0 > $DOOR_POSITION_A1 // float > $ 
jf @ASUK_DR_165 
$DOOR_POSITION_A1 = 0.0 // $ = float 
jump @ASUK_DR_173 

:ASUK_DR_165
$DOOR_POSITION_A1 -= 10.0 // $ -= float 

:ASUK_DR_173
0177: set_object $BACKDOOR z_angle_to $DOOR_POSITION_A1 

:ASUK_DR_181
jump @ASUK_DR_204 

:ASUK_DR_188
$DOOR_POSITION_A1 = 0.0 // $ = float 
0177: set_object $BACKDOOR z_angle_to $DOOR_POSITION_A1 

:ASUK_DR_204
wait 0 
jump @ASUK_DR_52 

:ASUK_DR_215
terminate_this_script 

:S_SAVE
script_name 'S_SAVE' 

:S_SAVE_10
wait 250 
if 
0256:   player $PLAYER_CHAR defined 
jf @S_SAVE_617 
if 
03C6:   current_island == 3 
jf @S_SAVE_587 
if 
  $230 == 0 // $ == int 
jf @S_SAVE_99 
0164: disable_marker $227 
02A7: $227 = create_icon_marker_and_sphere 17 at -665.0 -6.5 -100.0 
018B: set_marker $227 display 2 
$230 = 1 // $ = int 

:S_SAVE_99
if 
0121:   player $PLAYER_CHAR in_zone 'PROJECT'  // Wichita Gardens
jf @S_SAVE_580 
if 
  $ONMISSION == 0 // $ == int 
jf @S_SAVE_183 

:S_SAVE_141
if 
834D:   not rotate_object $56 from_angle 250.0 to_angle 10.0 flag 0 
jf @S_SAVE_176 
wait 0 
jump @S_SAVE_141 

:S_SAVE_176
jump @S_SAVE_218 

:S_SAVE_183
if 
834D:   not rotate_object $56 from_angle 180.0 to_angle 10.0 flag 0 
jf @S_SAVE_218 
wait 0 
jump @S_SAVE_183 

:S_SAVE_218
if 
0256:   player $PLAYER_CHAR defined 
jf @S_SAVE_580 
if 
03EE:   player $PLAYER_CHAR controllable 
jf @S_SAVE_580 
if 
  $ONMISSION == 0 // $ == int 
jf @S_SAVE_580 
if 
019C:   player $PLAYER_CHAR 0 -670.5 3.875 18.0 -660.0 12.6875 22.0 
jf @S_SAVE_580 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position -678.125 -6.4375 24.4375 rotation 0.0 0.0 0.0 
0160: point_camera -677.375 -5.875 24.0625 switchstyle 2 

:S_SAVE_344
if 
834D:   not rotate_object $56 from_angle 180.0 to_angle 8.0 flag 0 
jf @S_SAVE_379 
wait 0 
jump @S_SAVE_344 

:S_SAVE_379
03D8: show_save_screen 
wait 0 

:S_SAVE_385
if 
83D9:   not save_done 
jf @S_SAVE_409 
wait 0 
jump @S_SAVE_385 

:S_SAVE_409
0169: set_fade_color 0 0 0 
fade 0 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @S_SAVE_447 
01B4: set_player $PLAYER_CHAR can_move 0 

:S_SAVE_447
wait 1000 

:S_SAVE_452
if 
834D:   not rotate_object $56 from_angle 250.0 to_angle 10.0 flag 0 
jf @S_SAVE_487 
wait 0 
jump @S_SAVE_452 

:S_SAVE_487
0395: clear_area 1 at -666.75 -1.75 -100.0 range 1.0 
if 
0256:   player $PLAYER_CHAR defined 
jf @S_SAVE_552 
0055: put_player $PLAYER_CHAR at -666.75 -1.75 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
fade 1 1000 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 

:S_SAVE_552
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @S_SAVE_580 
01B4: set_player $PLAYER_CHAR can_move 1 

:S_SAVE_580
jump @S_SAVE_617 

:S_SAVE_587
if 
  $230 == 1 // $ == int 
jf @S_SAVE_617 
0164: disable_marker $227 
$230 = 0 // $ = int 

:S_SAVE_617
jump @S_SAVE_10 

:S_RSTRT
script_name 'S_RSTRT' 

:S_RSTRT_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @S_RSTRT_98 
if 
03C6:   current_island == 3 
jf @S_RSTRT_98 
if 
  $FLAG_COMMERCIAL_PASSED == 1 // $ == int 
jf @S_RSTRT_98 
016C: restart_if_wasted_at -1253.0 -138.1875 57.75 angle 90.0 
016D: restart_if_busted_at -1259.5 -44.5 57.75 angle 90.0 
01F0: set_max_wanted_level_to 6 
terminate_this_script 

:S_RSTRT_98
jump @S_RSTRT_10 

:HOOD_PH
script_name 'HOOD_PH' 

:HOOD_PH_10
wait 10000 
if 
0256:   player $PLAYER_CHAR defined 
jf @HOOD_PH_99 
if 
03C6:   current_island == 3 
jf @HOOD_PH_99 
if 
  $ONMISSION == 0 // $ == int 
jf @HOOD_PH_99 
014D: text_pager 'HOOD1_A' 140 2 0  // Get to the payphone in Wichita Gardens and we'll talk business.
start_new_script @NONAME_71 
start_new_script @HOOD_BP 
terminate_this_script 

:HOOD_PH_99
jump @HOOD_PH_10 

:HOOD_BP
script_name 'HOOD_BP' 

:HOOD_BP_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @HOOD_BP_149 
if 
03C6:   current_island == 3 
jf @HOOD_BP_119 
if 
  $FLAG_HOOD_MISSION5_PASSED == 1 // $ == int 
jf @HOOD_BP_66 
terminate_this_script 

:HOOD_BP_66
if 
  $310 == 0 // $ == int 
jf @HOOD_BP_112 
0164: disable_marker $HOOD_CONTACT_BLIP 
02A7: $HOOD_CONTACT_BLIP = create_icon_marker_and_sphere 9 at -443.5 -6.0625 3.75 
$310 = 1 // $ = int 

:HOOD_BP_112
jump @HOOD_BP_149 

:HOOD_BP_119
if 
  $310 == 1 // $ == int 
jf @HOOD_BP_149 
0164: disable_marker $HOOD_CONTACT_BLIP 
$310 = 0 // $ = int 

:HOOD_BP_149
jump @HOOD_BP_10 

:LUIHELP
script_name 'LUIHELP' 
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @LUIHELP_199 
if 
  $9 == 0 // $ == int 
jf @LUIHELP_84 
if 
  $FLAG_LUIGI_MISSION1_PASSED == 1 // $ == int 
jf @LUIHELP_84 
03E5: text_box 'LM1_8'  // You can go and see Luigi for more work or check out Liberty City.
$9 = 1 // $ = int 

:LUIHELP_84
if 
  $9 == 1 // $ == int 
jf @LUIHELP_116 
TIMERA = 0 // @ = int 
$9 = 2 // $ = int 

:LUIHELP_116
if 
  6000 > TIMERA // int > @ 
jf @LUIHELP_146 
wait 0 
jump @LUIHELP_116 

:LUIHELP_146
if 
  $9 == 2 // $ == int 
jf @LUIHELP_199 
if 
  $ONMISSION == 0 // $ == int 
jf @LUIHELP_199 
03E5: text_box 'LM1_8A'  // To earn some extra cash, why not 'borrow' a taxi...
$9 = 3 // $ = int 

:LUIHELP_199
terminate_this_script 

:PISTOL1
script_name 'PISTOL1' 

:PISTOL1_10
wait 10000 
if 
0256:   player $PLAYER_CHAR defined 
jf @PISTOL1_115 
if 
  $ONMISSION == 0 // $ == int 
jf @PISTOL1_115 
if 
  $OUT_OF_STOCK_PISTOL == 0 // $ == int 
jf @PISTOL1_115 
0215: destroy_pickup $98 
0213: $99 = create_pickup #COLT45 type 1 at 1068.5 -400.75 15.1875 
014D: text_pager 'COLT_IN' 140 2 0  // The Pistol is now in stock at Ammunation!
$OUT_OF_STOCK_PISTOL = 1 // $ = int 

:PISTOL1_115
if 
  $OUT_OF_STOCK_PISTOL == 1 // $ == int 
jf @PISTOL1_135 
terminate_this_script 

:PISTOL1_135
jump @PISTOL1_10 

:UZI1
script_name 'UZI1' 

:UZI1_10
wait 5000 
if 
0256:   player $PLAYER_CHAR defined 
jf @UZI1_91 
if 
  $ONMISSION == 0 // $ == int 
jf @UZI1_91 
if 
  $OUT_OF_STOCK_UZI == 0 // $ == int 
jf @UZI1_91 
014D: text_pager 'UZI_IN' 140 2 0  // The Uzi is now in stock at Ammunation!
$OUT_OF_STOCK_UZI = 1 // $ = int 

:UZI1_91
if 
  $OUT_OF_STOCK_UZI == 1 // $ == int 
jf @UZI1_111 
terminate_this_script 

:UZI1_111
jump @UZI1_10 

:NONAME_77
wait 100000 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_77_60 
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_77_60 
014D: text_pager 'IMPEXPP' 140 2 0  // Import/Export garage, Portland Harbor. We have orders for various vehicles. Check our notice board for our requirements.
terminate_this_script 

:NONAME_77_60
jump @NONAME_77 

:NONAME_78
wait 200000 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_78_60 
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_78_60 
014D: text_pager 'EMVHPUP' 140 2 0  // Great rates paid for new and used Emergency Vehicles. Bring them to the crane in the north east of Portland Harbor.
terminate_this_script 

:NONAME_78_60
jump @NONAME_78 

:NONAME_79
wait 300000 
if 
  $ONMISSION == 0 // $ == int 
jf @NONAME_79_60 
if 
0256:   player $PLAYER_CHAR defined 
jf @NONAME_79_60 
014D: text_pager 'VANHSTP' 140 2 0  // Any more Securicars you want cracked? Bring them to our garage in the Portland Harbor.
terminate_this_script 

:NONAME_79_60
jump @NONAME_79 

:NONAME_79_67
014B: $GEN_CAR1 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 30 0 10000 at 1140.688 -630.1875 -100.0 angle 0.0 
014B: $GEN_CAR2 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 60 0 10000 at 1139.0 -646.0 -100.0 angle 90.0 
014B: $GEN_CAR3 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 70 0 10000 at 1139.688 -684.6875 -100.0 angle 270.0 
014B: $GEN_CAR4 = init_parked_car_generator #IDAHO -1 -1 0 alarm 40 door_lock 0 0 10000 at 1284.25 -620.5 11.6875 angle 0.0 
014B: $GEN_CAR5 = init_parked_car_generator #PATRIOT -1 -1 0 alarm 40 door_lock 0 0 10000 at 1299.0 -641.75 11.6875 angle 0.0 
014B: $GEN_CAR6 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 40 door_lock 0 0 10000 at 1265.875 -620.75 11.6875 angle 180.0 
014B: $GEN_CAR7 = init_parked_car_generator #PONY -1 -1 0 alarm 0 door_lock 0 0 10000 at 1378.375 -607.1875 -100.0 angle 180.0 
014B: $GEN_CAR9 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 90 door_lock 0 0 10000 at 1208.625 -258.25 24.5 angle 270.0 
014B: $GEN_CAR10 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 60 door_lock 0 0 10000 at 1347.0 -448.4375 49.5 angle 0.0 
014B: $GEN_CAR11 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 90 door_lock 0 0 10000 at 1336.0 -452.1875 49.25 angle 270.0 
014B: $GEN_CAR12 = init_parked_car_generator #KURUMA -1 -1 0 alarm 10 door_lock 0 0 10000 at 1223.125 -325.25 25.5625 angle 180.0 
014B: $GEN_CAR13 = init_parked_car_generator #MAFIA -1 -1 0 alarm 90 door_lock 0 0 10000 at 1285.375 -306.125 39.375 angle 270.0 
014B: $GEN_CAR15 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1142.125 -95.5625 7.0 angle 180.0 
014B: $GEN_CAR16 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1147.313 -95.4375 7.0 angle 0.0 
014B: $GEN_CAR17 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1233.063 -127.1875 15.0 angle 38.0 
014B: $GEN_CAR18 = init_parked_car_generator #TAXI -1 -1 0 alarm 0 door_lock 0 0 10000 at 1338.125 -257.0625 49.25 angle 270.0 
014B: $GEN_CAR57 = init_parked_car_generator #MAFIA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1407.563 -176.0625 -100.0 angle 140.0 
014B: $GEN_CAR58 = init_parked_car_generator #MAFIA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1405.0 -163.375 -100.0 angle 280.0 
014B: $GEN_CAR19 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 60 door_lock 0 0 10000 at 1217.0 -70.0 -100.0 angle 0.0 
014B: $GEN_CAR20 = init_parked_car_generator #PEREN -1 -1 0 alarm 60 door_lock 0 0 10000 at 1234.0 -97.0 -100.0 angle 0.0 
014B: $GEN_CAR21 = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at 1107.5 -58.0 -100.0 angle 270.0 
014B: $GEN_CAR22 = init_parked_car_generator #KURUMA -1 -1 0 alarm 0 door_lock 0 0 10000 at 1226.688 -68.0 -100.0 angle 0.0 
014B: $GEN_CAR24 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 40 door_lock 0 0 10000 at 973.25 -55.0625 -100.0 angle 270.0 
014B: $GEN_CAR25 = init_parked_car_generator #KURUMA -1 -1 0 alarm 90 door_lock 0 0 10000 at 982.125 -36.5625 -100.0 angle 90.0 
014B: $GEN_CAR59 = init_parked_car_generator #RUMPO -1 -1 0 alarm 0 door_lock 0 0 10000 at 1263.5 -69.5 -100.0 angle 270.0 
014B: $GEN_CAR23 = init_parked_car_generator #STALLION -1 -1 0 alarm 10 door_lock 0 0 10000 at 986.1875 -146.25 4.5 angle 270.0 
014B: $GEN_CAR28 = init_parked_car_generator #IDAHO -1 -1 0 alarm 40 door_lock 0 0 10000 at 1027.5 -873.0625 14.5 angle 270.0 
014B: $GEN_CAR29 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 1006.125 -838.4375 14.5 angle 90.0 
014B: $GEN_CAR30 = init_parked_car_generator #PONY -1 -1 0 alarm 90 door_lock 0 0 10000 at 857.0625 -790.1875 14.5 angle 0.0 
014B: $GEN_CAR31 = init_parked_car_generator #MRWONGS -1 -1 0 alarm 100 door_lock 0 0 10000 at 866.875 -663.6875 -100.0 angle 270.0 
014B: $GEN_CAR53 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 861.875 -546.0 -100.0 angle 177.0 
014B: $GEN_CAR8 = init_parked_car_generator #PEREN -1 -1 0 alarm 10 door_lock 0 0 10000 at 1119.0 -770.4375 14.25 angle 180.0 
014B: $GEN_CAR32 = init_parked_car_generator #RUMPO -1 -1 0 alarm 90 door_lock 0 0 10000 at 1102.813 -983.5 14.5625 angle 270.0 
014B: $GEN_CAR34 = init_parked_car_generator #CABBIE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1242.875 -730.5 14.75 angle 311.0 
014B: $GEN_CAR36 = init_parked_car_generator #STALLION -1 -1 0 alarm 80 door_lock 0 0 10000 at 1220.875 -899.0 -100.0 angle 177.375 
014B: $GEN_CAR37 = init_parked_car_generator #PONY -1 -1 0 alarm 10 door_lock 0 0 10000 at 1226.375 -882.0625 -100.0 angle 314.875 
014B: $GEN_CAR38 = init_parked_car_generator #COACH -1 -1 0 alarm 100 door_lock 0 0 10000 at 1277.5 -990.0 14.1875 angle 225.0 
014B: $GEN_CAR40 = init_parked_car_generator #COACH -1 -1 0 alarm 100 door_lock 0 0 10000 at 1278.0 -973.25 14.1875 angle 45.0 
014B: $GEN_CAR41 = init_parked_car_generator #PEREN -1 -1 0 alarm 0 door_lock 0 0 10000 at 1427.0 -786.75 -100.0 angle 90.0 
014B: $GEN_CAR42 = init_parked_car_generator #MULE -1 -1 0 alarm 20 door_lock 0 0 10000 at 1407.563 -791.1875 -100.0 angle 270.0 
014B: $GEN_CAR43 = init_parked_car_generator #KURUMA -1 -1 0 alarm 90 door_lock 0 0 10000 at 1427.375 -799.6875 -100.0 angle 270.0 
014B: $GEN_CAR54 = init_parked_car_generator #YANKEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1545.063 -845.5625 -100.0 angle 269.875 
014B: $GEN_CAR55 = init_parked_car_generator #MULE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1495.063 -810.875 11.875 angle 182.375 
014B: $GEN_CAR56 = init_parked_car_generator #YANKEE -1 -1 0 alarm 0 door_lock 0 0 10000 at 1576.75 -715.0625 -100.0 angle 93.0 
014B: $GEN_CAR33 = init_parked_car_generator #LINERUN -1 -1 0 alarm 0 door_lock 0 0 10000 at 1368.063 -1026.0 -100.0 angle 0.0 
014B: $GEN_CAR44 = init_parked_car_generator #KURUMA -1 -1 0 alarm 0 door_lock 0 0 10000 at 855.1875 -993.75 4.5625 angle 0.0 
014B: $GEN_CAR45 = init_parked_car_generator #LINERUN -1 -1 0 alarm 0 door_lock 0 0 10000 at 898.1875 -996.8125 4.5625 angle 90.0 
014B: $GEN_CAR46 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 0 door_lock 0 0 10000 at 874.25 -985.6875 4.5625 angle 90.0 
014B: $GEN_CAR47 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 978.5625 -1093.0 13.25 angle 0.0 
014B: $GEN_CAR48 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 100 door_lock 0 0 10000 at 996.25 -1127.5 13.25 angle 270.0 
014B: $GEN_CAR49 = init_parked_car_generator #BELLYUP -1 -1 0 alarm 0 door_lock 0 0 10000 at 1012.5 -1141.0 13.25 angle 180.0 
014B: $GEN_CAR51 = init_parked_car_generator #PEREN -1 -1 0 alarm 0 door_lock 0 0 10000 at 973.0 -420.0 14.5 angle 0.0 
014B: $GEN_CAR52 = init_parked_car_generator #PONY -1 -1 0 alarm 0 door_lock 0 0 10000 at 1111.75 45.0 -100.0 angle 266.0 
014B: $GEN_CAR64 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 0 door_lock 0 0 10000 at 1460.5 -345.0 -100.0 angle 270.0 
014B: $COM_CAR1 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at 354.1875 -1055.875 -100.0 angle 0.0 
014B: $COM_CAR2 = init_parked_car_generator #ENFORCER -1 -1 0 alarm 0 door_lock 0 0 10000 at 340.0625 -1055.875 -100.0 angle 90.0 
014B: $COM_CAR25 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at 356.5 -1170.25 22.0 angle 0.0 
014B: $COM_CAR26 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 70 door_lock 0 0 10000 at 334.375 -1151.0 22.0 angle 90.0 
014B: $COM_CAR3 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at 194.6875 -41.0625 -100.0 angle 0.0 
014B: $COM_CAR4 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at 216.5 -40.75 -100.0 angle 180.0 
014B: $COM_CAR5 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 50 door_lock 0 0 10000 at 315.875 -7.0 -100.0 angle 212.0625 
014B: $COM_CAR6 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 50 door_lock 0 0 10000 at 216.5 -40.75 -100.0 angle 180.0 
014B: $COM_CAR7 = init_parked_car_generator #KURUMA -1 -1 0 alarm 50 door_lock 0 0 10000 at 315.875 -7.0 -100.0 angle 212.0625 
014B: $COM_CAR8 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 50 door_lock 0 0 10000 at 299.25 10.75 -100.0 angle 35.5 
014B: $COM_CAR9 = init_parked_car_generator #STALLION -1 -1 0 alarm 50 door_lock 0 0 10000 at 338.6875 -4.5625 -100.0 angle 267.6875 
014B: $COM_CAR10 = init_parked_car_generator #RUMPO -1 -1 0 alarm 50 door_lock 0 0 10000 at 358.6875 11.6875 -100.0 angle 272.6875 
014B: $COM_CAR11 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 500.0 -659.375 -100.0 angle 0.0 
014B: $COM_CAR12 = init_parked_car_generator #BLISTA -1 -1 0 alarm 40 door_lock 0 0 10000 at 486.5 -643.5625 -100.0 angle 180.0 
014B: $COM_CAR20 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 475.5 -617.375 15.1875 angle 0.0 
014B: $COM_CAR21 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 60 door_lock 0 0 10000 at 485.0 -710.0 -100.0 angle 270.0 
014B: $COM_CAR27 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at 477.5625 -731.375 -100.0 angle 90.0 
014B: $COM_CAR28 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 0 door_lock 0 0 10000 at 63.375 -591.25 25.875 angle 90.0 
014B: $COM_CAR29 = init_parked_car_generator #MANANA -1 -1 0 alarm 20 door_lock 0 0 10000 at 233.5 -1236.688 20.5 angle 0.0 
014B: $COM_CAR30 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 60 door_lock 40 0 10000 at 259.1875 -1196.688 20.5 angle 90.0 
014B: $COM_CAR31 = init_parked_car_generator #BLISTA -1 -1 0 alarm 30 door_lock 40 0 10000 at 228.75 -1205.688 20.5 angle 180.0 
014B: $COM_CAR32 = init_parked_car_generator #KURUMA -1 -1 0 alarm 20 door_lock 70 0 10000 at 211.5 -1213.5 20.5 angle 90.0 
014B: $COM_CAR33 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 20 door_lock 70 0 10000 at 458.875 -1503.375 -100.0 angle 0.0 
014B: $COM_CAR34 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 50 door_lock 50 0 10000 at 442.6875 -1465.688 18.375 angle 180.0 
014B: $COM_CAR35 = init_parked_car_generator #IDAHO -1 -1 0 alarm 30 door_lock 30 0 10000 at 424.375 -1501.0 -100.0 angle 90.0 
014B: $COM_CAR36 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at 476.0625 -1496.375 -100.0 angle 220.0 
014B: $COM_CAR37 = init_parked_car_generator #COLUMB -1 -1 0 alarm 0 door_lock 30 0 10000 at 352.375 -345.5 -100.0 angle 180.0 
014B: $COM_CAR38 = init_parked_car_generator #COLUMB -1 -1 0 alarm 20 door_lock 30 0 10000 at 394.6875 -171.375 -100.0 angle 295.0 
014B: $COM_CAR39 = init_parked_car_generator #PANLANT -1 -1 0 alarm 0 door_lock 0 0 10000 at 388.0 -95.0 -100.0 angle 65.0 
014B: $COM_CAR40 = init_parked_car_generator #PANLANT -1 -1 0 alarm 0 door_lock 0 0 10000 at 302.875 -245.1875 -100.0 angle 270.0 
014B: $GEN_CAR60 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 339.8125 -290.625 16.0 angle 158.1875 
014B: $GEN_CAR61 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 359.0625 -291.0625 16.0 angle 146.8125 
014B: $GEN_CAR62 = init_parked_car_generator #YAKUZA -1 -1 0 alarm 0 door_lock 0 0 10000 at 361.875 -339.0625 16.0 angle 339.3125 
014B: $COM_CAR41 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 30 door_lock 30 0 10000 at -51.5625 -324.0 -100.0 angle 90.0 
014B: $COM_CAR42 = init_parked_car_generator #IDAHO -1 -1 0 alarm 30 door_lock 30 0 10000 at -40.5 -346.75 -100.0 angle 270.0 
014B: $COM_CAR43 = init_parked_car_generator #MULE -1 -1 0 alarm 30 door_lock 30 0 10000 at -30.0 -366.875 -100.0 angle 270.0 
014B: $COM_CAR44 = init_parked_car_generator #BLISTA -1 -1 0 alarm 30 door_lock 30 0 10000 at -62.25 -344.0625 -100.0 angle 90.0 
014B: $COM_CAR45 = init_parked_car_generator #STALLION -1 -1 0 alarm 30 door_lock 30 0 10000 at -72.1875 -332.5 -100.0 angle 270.0 
014B: $GEN_CAR35 = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at -83.875 -443.5625 -100.0 angle 90.0 
014B: $COM_CAR15 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 70 door_lock 0 0 10000 at 301.6875 -582.5 25.875 angle 270.6875 
014B: $COM_CAR16 = init_parked_car_generator #RUMPO -1 -1 0 alarm 70 door_lock 0 0 10000 at 302.375 -562.5 25.875 angle 88.1875 
014B: $COM_CAR17 = init_parked_car_generator #STALLION -1 -1 0 alarm 70 door_lock 0 0 10000 at 283.1875 -566.4375 25.875 angle 91.8125 
014B: $COM_CAR19 = init_parked_car_generator #BLISTA -1 -1 0 alarm 70 door_lock 0 0 10000 at 302.1875 -510.375 25.875 angle 269.5 
014B: $COM_CAR24 = init_parked_car_generator #BLISTA -1 -1 0 alarm 50 door_lock 0 0 10000 at 324.5 -455.875 22.5 angle 90.0 
014B: $COM_CAR13 = init_parked_car_generator #SPEEDER -1 -1 0 alarm 0 door_lock 0 0 10000 at 593.25 -664.0 0.0 angle 0.0 
014B: $COM_CAR23 = init_parked_car_generator #REEFER -1 -1 0 alarm 0 door_lock 0 0 10000 at 568.0 -686.0 0.0 angle 180.0 
014B: $COM_CAR14 = init_parked_car_generator #REEFER -1 -1 0 alarm 0 door_lock 0 0 10000 at 592.375 -766.6875 0.0 angle 0.0 
014B: $COM_CAR22 = init_parked_car_generator #PREDATOR -1 -1 0 alarm 0 door_lock 0 0 10000 at 554.75 -767.5625 0.0 angle 0.0 
014B: $PHIL_CAR = init_parked_car_generator #BARRACKS -1 -1 0 alarm 0 door_lock 0 10000 40000 at 133.5 208.75 11.875 angle 180.0 
014B: $COM_CAR46 = init_parked_car_generator #MOONBEAM -1 -1 0 alarm 20 door_lock 20 0 10000 at -52.25 -1458.25 26.125 angle 90.0 
014B: $COM_CAR47 = init_parked_car_generator #KURUMA -1 -1 0 alarm 20 door_lock 20 0 10000 at -77.5 -1485.0 26.0 angle 90.0 
014B: $COM_CAR48 = init_parked_car_generator #STINGER -1 -1 0 alarm 40 door_lock 40 0 10000 at -70.875 -1443.563 25.75 angle 180.0 
014B: $COM_CAR49 = init_parked_car_generator #RUMPO -1 -1 0 alarm 40 door_lock 40 0 10000 at 9.5 -1475.688 19.6875 angle 0.0 
014B: $SPECIAL_TANK = init_parked_car_generator #RHINO -1 -1 0 alarm 0 door_lock 0 0 10000 at 132.0 173.875 11.5625 angle 0.0 
014B: $SUB_CAR1 = init_parked_car_generator #CHEETAH -1 -1 0 alarm 100 door_lock 0 0 10000 at -458.375 268.0 -100.0 angle 180.0 
014B: $SUB_CAR2 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 100 door_lock 0 0 10000 at -585.0625 265.0 -100.0 angle 0.0 
014B: $SUB_CAR3 = init_parked_car_generator #STINGER -1 -1 0 alarm 100 door_lock 0 0 10000 at -712.0625 263.5625 -100.0 angle 180.0 
014B: $SUB_CAR4 = init_parked_car_generator #AMBULAN -1 -1 0 alarm 0 door_lock 0 0 10000 at -1249.063 -92.5 -100.0 angle 90.0 
014B: $SUB_CAR5 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 50 0 10000 at -1266.0 -37.6875 -100.0 angle 160.0 
014B: $SUB_CAR6 = init_parked_car_generator #COLUMB -1 -1 0 alarm 0 door_lock 0 0 10000 at -402.0 291.5625 -100.0 angle 252.0 
014B: $SUB_CAR7 = init_parked_car_generator #PATRIOT -1 -1 0 alarm 0 door_lock 0 0 10000 at -218.5 263.6875 3.5 angle 90.0 
014B: $SUB_CAR25 = init_parked_car_generator #FIRETRUK -1 -1 0 alarm 0 door_lock 0 0 10000 at -839.375 -463.75 -100.0 angle 90.0 
014B: $GEN_CAR63 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1268.438 -528.625 10.1875 angle 180.0 
014B: $SUB_CAR40 = init_parked_car_generator #BANSHEE -1 -1 0 alarm 80 door_lock 0 0 10000 at -755.0 204.25 27.6875 angle 179.8125 
014B: $SUB_CAR41 = init_parked_car_generator #STALLION -1 -1 0 alarm 70 door_lock 5 0 10000 at -724.75 180.1875 27.6875 angle 182.0 
014B: $SUB_CAR42 = init_parked_car_generator #BLISTA -1 -1 0 alarm 70 door_lock 5 0 10000 at -668.25 99.25 17.75 angle 359.5625 
014B: $SUB_CAR43 = init_parked_car_generator #COLUMB -1 -1 0 alarm 70 door_lock 5 0 10000 at -449.9375 -13.1875 2.875 angle 0.625 
014B: $SUB_CAR44 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 70 door_lock 5 0 10000 at -510.8125 74.5 2.875 angle 0.25 
014B: $SUB_CAR45 = init_parked_car_generator #BOBCAT -1 -1 0 alarm 70 door_lock 2 0 10000 at -217.625 318.75 2.5 angle 358.8125 
014B: $SUB_CAR46 = init_parked_car_generator #KURUMA -1 -1 0 alarm 70 door_lock 1 0 10000 at -561.3125 -6.3125 2.875 angle 91.0 
014B: $SUB_CAR8 = init_parked_car_generator #LANDSTAL -1 -1 0 alarm 20 door_lock 20 0 10000 at -896.625 -414.1875 11.25 angle 90.0 
014B: $SUB_CAR9 = init_parked_car_generator #BLISTA -1 -1 0 alarm 20 door_lock 40 0 10000 at -896.625 -395.1875 11.25 angle 270.0 
014B: $SUB_CAR10 = init_parked_car_generator #STALLION -1 -1 0 alarm 30 door_lock 20 0 10000 at -882.0625 -391.6875 11.0 angle 0.0 
014B: $SUB_CAR11 = init_parked_car_generator #INFERNUS -1 -1 0 alarm 60 door_lock 20 0 10000 at -862.875 -404.375 11.0 angle 180.0 
014B: $SUB_CAR12 = init_parked_car_generator #SENTINEL -1 -1 0 alarm 30 door_lock 40 0 10000 at -846.625 -413.5625 11.0 angle 180.0 
014B: $SUB_CAR13 = init_parked_car_generator #MANANA -1 -1 0 alarm 10 door_lock 20 0 10000 at -814.8125 -372.375 11.0 angle 180.0 
014B: $SUB_CAR14 = init_parked_car_generator #RUMPO -1 -1 0 alarm 10 door_lock 10 0 10000 at -821.1875 -404.6875 11.0 angle 180.0 
014B: $SUB_CAR15 = init_parked_car_generator #TAXI -1 -1 0 alarm 10 door_lock 20 0 10000 at -767.875 -404.625 11.0 angle 0.0 
014B: $SUB_CAR16 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 20 door_lock 20 0 10000 at -773.375 -373.125 11.0 angle 180.0 
014B: $SUB_CAR19 = init_parked_car_generator #TAXI -1 -1 0 alarm 20 door_lock 20 0 10000 at -750.375 -603.125 11.0 angle 270.0 
014B: $SUB_CAR20 = init_parked_car_generator #TAXI -1 -1 0 alarm 20 door_lock 20 0 10000 at -750.375 -567.125 11.0 angle 270.0 
014B: $SUB_CAR17 = init_parked_car_generator #SPEEDER -1 -1 0 alarm 0 door_lock 0 0 10000 at -856.375 -1228.125 1.0 angle 250.0 
014B: $SUB_CAR18 = init_parked_car_generator #PREDATOR -1 -1 0 alarm 0 door_lock 0 0 10000 at -1126.375 -1034.125 1.0 angle 270.0 
014B: $SUB_CAR21 = init_parked_car_generator #POLICE -1 -1 0 alarm 0 door_lock 0 0 10000 at -1574.0 -873.0 11.0 angle 90.0 
014B: $SUB_CAR22 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -1073.0 -753.0 11.0 angle 360.0 
014B: $SUB_CAR23 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -1088.0 -753.0 11.0 angle 360.0 
014B: $SUB_CAR24 = init_parked_car_generator #RUMPO -1 -1 0 alarm 20 door_lock 10 0 10000 at -848.0 -657.0 11.0 angle 90.0 
014B: $SUB_CAR30 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -847.5625 -753.1875 10.1875 angle 143.6875 
014B: $SUB_CAR31 = init_parked_car_generator #DODO -1 -1 0 alarm 0 door_lock 0 0 10000 at -1525.313 -924.25 10.1875 angle 246.75 
014B: $IND_CAR1 = init_parked_car_generator #ESPERANT -1 -1 0 alarm 40 door_lock 0 0 10000 at 1020.5 -188.1 6.1 angle 180.0 
014B: $IND_CAR2 = init_parked_car_generator #MANANA -1 -1 0 alarm 40 door_lock 0 0 10000 at 1030.16 -188.3 6.1 angle 180.0 
014B: $IND_CAR3 = init_parked_car_generator #RUMPO -1 -1 0 alarm 10 door_lock 30 0 10000 at 864.446 -331.938 13.1 angle 180.0
014B: $IND_CAR4 = init_parked_car_generator #IDAHO -1 -1 0 alarm 30 door_lock 0 0 10000 at 1098.93 -256.621 7.1 angle 90.0   
014B: $RC_VAN1 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 1014.0 -120.0 5.0 angle 270.0 
014B: $RC_VAN2 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 1158.0 -309.0 23.0 angle 180.0 
014B: $RC_VAN3 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at -633.75 64.5625 19.0 angle 175.0 
014B: $RC_VAN4 = init_parked_car_generator #TOYZ -1 -1 0 alarm 0 door_lock 0 0 10000 at 366.0 -1312.0 26.0 angle 180.0 
return 

:NONAME_79_5186
$CURRENT_TIME = 0 // $ = int 
$TIME_SINCE_MURDERING_SHOPKEEPER1 = -60000 // $ = int 
$OUT_OF_STOCK_UZI = 0 // $ = int 
$OUT_OF_STOCK_PISTOL = 0 // $ = int 
0213: $FREE_BASEBALLBAT1 = create_pickup #BAT type 2 at 883.5 -302.0625 8.0 
032B: $IND_PICKUP1 = create_weapon_pickup #AK47 14 ammo 60 at 1249.0 -858.5 20.5625 
032B: $IND_PICKUP2 = create_weapon_pickup #FLAME 14 ammo 150 at 1018.25 -30.75 22.5 
032B: $IND_PICKUP3 = create_weapon_pickup #SHOTGUN 14 ammo 10 at 1217.25 -255.1875 33.0625 
032B: $IND_PICKUP4 = create_weapon_pickup #SHOTGUN 14 ammo 10 at 939.0 -113.25 3.6875 
032B: $IND_PICKUP5 = create_weapon_pickup #UZI 14 ammo 50 at 1138.688 -1035.5 20.1875 
032B: $IND_PICKUP6 = create_weapon_pickup #UZI 14 ammo 50 at 1309.5 -380.875 40.1875 
032B: $IND_PICKUP7 = create_weapon_pickup #UZI 14 ammo 50 at 1224.75 141.875 9.25 
032B: $IND_PICKUP39 = create_weapon_pickup #COLT45 14 ammo 24 at 1017.563 -960.875 21.1875 
032B: $IND_PICKUP40 = create_weapon_pickup #AK47 14 ammo 120 at 1253.625 -314.0625 34.0625 
032B: $IND_PICKUP49 = create_weapon_pickup #COLT45 14 ammo 24 at 1312.375 -429.0 69.375 
032B: $IND_PICKUP50 = create_weapon_pickup #UZI 14 ammo 50 at 1177.438 -548.125 27.0 
032B: $IND_PICKUP51 = create_weapon_pickup #AK47 14 ammo 120 at 1142.938 -786.4375 15.0625 
032B: $IND_PICKUP52 = create_weapon_pickup #COLT45 14 ammo 24 at 1182.938 -667.375 20.0
032B: $IND_PICKUP54 = create_weapon_pickup #UZI 14 ammo 50 at 987.339 -367.103 31.48
032B: $IND_PICKUP55 = create_weapon_pickup #COLT45 14 ammo 24 at 969.539 -404.103 32.18
032B: $IND_PICKUP56 = create_weapon_pickup #MOLOTOV 14 ammo 10 at 1020.94 -244.203 20.38
032B: $IND_PICKUP58 = create_weapon_pickup #SNIPER 14 ammo 15 at 940.139 -367.0 31.48
032B: $IND_PICKUP59 = create_weapon_pickup #UZI 14 ammo 50 at 1070.55 -382.989 34.18
032B: $IND_PICKUP61 = create_weapon_pickup #BAT 14 ammo 50 at 1091.75 -320.589 14.48
032B: $IND_PICKUP62 = create_weapon_pickup #COLT45 14 ammo 24 at 1227.75 -393.189 27.08
032B: $IND_PICKUP63 = create_weapon_pickup #AK47 14 ammo 24 at 1244.35 -403.789 44.38
032B: $IND_PICKUP64 = create_weapon_pickup #ROCKET 14 ammo 3 at 1654.3 -371.725 30.9415 
0213: $IND_PICKUP8 = create_pickup #HEALTH type 14 at 1147.75 -597.0625 14.875 
0213: $IND_PICKUP9 = create_pickup #HEALTH type 14 at 1147.75 -585.25 14.875 
0213: $IND_PICKUP10 = create_pickup #HEALTH type 14 at 1252.75 -854.6875 20.5625 
0213: $IND_PICKUP11 = create_pickup #HEALTH type 14 at 822.5 -1048.688 14.25 
0213: $IND_PICKUP12 = create_pickup #HEALTH type 14 at 918.0 -735.875 14.5625 
0213: $IND_PICKUP13 = create_pickup #HEALTH type 14 at 1391.063 -1023.5 11.875 
0213: $IND_PICKUP14 = create_pickup #HEALTH type 14 at 1282.75 -815.375 15.0 
0213: $IND_PICKUP32 = create_pickup #HEALTH type 14 at 1267.563 -296.5625 39.875 
0213: $IND_PICKUP33 = create_pickup #HEALTH type 14 at 1141.75 -63.0 7.375 
0213: $IND_PICKUP34 = create_pickup #HEALTH type 14 at 938.5 -181.875 4.875 
0213: $IND_PICKUP35 = create_pickup #HEALTH type 14 at 972.875 -413.1875 15.0625 
0213: $IND_PICKUP36 = create_pickup #HEALTH type 14 at 1387.688 -456.5 49.5625 
0213: $IND_PICKUP43 = create_pickup #HEALTH type 14 at 1032.063 -652.9375 14.75 
0213: $IND_PICKUP45 = create_pickup #HEALTH type 14 at 981.8125 -435.25 14.5 
0213: $IND_PICKUP46 = create_pickup #HEALTH type 14 at 861.1875 -983.25 4.8125 
0213: $IND_PICKUP47 = create_pickup #HEALTH type 14 at 1309.563 -457.75 49.6875 
0213: $IND_PICKUP60 = create_pickup #HEALTH type 14 at 1071.85 -382.989 34.18
0213: $IND_PICKUP15 = create_pickup #BODYARMOUR type 14 at 1116.375 -1237.375 11.875 
0213: $IND_PICKUP16 = create_pickup #BODYARMOUR type 14 at 1250.188 -852.0 20.5625 
0213: $IND_PICKUP17 = create_pickup #BODYARMOUR type 14 at 1588.875 -624.0 11.75 
0213: $IND_PICKUP18 = create_pickup #BODYARMOUR type 14 at 1236.0 -920.5625 15.0625 
0213: $IND_PICKUP38 = create_pickup #BODYARMOUR type 14 at 1138.688 -1033.5 20.1875 
0213: $IND_PICKUP41 = create_pickup #BODYARMOUR type 14 at 1253.625 -317.875 34.0625 
0213: $IND_PICKUP44 = create_pickup #BODYARMOUR type 14 at 988.5 -434.5 14.5 
0213: $IND_PICKUP53 = create_pickup #BODYARMOUR type 14 at 1233.75 -708.8125 16.6875
0213: $IND_PICKUP57 = create_pickup #BODYARMOUR type 14 at 1010.94 -223.303 5.0
0213: $IND_PICKUP19 = create_pickup #ADRENALINE type 14 at 1394.563 -865.375 11.75 
0213: $IND_PICKUP20 = create_pickup #ADRENALINE type 14 at 1087.5 -156.5 9.75 
0213: $IND_PICKUP21 = create_pickup #ADRENALINE type 14 at 1247.063 -855.0625 20.5625 
0213: $IND_PICKUP22 = create_pickup #ADRENALINE type 14 at 878.25 -521.25 16.5 
0213: $IND_PICKUP37 = create_pickup #ADRENALINE type 14 at 1161.063 -546.875 21.5 
0213: $IND_PICKUP48 = create_pickup #ADRENALINE type 14 at 984.5625 -441.6875 14.5 
0213: $IND_PICKUP23 = create_pickup #BRIBE type 14 at 790.0 -560.6875 27.0 
0213: $IND_PICKUP24 = create_pickup #BRIBE type 14 at 1283.688 -388.6875 34.5625 
0213: $IND_PICKUP25 = create_pickup #BRIBE type 14 at 1440.188 -891.0625 11.75 
0213: $IND_PICKUP27 = create_pickup #BRIBE type 14 at 1078.875 -912.5 15.1875 
0213: $IND_PICKUP28 = create_pickup #BRIBE type 14 at 995.75 -438.75 22.6875 
0213: $IND_PICKUP29 = create_pickup #BRIBE type 14 at 1061.875 -567.6875 16.5625 
0213: $IND_PICKUP30 = create_pickup #BRIBE type 14 at 859.5625 -981.875 10.5 
0213: $IND_PICKUP31 = create_pickup #BRIBE type 14 at 922.1875 -848.0625 14.875 
0213: $IND_PICKUP42 = create_pickup #BRIBE type 14 at 1087.5 -755.5 14.75 
0213: $FREE_BASEBALLBAT2 = create_pickup #BAT type 2 at 99.0625 -478.6875 15.875 
032B: $COM_PICKUP1 = create_weapon_pickup #SNIPER 14 ammo 15 at -77.5 -482.6875 28.75 
032B: $COM_PICKUP2 = create_weapon_pickup #AK47 14 ammo 60 at 18.875 -1240.875 27.75 
032B: $COM_PICKUP3 = create_weapon_pickup #SHOTGUN 14 ammo 10 at 93.0625 -724.1875 31.5 
032B: $COM_PICKUP4 = create_weapon_pickup #MOLOTOV 14 ammo 10 at 202.75 -108.25 20.0625 
032B: $COM_PICKUP5 = create_weapon_pickup #AK47 14 ammo 60 at 422.375 -92.0 16.125 
032B: $COM_PICKUP6 = create_weapon_pickup #M16 14 ammo 60 at -31.4375 -1456.375 26.125 
032B: $COM_PICKUP7 = create_weapon_pickup #SHOTGUN 14 ammo 10 at -253.0 -1340.313 5.8125 
0213: $COM_PICKUP8 = create_pickup #HEALTH type 14 at 182.875 -16.25 16.1875 
0213: $COM_PICKUP9 = create_pickup #HEALTH type 14 at 222.5625 16.0 16.1875 
0213: $COM_PICKUP10 = create_pickup #HEALTH type 14 at 513.5625 -680.5625 16.5625 
0213: $COM_PICKUP11 = create_pickup #HEALTH type 14 at -25.25 -1142.25 26.0625 
0213: $COM_PICKUP12 = create_pickup #HEALTH type 14 at -48.5 -579.0 26.1875 
0213: $COM_PICKUP13 = create_pickup #HEALTH type 14 at -26.3125 -767.625 26.125 
0213: $COM_PICKUP14 = create_pickup #HEALTH type 14 at -24.625 -1275.75 25.6875 
0213: $COM_PICKUP15 = create_pickup #HEALTH type 14 at -178.3125 -1409.0 26.0625 
0213: $COM_PICKUP16 = create_pickup #HEALTH type 14 at 228.4375 -1516.313 27.375 
0213: $COM_PICKUP17 = create_pickup #HEALTH type 14 at 200.0 -1219.125 26.875 
0213: $COM_PICKUP18 = create_pickup #HEALTH type 14 at 371.25 -1028.063 26.0 
0213: $COM_PICKUP19 = create_pickup #HEALTH type 14 at 189.6875 -602.1875 28.0625 
0213: $COM_PICKUP40 = create_pickup #HEALTH type 14 at 398.4375 -289.0 23.1875 
0213: $COM_PICKUP20 = create_pickup #BODYARMOUR type 14 at 410.0625 -935.1875 16.0625 
0213: $COM_PICKUP21 = create_pickup #BODYARMOUR type 14 at -80.5 -482.6875 28.75 
0213: $COM_PICKUP22 = create_pickup #BODYARMOUR type 14 at 22.0625 -1241.063 27.75 
0213: $COM_PICKUP23 = create_pickup #BODYARMOUR type 14 at 151.75 -106.375 20.125 
0213: $COM_PICKUP24 = create_pickup #BODYARMOUR type 14 at -44.6875 -1456.375 26.125 
0213: $COM_PICKUP41 = create_pickup #BODYARMOUR type 14 at 398.4375 -285.375 23.1875 
0213: $COM_PICKUP25 = create_pickup #ADRENALINE type 14 at 169.25 -990.5 29.5 
0213: $COM_PICKUP26 = create_pickup #ADRENALINE type 14 at 231.75 -338.6875 31.6875 
0213: $COM_PICKUP27 = create_pickup #ADRENALINE type 14 at 89.0 -931.75 27.0625 
0213: $COM_PICKUP28 = create_pickup #ADRENALINE type 14 at 212.375 -896.5625 23.125 
0213: $COM_PICKUP29 = create_pickup #BRIBE type 14 at 320.6875 -782.125 28.75 
0213: $COM_PICKUP30 = create_pickup #BRIBE type 14 at 351.0 -1176.563 16.6875 
0213: $COM_PICKUP31 = create_pickup #BRIBE type 14 at 108.25 -1398.688 21.75 
0213: $COM_PICKUP32 = create_pickup #BRIBE type 14 at 419.6875 -1439.563 25.5625 
0213: $COM_PICKUP33 = create_pickup #BRIBE type 14 at 283.5625 -809.6875 28.875 
0213: $COM_PICKUP34 = create_pickup #BRIBE type 14 at 181.25 -262.375 15.875 
0213: $COM_PICKUP35 = create_pickup #BRIBE type 14 at -16.375 -458.5625 18.5625 
0213: $COM_PICKUP36 = create_pickup #BRIBE type 14 at -150.5 -112.75 16.125 
0213: $COM_PICKUP37 = create_pickup #BRIBE type 14 at 357.5625 -898.5 23.5 
0213: $COM_PICKUP38 = create_pickup #BRIBE type 14 at 412.1875 -1564.563 24.5 
0213: $FREE_BASEBALLBAT3 = create_pickup #BAT type 2 at -661.0625 -3.75 18.75 
032B: $SUB_PICKUP1 = create_weapon_pickup #AK47 14 ammo 60 at -1065.188 -153.6875 33.6875 
032B: $SUB_PICKUP2 = create_weapon_pickup #M16 14 ammo 60 at -555.0 311.1875 70.75 
032B: $SUB_PICKUP3 = create_weapon_pickup #M16 14 ammo 60 at -1153.563 440.25 35.5 
032B: $SUB_PICKUP4 = create_weapon_pickup #SHOTGUN 14 ammo 15 at -1141.875 333.0 3.375 
032B: $SUB_PICKUP6 = create_weapon_pickup #SNIPER 14 ammo 5 at -973.75 455.6875 23.5 
032B: $SUB_PICKUP7 = create_weapon_pickup #ROCKET 14 ammo 3 at -855.375 304.5625 49.0625 
032B: $SUB_PICKUP31 = create_weapon_pickup #FLAME 14 ammo 300 at -632.6875 -589.25 18.75 
0213: $SUB_PICKUP8 = create_pickup #HEALTH type 14 at -1247.5 -79.5 58.75 
0213: $SUB_PICKUP9 = create_pickup #HEALTH type 14 at -1247.5 -82.5 58.75 
0213: $SUB_PICKUP10 = create_pickup #HEALTH type 14 at -1120.688 586.375 68.5625 
0213: $SUB_PICKUP11 = create_pickup #HEALTH type 14 at -1072.5 449.0 23.5625 
0213: $SUB_PICKUP12 = create_pickup #HEALTH type 14 at -1142.0 330.5625 3.375 
0213: $SUB_PICKUP13 = create_pickup #HEALTH type 14 at -1198.563 -39.6875 53.1875 
0213: $SUB_PICKUP14 = create_pickup #HEALTH type 14 at -1384.563 -747.375 10.875 
0213: $SUB_PICKUP15 = create_pickup #HEALTH type 14 at -466.5625 30.375 3.875 
0213: $SUB_PICKUP16 = create_pickup #BODYARMOUR type 14 at -426.875 290.1875 62.875 
0213: $SUB_PICKUP17 = create_pickup #BODYARMOUR type 14 at -698.0 -560.6875 22.375 
0213: $SUB_PICKUP18 = create_pickup #BODYARMOUR type 14 at -1066.688 47.0 48.875 
0213: $SUB_PICKUP19 = create_pickup #BODYARMOUR type 14 at -1186.875 -40.0625 53.1875 
0213: $SUB_PICKUP20 = create_pickup #ADRENALINE type 14 at -710.0625 180.25 28.6875 
0213: $SUB_PICKUP21 = create_pickup #ADRENALINE type 14 at -501.0625 62.875 3.75 
0213: $SUB_PICKUP22 = create_pickup #ADRENALINE type 14 at -963.0 -113.375 34.1875 
0213: $SUB_PICKUP23 = create_pickup #ADRENALINE type 14 at -1374.563 -747.375 10.875 
0213: $SUB_PICKUP24 = create_pickup #ADRENALINE type 14 at -1092.0 -24.1875 48.875 
0213: $SUB_PICKUP25 = create_pickup #BRIBE type 14 at -1247.75 136.0 68.5 
0213: $SUB_PICKUP26 = create_pickup #BRIBE type 14 at -468.5625 -62.0 3.75 
0213: $SUB_PICKUP27 = create_pickup #BRIBE type 14 at -1107.5 -77.1875 46.0625 
0213: $SUB_PICKUP28 = create_pickup #BRIBE type 14 at -618.6875 -722.5625 18.875 
0213: $SUB_PICKUP29 = create_pickup #BRIBE type 14 at -1252.375 -641.5625 11.0625 
0213: $SUB_PICKUP30 = create_pickup #BRIBE type 14 at -853.375 -255.5625 32.875 
$FLAG_HEALTH_INFO = 0 // $ = int 
$FLAG_WANTED_INFO = 0 // $ = int 
$HEAL_INFO_TRIP = 0 // $ = int 
$WANTED_INFO_TRIP = 0 // $ = int 
0213: $INFO_PICKUP1 = create_pickup #INFO type 2 at 921.25 -352.75 10.875 
start_new_script @NONAME_81 $INFO_PICKUP1 1 
0213: $INFO_PICKUP2 = create_pickup #INFO type 2 at 1279.5 -98.25 15.0 
start_new_script @NONAME_81 $INFO_PICKUP2 2 
0213: $INFO_PICKUP3 = create_pickup #INFO type 2 at 1065.0 -392.75 14.875 
start_new_script @NONAME_81 $INFO_PICKUP3 3 
0213: $INFO_PICKUP4 = create_pickup #INFO type 2 at 889.5 -316.0625 8.6875 
start_new_script @NONAME_81 $INFO_PICKUP4 4 
0213: $INFO_PICKUP5 = create_pickup #INFO type 2 at 889.5 -305.75 8.6875 
start_new_script @NONAME_81 $INFO_PICKUP5 5 
0213: $INFO_PICKUP6 = create_pickup #INFO type 2 at 1130.375 52.75 0.375 
start_new_script @NONAME_81 $INFO_PICKUP6 6 
0213: $INFO_PICKUP7A = create_pickup #INFO type 2 at 1028.75 -927.375 15.0 
start_new_script @NONAME_82 $INFO_PICKUP7A 7 
0213: $INFO_PICKUP7B = create_pickup #INFO type 2 at 916.5 -472.0 -18.75 
start_new_script @NONAME_82 $INFO_PICKUP7B 11 
0213: $INFO_PICKUP8 = create_pickup #INFO type 2 at 758.6875 164.1875 -19.875 
start_new_script @NONAME_82 $INFO_PICKUP8 8 
0213: $INFO_PICKUP9 = create_pickup #INFO type 2 at 991.875 -471.25 3.6875 
start_new_script @NONAME_82 $INFO_PICKUP9 9 
0213: $INFO_PICKUP10A = create_pickup #INFO type 2 at 1318.688 -524.875 43.25 
start_new_script @NONAME_82 $INFO_PICKUP10A 10 
0213: $INFO_PICKUP10B = create_pickup #INFO type 2 at 772.0 -588.375 23.875 
start_new_script @NONAME_82 $INFO_PICKUP10B 10 
0213: $INFO_PICKUP10C = create_pickup #INFO type 2 at 1039.0 -149.75 23.875 
start_new_script @NONAME_82 $INFO_PICKUP10C 10 
return 

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

:HJ_21
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @HJ_48 
jump @HJ_21 

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

:HJ_68
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HJ_929 
03C1: $CAR_PLAYER_IS_IN_HJ = player $PLAYER_CHAR car_no_save 
if 
829C:   not is $CAR_PLAYER_IS_IN_HJ boat 
jf @HJ_915 
if 
01F3:   car $CAR_PLAYER_IS_IN_HJ airborne 
jf @HJ_901 
$TOTAL_ROTATION_INT = 0 // $ = int 
$HEADING_HJ = 0.0 // $ = float 
$FLAG_WHEELS_HJ = 0 // $ = int 
$COUNTER_LAND_ON_WHEELS_HJ = 0 // $ = int 
$COUNTER_STUNT_ROLLS_HJ = 0 // $ = int 
$FLAG_CAR_UPSIDEDOWN_HJ = 0 // $ = int 
$COUNTER_WHEELS_HJ = 0 // $ = int 
$STUNT_FLAGS_HJ = 0 // $ = int 
$FLAG_TAKEOFF_HJ = 0 // $ = int 
$HEIGHT_INT_HJ = 0 // $ = int 
$HEIGHT_FLOAT_HJ = -100.0 // $ = float 
$X_FLOAT_HJ = 0.0 // $ = float 
$Y_FLOAT_HJ = 0.0 // $ = float 
$Z_FLOAT_HJ = 0.0 // $ = float 
$TAKEOFF_X_FLOAT_HJ = 0.0 // $ = float 
$TAKEOFF_Y_FLOAT_HJ = 0.0 // $ = float 
$TAKEOFF_Z_FLOAT_HJ = 0.0 // $ = float 
$JUMPEND_X_FLOAT_HJ = 0.0 // $ = float 
$JUMPEND_Y_FLOAT_HJ = 0.0 // $ = float 
$DIFFERENCE_X_FLOAT_HJ = 0.0 // $ = float 
$DIFFERENCE_Y_FLOAT_HJ = 0.0 // $ = float 
$SUM_DIFFERENCE_XY_HJ = 0.0 // $ = float 
$JUMPDISTANCE_FLOAT_HJ = 0.0 // $ = float 
$JUMPDISTANCE_INT_HJ = 0 // $ = int 
$DISTANCE_DECIMALS_INT_HJ = 0 // $ = int 
$HEIGHT_DECIMALS_INT_HJ = 0 // $ = int 
$TEMP_FLOAT = 0.0 // $ = float 
$HEADING_DIFFERENCE = 0.0 // $ = float 
$TOTAL_ROTATION = 0.0 // $ = float 
$HEADING_DIFFERENCE_TEMP = 0.0 // $ = float 
$OLD_HEADING_HJ = 0.0 // $ = float 
$GOT_FLIGHT_START = 0 // $ = int 
$FLIGHT_TIMER_START = 0 // $ = int 
$FLIGHT_TIMER_END = 0 // $ = int 
$FLIGHT_TIME = 0 // $ = int 
$FLAG_FLIGHT_HJ = 0 // $ = int 
$COLLISION_COUNTER = 0 // $ = int 
if 
0137:   car $CAR_PLAYER_IS_IN_HJ model == #DODO 
jf @HJ_427 
jump @HJ_2135 

:HJ_427
if or
01F3:   car $CAR_PLAYER_IS_IN_HJ airborne 
  10 > $COLLISION_COUNTER // int > $ 
jf @HJ_894 
$COLLISION_COUNTER += 1 // $ += int 
00AA: store_car $CAR_PLAYER_IS_IN_HJ position_to $X_FLOAT_HJ $Y_FLOAT_HJ $Z_FLOAT_HJ 
0086: $OLD_HEADING_HJ = $HEADING_HJ // $ = $ float 
if 
  $FLAG_TAKEOFF_HJ == 0 // $ == int 
jf @HJ_536 
0174: $OLD_HEADING_HJ = car $CAR_PLAYER_IS_IN_HJ z_angle 
0086: $TAKEOFF_X_FLOAT_HJ = $X_FLOAT_HJ // $ = $ float 
0086: $TAKEOFF_Y_FLOAT_HJ = $Y_FLOAT_HJ // $ = $ float 
0086: $TAKEOFF_Z_FLOAT_HJ = $Z_FLOAT_HJ // $ = $ float 
$FLAG_TAKEOFF_HJ = 1 // $ = int 

:HJ_536
wait 0 
if 
0119:   car $CAR_PLAYER_IS_IN_HJ wrecked 
jf @HJ_563 
jump @HJ_21 

:HJ_563
if 
8256:   not player $PLAYER_CHAR defined 
jf @HJ_586 
jump @HJ_21 

:HJ_586
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @HJ_609 
jump @HJ_21 

:HJ_609
if and
820D:   not car $CAR_PLAYER_IS_IN_HJ flipped 
  $FLAG_CAR_UPSIDEDOWN_HJ == 0 // $ == int 
jf @HJ_639 
$FLAG_CAR_UPSIDEDOWN_HJ = 1 // $ = int 

:HJ_639
if and
020D:   car $CAR_PLAYER_IS_IN_HJ flipped 
  $FLAG_CAR_UPSIDEDOWN_HJ == 1 // $ == int 
jf @HJ_676 
$COUNTER_STUNT_ROLLS_HJ += 1 // $ += int 
$FLAG_CAR_UPSIDEDOWN_HJ = 0 // $ = int 

:HJ_676
0174: $HEADING_HJ = car $CAR_PLAYER_IS_IN_HJ z_angle 
0086: $HEADING_DIFFERENCE = $HEADING_HJ // $ = $ float 
0061: $HEADING_DIFFERENCE -= $OLD_HEADING_HJ // $ -= $ float 
if 
  $HEADING_DIFFERENCE > 180.0 // $ > float 
jf @HJ_750 
0086: $HEADING_DIFFERENCE_TEMP = $HEADING_DIFFERENCE // $ = $ float 
$HEADING_DIFFERENCE = 360.0 // $ = float 
0061: $HEADING_DIFFERENCE -= $HEADING_DIFFERENCE_TEMP // $ -= $ float 
jump @HJ_793 

:HJ_750
if 
  -180.0 > $HEADING_DIFFERENCE // float > $ 
jf @HJ_793 
0086: $HEADING_DIFFERENCE_TEMP = $HEADING_DIFFERENCE // $ = $ float 
$HEADING_DIFFERENCE = 360.0 // $ = float 
0059: $HEADING_DIFFERENCE += $HEADING_DIFFERENCE_TEMP // $ += $ float 

:HJ_793
if 
  0.0 > $HEADING_DIFFERENCE // float > $ 
jf @HJ_836 
0086: $HEADING_DIFFERENCE_TEMP = $HEADING_DIFFERENCE // $ = $ float 
$HEADING_DIFFERENCE = 0.0 // $ = float 
0061: $HEADING_DIFFERENCE -= $HEADING_DIFFERENCE_TEMP // $ -= $ float 

:HJ_836
0059: $TOTAL_ROTATION += $HEADING_DIFFERENCE // $ += $ float 
008C: $TOTAL_ROTATION_INT = float_to_integer $TOTAL_ROTATION 
if 
0024:   $Z_FLOAT_HJ > $HEIGHT_FLOAT_HJ // $ > $ float 
jf @HJ_879 
0086: $HEIGHT_FLOAT_HJ = $Z_FLOAT_HJ // $ = $ float 

:HJ_879
$Z_FLOAT_HJ = 0.0 // $ = float 
jump @HJ_427 

:HJ_894
jump @HJ_908 

:HJ_901
jump @HJ_21 

:HJ_908
jump @HJ_922 

:HJ_915
jump @HJ_21 

:HJ_922
jump @HJ_936 

:HJ_929
jump @HJ_21 

:HJ_936
if 
  $FLAG_TAKEOFF_HJ == 1 // $ == int 
jf @HJ_1283 
00AA: store_car $CAR_PLAYER_IS_IN_HJ position_to $JUMPEND_X_FLOAT_HJ $JUMPEND_Y_FLOAT_HJ $TEMP_FLOAT 

:HJ_968
if 
  90 > $COUNTER_LAND_ON_WHEELS_HJ // int > $ 
jf @HJ_1080 
if 
0119:   car $CAR_PLAYER_IS_IN_HJ wrecked 
jf @HJ_1016 
jump @HJ_21 
jump @HJ_1039 

:HJ_1016
if 
815E:   not car $CAR_PLAYER_IS_IN_HJ in_air 
jf @HJ_1039 
$COUNTER_WHEELS_HJ += 1 // $ += int 

:HJ_1039
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @HJ_1066 
jump @HJ_21 

:HJ_1066
$COUNTER_LAND_ON_WHEELS_HJ += 1 // $ += int 
jump @HJ_968 

:HJ_1080
$COUNTER_LAND_ON_WHEELS_HJ = 0 // $ = int 
0086: $DIFFERENCE_X_FLOAT_HJ = $TAKEOFF_X_FLOAT_HJ // $ = $ float 
0061: $DIFFERENCE_X_FLOAT_HJ -= $JUMPEND_X_FLOAT_HJ // $ -= $ float 
0086: $DIFFERENCE_Y_FLOAT_HJ = $TAKEOFF_Y_FLOAT_HJ // $ = $ float 
0061: $DIFFERENCE_Y_FLOAT_HJ -= $JUMPEND_Y_FLOAT_HJ // $ -= $ float 
0069: $DIFFERENCE_X_FLOAT_HJ *= $DIFFERENCE_X_FLOAT_HJ // $ *= $ float 
0069: $DIFFERENCE_Y_FLOAT_HJ *= $DIFFERENCE_Y_FLOAT_HJ // $ *= $ float 
0086: $SUM_DIFFERENCE_XY_HJ = $DIFFERENCE_X_FLOAT_HJ // $ = $ float 
0059: $SUM_DIFFERENCE_XY_HJ += $DIFFERENCE_Y_FLOAT_HJ // $ += $ float 
01FB: $JUMPDISTANCE_FLOAT_HJ = square_root $SUM_DIFFERENCE_XY_HJ 
030E: save_jump_distance $JUMPDISTANCE_FLOAT_HJ 
008C: $JUMPDISTANCE_INT_HJ = float_to_integer $JUMPDISTANCE_FLOAT_HJ 
0061: $HEIGHT_FLOAT_HJ -= $TAKEOFF_Z_FLOAT_HJ // $ -= $ float 
030F: save_jump_height $HEIGHT_FLOAT_HJ 
008C: $HEIGHT_INT_HJ = float_to_integer $HEIGHT_FLOAT_HJ 
008D: $TEMP_FLOAT = integer_to_float $JUMPDISTANCE_INT_HJ 
0061: $JUMPDISTANCE_FLOAT_HJ -= $TEMP_FLOAT // $ -= $ float 
0086: $TEMP_FLOAT = $JUMPDISTANCE_FLOAT_HJ // $ = $ float 
$TEMP_FLOAT *= 100.0 // $ *= float 
008C: $DISTANCE_DECIMALS_INT_HJ = float_to_integer $TEMP_FLOAT 
008D: $TEMP_FLOAT = integer_to_float $HEIGHT_INT_HJ 
0061: $HEIGHT_FLOAT_HJ -= $TEMP_FLOAT // $ -= $ float 
0086: $TEMP_FLOAT = $HEIGHT_FLOAT_HJ // $ = $ float 
$TEMP_FLOAT *= 100.0 // $ *= float 
008C: $HEIGHT_DECIMALS_INT_HJ = float_to_integer $TEMP_FLOAT 
0310: save_jump_flips $COUNTER_STUNT_ROLLS_HJ 
0311: save_jump_rotation $TOTAL_ROTATION_INT 

:HJ_1283
if 
  $HEIGHT_FLOAT_HJ > 4.0 // $ > float 
jf @HJ_1309 
$STUNT_FLAGS_HJ += 1 // $ += int 

:HJ_1309
if 
  $JUMPDISTANCE_INT_HJ > 30 // $ > int 
jf @HJ_1334 
$STUNT_FLAGS_HJ += 1 // $ += int 

:HJ_1334
if 
  $COUNTER_STUNT_ROLLS_HJ > 0 // $ > int 
jf @HJ_1359 
$STUNT_FLAGS_HJ += 1 // $ += int 

:HJ_1359
if 
  $TOTAL_ROTATION_INT > 360 // $ > int 
jf @HJ_1385 
$STUNT_FLAGS_HJ += 1 // $ += int 

:HJ_1385
if 
  $COUNTER_WHEELS_HJ > 60 // $ > int 
jf @HJ_1410 
$FLAG_WHEELS_HJ = 1 // $ = int 

:HJ_1410
if 
  $STUNT_FLAGS_HJ > 0 // $ > int 
jf @HJ_2128 
0084: $CASH_REWARD = $COUNTER_STUNT_ROLLS_HJ // $ = $ int 
$CASH_REWARD *= 180 // $ *= int 
0058: $CASH_REWARD += $TOTAL_ROTATION_INT // $ += $ int 
0084: $CASH_REWARD_TEMP = $JUMPDISTANCE_INT_HJ // $ = $ int 
$CASH_REWARD_TEMP *= 6 // $ *= int 
0058: $CASH_REWARD += $CASH_REWARD_TEMP // $ += $ int 
0084: $CASH_REWARD_TEMP = $HEIGHT_INT_HJ // $ = $ int 
$CASH_REWARD_TEMP *= 45 // $ *= int 
0058: $CASH_REWARD += $CASH_REWARD_TEMP // $ += $ int 
if 
  $FLAG_WHEELS_HJ == 1 // $ == int 
jf @HJ_1523 
$CASH_REWARD *= 2 // $ *= int 

:HJ_1523
0068: $CASH_REWARD *= $STUNT_FLAGS_HJ // $ *= $ int 
$CASH_REWARD /= 3 // $ /= int 
0109: player $PLAYER_CHAR money += $CASH_REWARD 
if and
  $STUNT_FLAGS_HJ == 1 // $ == int 
  $FLAG_WHEELS_HJ == 0 // $ == int 
jf @HJ_1593 
01E4: text_1number_lowpriority 'HJ_IS' $CASH_REWARD time 2000 1  // INSANE STUNT BONUS: $~1~
0312: save_jump_type 1 

:HJ_1593
if and
  $STUNT_FLAGS_HJ == 1 // $ == int 
  $FLAG_WHEELS_HJ == 1 // $ == int 
jf @HJ_1640 
01E4: text_1number_lowpriority 'HJ_PIS' $CASH_REWARD time 2000 1  // PERFECT INSANE STUNT BONUS: $~1~
0312: save_jump_type 2 

:HJ_1640
if and
  $STUNT_FLAGS_HJ == 2 // $ == int 
  $FLAG_WHEELS_HJ == 0 // $ == int 
jf @HJ_1687 
01E4: text_1number_lowpriority 'HJ_DIS' $CASH_REWARD time 2000 1  // DOUBLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 3 

:HJ_1687
if and
  $STUNT_FLAGS_HJ == 2 // $ == int 
  $FLAG_WHEELS_HJ == 1 // $ == int 
jf @HJ_1734 
01E4: text_1number_lowpriority 'HJ_PDIS' $CASH_REWARD time 2000 1  // PERFECT DOUBLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 4 

:HJ_1734
if and
  $STUNT_FLAGS_HJ == 3 // $ == int 
  $FLAG_WHEELS_HJ == 0 // $ == int 
jf @HJ_1781 
01E4: text_1number_lowpriority 'HJ_TIS' $CASH_REWARD time 2000 1  // TRIPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 5 

:HJ_1781
if and
  $STUNT_FLAGS_HJ == 3 // $ == int 
  $FLAG_WHEELS_HJ == 1 // $ == int 
jf @HJ_1828 
01E4: text_1number_lowpriority 'HJ_PTIS' $CASH_REWARD time 2000 1  // PERFECT TRIPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 6 

:HJ_1828
if and
  $STUNT_FLAGS_HJ == 4 // $ == int 
  $FLAG_WHEELS_HJ == 0 // $ == int 
jf @HJ_1875 
01E4: text_1number_lowpriority 'HJ_QIS' $CASH_REWARD time 2000 1  // QUADRUPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 7 

:HJ_1875
if and
  $STUNT_FLAGS_HJ == 4 // $ == int 
  $FLAG_WHEELS_HJ == 1 // $ == int 
jf @HJ_1922 
01E4: text_1number_lowpriority 'HJ_PQIS' $CASH_REWARD time 3000 1  // PERFECT QUADRUPLE INSANE STUNT BONUS: $~1~
0312: save_jump_type 8 

:HJ_1922
if 
0424:   metric 
jf @HJ_2033 
if 
  $FLAG_WHEELS_HJ == 1 // $ == int 
jf @HJ_1993 
0308: text_6numbers_lowpriority 'HJSTATW' $JUMPDISTANCE_INT_HJ $DISTANCE_DECIMALS_INT_HJ $HEIGHT_INT_HJ $HEIGHT_DECIMALS_INT_HJ $COUNTER_STUNT_ROLLS_HJ $TOTAL_ROTATION_INT time 5000 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing!
jump @HJ_2026 

:HJ_1993
0308: text_6numbers_lowpriority 'HJSTAT' $JUMPDISTANCE_INT_HJ $DISTANCE_DECIMALS_INT_HJ $HEIGHT_INT_HJ $HEIGHT_DECIMALS_INT_HJ $COUNTER_STUNT_ROLLS_HJ $TOTAL_ROTATION_INT time 5000 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_

:HJ_2026
jump @HJ_2128 

:HJ_2033
042D: $JUMPDISTANCE_INT_HJ = meters $JUMPDISTANCE_INT_HJ to_feet // int 
042D: $HEIGHT_INT_HJ = meters $HEIGHT_INT_HJ to_feet // int 
if 
  $FLAG_WHEELS_HJ == 1 // $ == int 
jf @HJ_2101 
0302: text_4numbers_lowpriority 'HJSTAWF' $JUMPDISTANCE_INT_HJ $HEIGHT_INT_HJ $COUNTER_STUNT_ROLLS_HJ $TOTAL_ROTATION_INT time 5000 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing!
jump @HJ_2128 

:HJ_2101
0302: text_4numbers_lowpriority 'HJSTATF' $JUMPDISTANCE_INT_HJ $HEIGHT_INT_HJ $COUNTER_STUNT_ROLLS_HJ $TOTAL_ROTATION_INT time 5000 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_

:HJ_2128
jump @HJ_21 

:HJ_2135
if 
01F3:   car $CAR_PLAYER_IS_IN_HJ airborne 
jf @HJ_2291 
if 
  $GOT_FLIGHT_START == 0 // $ == int 
jf @HJ_2188 
01BD: $FLIGHT_TIMER_START = current_time_in_ms 
$FLAG_FLIGHT_HJ = 1 // $ = int 
$GOT_FLIGHT_START = 1 // $ = int 

:HJ_2188
if 
02BF:   car $CAR_PLAYER_IS_IN_HJ sunk 
jf @HJ_2211 
jump @HJ_2291 

:HJ_2211
wait 0 
if 
0119:   car $CAR_PLAYER_IS_IN_HJ wrecked 
jf @HJ_2238 
jump @HJ_21 

:HJ_2238
if 
8256:   not player $PLAYER_CHAR defined 
jf @HJ_2261 
jump @HJ_21 

:HJ_2261
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @HJ_2284 
jump @HJ_21 

:HJ_2284
jump @HJ_2135 

:HJ_2291
if 
  $FLAG_FLIGHT_HJ == 1 // $ == int 
jf @HJ_2406 
01BD: $FLIGHT_TIMER_END = current_time_in_ms 
0084: $FLIGHT_TIME = $FLIGHT_TIMER_END // $ = $ int 
0060: $FLIGHT_TIME -= $FLIGHT_TIMER_START // $ -= $ int 
$FLIGHT_TIME /= 1000 // $ /= int 
if 
  $FLIGHT_TIME > 1 // $ > int 
jf @HJ_2406 
if 
001C:   $FLIGHT_TIME > $LONGEST_FLIGHT_TIME // $ > $ int 
jf @HJ_2383 
0084: $LONGEST_FLIGHT_TIME = $FLIGHT_TIME // $ = $ int 

:HJ_2383
01E5: text_1number_highpriority 'DODO_FT' $FLIGHT_TIME time 5000 1  // You flew for ~1~ seconds!
0406: save_dodo_flight_time $FLIGHT_TIME 

:HJ_2406
jump @HJ_21 
terminate_this_script 

:USJ
$FLAG_USJ1_PASSED = 0 // $ = int 
$FLAG_USJ2_PASSED = 0 // $ = int 
$FLAG_USJ3_PASSED = 0 // $ = int 
$FLAG_USJ4_PASSED = 0 // $ = int 
$FLAG_USJ5_PASSED = 0 // $ = int 
$FLAG_USJ6_PASSED = 0 // $ = int 
$FLAG_USJ7_PASSED = 0 // $ = int 
$FLAG_USJ8_PASSED = 0 // $ = int 
$FLAG_USJ9_PASSED = 0 // $ = int 
$FLAG_USJ10_PASSED = 0 // $ = int 
$FLAG_USJ11_PASSED = 0 // $ = int 
$FLAG_USJ12_PASSED = 0 // $ = int 
$FLAG_USJ13_PASSED = 0 // $ = int 
$FLAG_USJ14_PASSED = 0 // $ = int 
$FLAG_USJ15_PASSED = 0 // $ = int 
$FLAG_USJ16_PASSED = 0 // $ = int 
$FLAG_USJ17_PASSED = 0 // $ = int 
$FLAG_USJ18_PASSED = 0 // $ = int 
$FLAG_USJ19_PASSED = 0 // $ = int 
$FLAG_USJ20_PASSED = 0 // $ = int 
$CASH_REWARD_USJ = 5000 // $ = int 
$USJ_NUMBER = 0 // $ = int 
$TOTAL_COMPLETED_USJ = 0 // $ = int 
set_wb_check_to 0 
0314: set_total_unique_jumps_to 20 
script_name 'USJ' 

:USJ_180
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @USJ_207 
jump @USJ_180 

:USJ_207
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @USJ_230 
jump @USJ_180 

:USJ_230
03C1: $PLAYERS_CAR_USJ = player $PLAYER_CHAR car_no_save 
if 
029C:   is $PLAYERS_CAR_USJ boat 
jf @USJ_261 
jump @USJ_180 

:USJ_261
02E3: $CAR_SPEED_USJ = car $PLAYERS_CAR_USJ speed 
if 
   not $CAR_SPEED_USJ > 25.0 // $ > float 
jf @USJ_295 
jump @USJ_180 

:USJ_295
if 
81F3:   not car $PLAYERS_CAR_USJ airborne 
jf @USJ_318 
jump @USJ_180 

:USJ_318
if 
03C6:   current_island == 1 
jf @USJ_1016 
if 
0121:   player $PLAYER_CHAR in_zone 'ROADBR1'  // Callahan Bridge
jf @USJ_499 
if 
00E5:   player $PLAYER_CHAR 0 940.375 -933.6875 radius 4.0 4.0 
jf @USJ_425 
$USJ_NUMBER = 1 // $ = int 
$CAMERA_X = 998.0 // $ = float 
$CAMERA_Y = -938.5 // $ = float 
$CAMERA_Z = 19.25 // $ = float 
jump @USJ_2051 

:USJ_425
if 
00F7:   player $PLAYER_CHAR 0 793.125 -929.9375 42.125 radius 4.0 2.0 3.0 
jf @USJ_499 
$USJ_NUMBER = 11 // $ = int 
$CAMERA_X = 841.8125 // $ = float 
$CAMERA_Y = -930.125 // $ = float 
$CAMERA_Z = 34.3125 // $ = float 
jump @USJ_2051 

:USJ_499
if 
0121:   player $PLAYER_CHAR in_zone 'PORT_S'  // Atlantic Quays
jf @USJ_659 
if 
00E5:   player $PLAYER_CHAR 0 1168.938 -1156.875 radius 10.0 7.0 
jf @USJ_591 
$USJ_NUMBER = 2 // $ = int 
$CAMERA_X = 1217.188 // $ = float 
$CAMERA_Y = -1162.375 // $ = float 
$CAMERA_Z = 15.0 // $ = float 
jump @USJ_2051 

:USJ_591
if 
00E5:   player $PLAYER_CHAR 0 1231.813 -1129.813 radius 4.0 2.5 
jf @USJ_659 
$USJ_NUMBER = 5 // $ = int 
$CAMERA_X = 1201.375 // $ = float 
$CAMERA_Y = -1135.625 // $ = float 
$CAMERA_Z = 19.625 // $ = float 
jump @USJ_2051 

:USJ_659
if 
0121:   player $PLAYER_CHAR in_zone 'CHINA'  // Chinatown
jf @USJ_825 
if 
00E5:   player $PLAYER_CHAR 0 789.6875 -572.25 radius 2.6875 5.0 
jf @USJ_751 
$USJ_NUMBER = 3 // $ = int 
$CAMERA_X = 779.9375 // $ = float 
$CAMERA_Y = -561.125 // $ = float 
$CAMERA_Z = 25.125 // $ = float 
jump @USJ_2051 

:USJ_751
if 
00F7:   player $PLAYER_CHAR 0 991.6875 -470.375 19.75 radius 2.0 4.0 3.0 
jf @USJ_825 
$USJ_NUMBER = 10 // $ = int 
$CAMERA_X = 987.5 // $ = float 
$CAMERA_Y = -462.5625 // $ = float 
$CAMERA_Z = 21.8125 // $ = float 
jump @USJ_2051 

:USJ_825
if 
0121:   player $PLAYER_CHAR in_zone 'PORT_I'  // Trenton
jf @USJ_917 
if 
00E5:   player $PLAYER_CHAR 0 1136.563 -976.8125 radius 4.0 2.5 
jf @USJ_917 
$USJ_NUMBER = 6 // $ = int 
$CAMERA_X = 1107.063 // $ = float 
$CAMERA_Y = -964.0 // $ = float 
$CAMERA_Z = 22.9375 // $ = float 
jump @USJ_2051 

:USJ_917
if 
0121:   player $PLAYER_CHAR in_zone 'PORT_E'  // Portland Harbor
jf @USJ_1009 
if 
00E5:   player $PLAYER_CHAR 0 1375.75 -952.125 radius 5.0 5.0 
jf @USJ_1009 
$USJ_NUMBER = 7 // $ = int 
$CAMERA_X = 1369.25 // $ = float 
$CAMERA_Y = -981.5625 // $ = float 
$CAMERA_Z = 18.6875 // $ = float 
jump @USJ_2051 

:USJ_1009
jump @USJ_180 

:USJ_1016
if 
03C6:   current_island == 2 
jf @USJ_1370 
if 
0121:   player $PLAYER_CHAR in_zone 'COM_EAS'  // Newport
jf @USJ_1265 
if 
00F7:   player $PLAYER_CHAR 0 470.6875 -918.375 19.8125 radius 6.0 3.0 3.0 
jf @USJ_1129 
$USJ_NUMBER = 4 // $ = int 
$CAMERA_X = 460.9375 // $ = float 
$CAMERA_Y = -947.8125 // $ = float 
$CAMERA_Z = 17.875 // $ = float 
jump @USJ_2051 

:USJ_1129
if 
00E5:   player $PLAYER_CHAR 0 271.125 -607.0 radius 4.0 5.0 
jf @USJ_1197 
$USJ_NUMBER = 13 // $ = int 
$CAMERA_X = 281.8125 // $ = float 
$CAMERA_Y = -626.5 // $ = float 
$CAMERA_Z = 26.9375 // $ = float 
jump @USJ_2051 

:USJ_1197
if 
00E5:   player $PLAYER_CHAR 0 320.1875 -896.3125 radius 6.0 5.0 
jf @USJ_1265 
$USJ_NUMBER = 14 // $ = int 
$CAMERA_X = 332.8125 // $ = float 
$CAMERA_Y = -906.3125 // $ = float 
$CAMERA_Z = 39.75 // $ = float 
jump @USJ_2051 

:USJ_1265
if 
0121:   player $PLAYER_CHAR in_zone 'PARK'  // Belleville Park
jf @USJ_1363 
if 
00F7:   player $PLAYER_CHAR 0 157.5625 -998.1875 30.375 radius 2.5 2.75 2.0 
jf @USJ_1363 
$USJ_NUMBER = 12 // $ = int 
$CAMERA_X = 141.5 // $ = float 
$CAMERA_Y = -1006.813 // $ = float 
$CAMERA_Z = 26.125 // $ = float 
jump @USJ_2051 

:USJ_1363
jump @USJ_180 

:USJ_1370
if 
03C6:   current_island == 3 
jf @USJ_2044 
if 
0121:   player $PLAYER_CHAR in_zone 'SUB_IND'  // Pike Creek
jf @USJ_1483 
if 
00F7:   player $PLAYER_CHAR 0 -1182.438 22.1875 74.0 radius 3.0 4.0 3.0 
jf @USJ_1483 
$USJ_NUMBER = 8 // $ = int 
$CAMERA_X = -1204.438 // $ = float 
$CAMERA_Y = -14.6875 // $ = float 
$CAMERA_Z = 62.125 // $ = float 
jump @USJ_2051 

:USJ_1483
if 
0121:   player $PLAYER_CHAR in_zone 'BIG_DAM'  // Cochrane Dam
jf @USJ_1649 
if 
00F7:   player $PLAYER_CHAR 0 -1160.563 105.9375 73.5 radius 4.0 3.5 3.0 
jf @USJ_1581 
$USJ_NUMBER = 9 // $ = int 
$CAMERA_X = -1137.688 // $ = float 
$CAMERA_Y = 115.125 // $ = float 
$CAMERA_Z = 64.375 // $ = float 
jump @USJ_2051 

:USJ_1581
if 
00E5:   player $PLAYER_CHAR 0 -994.75 253.5625 radius 10.0 15.0 
jf @USJ_1649 
$USJ_NUMBER = 15 // $ = int 
$CAMERA_X = -1014.438 // $ = float 
$CAMERA_Y = 268.125 // $ = float 
$CAMERA_Z = 38.875 // $ = float 
jump @USJ_2051 

:USJ_1649
if 
0121:   player $PLAYER_CHAR in_zone 'PROJECT'  // Wichita Gardens
jf @USJ_1741 
if 
00E5:   player $PLAYER_CHAR 0 -699.0 -172.25 radius 6.0 7.0 
jf @USJ_1741 
$USJ_NUMBER = 16 // $ = int 
$CAMERA_X = -738.0 // $ = float 
$CAMERA_Y = -132.5625 // $ = float 
$CAMERA_Z = 12.5 // $ = float 
jump @USJ_2051 

:USJ_1741
if 
0121:   player $PLAYER_CHAR in_zone 'AIRPORT'  // Francis Intl. Airport
jf @USJ_2037 
if 
00E5:   player $PLAYER_CHAR 0 -1100.5 -847.4375 radius 4.0 12.0 
jf @USJ_1833 
$USJ_NUMBER = 17 // $ = int 
$CAMERA_X = -1068.0 // $ = float 
$CAMERA_Y = -863.0 // $ = float 
$CAMERA_Z = 18.375 // $ = float 
jump @USJ_2051 

:USJ_1833
if 
00E5:   player $PLAYER_CHAR 0 -1375.75 -848.625 radius 4.0 12.0 
jf @USJ_1901 
$USJ_NUMBER = 18 // $ = int 
$CAMERA_X = -1337.688 // $ = float 
$CAMERA_Y = -862.9375 // $ = float 
$CAMERA_Z = 18.0 // $ = float 
jump @USJ_2051 

:USJ_1901
if 
00E5:   player $PLAYER_CHAR 0 -1379.813 -625.0625 radius 12.0 4.0 
jf @USJ_1969 
$USJ_NUMBER = 19 // $ = int 
$CAMERA_X = -1397.5 // $ = float 
$CAMERA_Y = -572.0 // $ = float 
$CAMERA_Z = 18.875 // $ = float 
jump @USJ_2051 

:USJ_1969
if 
00E5:   player $PLAYER_CHAR 0 -1177.375 -569.875 radius 3.25 2.0 
jf @USJ_2037 
$USJ_NUMBER = 20 // $ = int 
$CAMERA_X = -1195.125 // $ = float 
$CAMERA_Y = -560.6875 // $ = float 
$CAMERA_Z = 18.875 // $ = float 
jump @USJ_2051 

:USJ_2037
jump @USJ_180 

:USJ_2044
jump @USJ_180 

:USJ_2051
$FLAG_1ST_LOCATE_USJ = 0 // $ = int 
$FLAG_2ND_LOCATE_USJ = 0 // $ = int 
$COLLISION_COUNTER_USJ = 0 // $ = int 
015D: set_gamespeed 0.25 
015F: set_camera_position $CAMERA_X $CAMERA_Y $CAMERA_Z rotation 0.0 0.0 0.0 
0158: camera_on_vehicle $PLAYERS_CAR_USJ mode 15 switchstyle 2 

:USJ_2106
if or
01F3:   car $PLAYERS_CAR_USJ airborne 
  10 > $COLLISION_COUNTER_USJ // int > $ 
jf @USJ_3823 
$COLLISION_COUNTER_USJ += 1 // $ += int 
wait 0 
if 
0119:   car $PLAYERS_CAR_USJ wrecked 
jf @USJ_2163 
jump @USJ_3947 

:USJ_2163
if 
02BF:   car $PLAYERS_CAR_USJ sunk 
jf @USJ_2186 
jump @USJ_3947 

:USJ_2186
if 
8256:   not player $PLAYER_CHAR defined 
jf @USJ_2209 
jump @USJ_3947 

:USJ_2209
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @USJ_2232 
jump @USJ_3947 

:USJ_2232
if 
  $USJ_NUMBER == 1 // $ == int 
jf @USJ_2336 
if 
00F7:   player $PLAYER_CHAR 0 946.5 -934.0625 26.75 radius 1.0 4.0 6.0 
jf @USJ_2293 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 

:USJ_2293
if 
00F7:   player $PLAYER_CHAR 0 993.5 -933.75 21.75 radius 1.0 4.0 6.0 
jf @USJ_2336 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_2336
if 
  $USJ_NUMBER == 2 // $ == int 
jf @USJ_2440 
if 
00F7:   player $PLAYER_CHAR 0 1190.0 -1154.0 25.0 radius 1.0 10.0 10.0 
jf @USJ_2397 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 

:USJ_2397
if 
00F7:   player $PLAYER_CHAR 0 1243.563 -1154.0 13.5 radius 20.0 15.0 3.0 
jf @USJ_2440 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_2440
if 
  $USJ_NUMBER == 3 // $ == int 
jf @USJ_2544 
if 
00F7:   player $PLAYER_CHAR 0 789.3125 -563.25 29.1875 radius 10.0 0.5 5.0 
jf @USJ_2501 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 

:USJ_2501
if 
00F7:   player $PLAYER_CHAR 0 789.3125 -558.875 29.1875 radius 10.0 0.5 5.0 
jf @USJ_2544 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_2544
if 
  $USJ_NUMBER == 4 // $ == int 
jf @USJ_2648 
if 
00F7:   player $PLAYER_CHAR 0 470.6875 -931.6875 24.8125 radius 9.0 0.5 8.0 
jf @USJ_2605 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 

:USJ_2605
if 
00F7:   player $PLAYER_CHAR 0 470.5 -962.8125 16.5625 radius 6.5 14.5 2.0 
jf @USJ_2648 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_2648
if 
  $USJ_NUMBER == 5 // $ == int 
jf @USJ_2752 
if 
00F7:   player $PLAYER_CHAR 0 1205.563 -1124.813 25.8125 radius 1.0 15.0 10.0 
jf @USJ_2709 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 

:USJ_2709
if 
00F7:   player $PLAYER_CHAR 0 1182.75 -1124.813 25.8125 radius 1.0 15.0 10.0 
jf @USJ_2752 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_2752
if 
  $USJ_NUMBER == 6 // $ == int 
jf @USJ_2856 
if 
00F7:   player $PLAYER_CHAR 0 1127.438 -978.875 29.125 radius 1.0 15.0 10.0 
jf @USJ_2813 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 

:USJ_2813
if 
00F7:   player $PLAYER_CHAR 0 1104.75 -978.875 29.125 radius 1.0 15.0 10.0 
jf @USJ_2856 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_2856
if 
  $USJ_NUMBER == 7 // $ == int 
jf @USJ_2924 
if 
00F7:   player $PLAYER_CHAR 0 1376.938 -984.625 23.5 radius 8.0 0.5 7.5 
jf @USJ_2924 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_2924
if 
  $USJ_NUMBER == 8 // $ == int 
jf @USJ_2992 
if 
00F7:   player $PLAYER_CHAR 0 -1197.688 -41.8125 63.6875 radius 30.0 5.5 8.0 
jf @USJ_2992 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_2992
if 
  $USJ_NUMBER == 9 // $ == int 
jf @USJ_3060 
if 
00F7:   player $PLAYER_CHAR 0 -1095.625 116.75 60.25 radius 16.5 4.0 2.5 
jf @USJ_3060 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3060
if 
  $USJ_NUMBER == 10 // $ == int 
jf @USJ_3128 
if 
00F7:   player $PLAYER_CHAR 0 995.1875 -440.1875 26.4375 radius 4.25 0.5 5.0 
jf @USJ_3128 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3128
if 
  $USJ_NUMBER == 11 // $ == int 
jf @USJ_3196 
if 
00F7:   player $PLAYER_CHAR 0 879.6875 -933.75 26.8125 radius 30.0 5.5 0.5 
jf @USJ_3196 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3196
if 
  $USJ_NUMBER == 12 // $ == int 
jf @USJ_3264 
if 
00F7:   player $PLAYER_CHAR 0 130.25 -999.8125 32.375 radius 0.5 6.0 7.5 
jf @USJ_3264 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3264
if 
  $USJ_NUMBER == 13 // $ == int 
jf @USJ_3326 
if 
00E5:   player $PLAYER_CHAR 0 271.8125 -656.375 radius 5.0 5.0 
jf @USJ_3326 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3326
if 
  $USJ_NUMBER == 14 // $ == int 
jf @USJ_3388 
if 
00E5:   player $PLAYER_CHAR 0 308.1875 -942.1875 radius 23.0 5.0 
jf @USJ_3388 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3388
if 
  $USJ_NUMBER == 15 // $ == int 
jf @USJ_3450 
if 
00E5:   player $PLAYER_CHAR 0 -1073.688 246.75 radius 38.0 22.0 
jf @USJ_3450 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3450
if 
  $USJ_NUMBER == 16 // $ == int 
jf @USJ_3512 
if 
00E5:   player $PLAYER_CHAR 0 -706.3125 -91.0625 radius 18.0 30.0 
jf @USJ_3512 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3512
if 
  $USJ_NUMBER == 17 // $ == int 
jf @USJ_3580 
if 
00F7:   player $PLAYER_CHAR 0 -1067.938 -847.6875 27.5 radius 0.5 14.5 10.0 
jf @USJ_3580 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3580
if 
  $USJ_NUMBER == 18 // $ == int 
jf @USJ_3648 
if 
00F7:   player $PLAYER_CHAR 0 -1342.625 -847.8125 26.875 radius 0.5 14.5 10.0 
jf @USJ_3648 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3648
if 
  $USJ_NUMBER == 19 // $ == int 
jf @USJ_3716 
if 
00F7:   player $PLAYER_CHAR 0 -1380.25 -573.4375 22.625 radius 14.25 0.5 10.0 
jf @USJ_3716 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3716
if 
  $USJ_NUMBER == 20 // $ == int 
jf @USJ_3784 
if 
00F7:   player $PLAYER_CHAR 0 -1184.0 -569.875 24.25 radius 0.5 6.0 8.0 
jf @USJ_3784 
$FLAG_1ST_LOCATE_USJ = 1 // $ = int 
$FLAG_2ND_LOCATE_USJ = 1 // $ = int 

:USJ_3784
if and
  $FLAG_1ST_LOCATE_USJ == 1 // $ == int 
  $FLAG_2ND_LOCATE_USJ == 1 // $ == int 
jf @USJ_3816 
jump @USJ_3961 

:USJ_3816
jump @USJ_2106 

:USJ_3823
if 
01F3:   car $PLAYERS_CAR_USJ airborne 
jf @USJ_3942 
wait 0 
if 
0119:   car $PLAYERS_CAR_USJ wrecked 
jf @USJ_3866 
jump @USJ_3947 

:USJ_3866
if 
02BF:   car $PLAYERS_CAR_USJ sunk 
jf @USJ_3889 
jump @USJ_3947 

:USJ_3889
if 
8256:   not player $PLAYER_CHAR defined 
jf @USJ_3912 
jump @USJ_3947 

:USJ_3912
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @USJ_3935 
jump @USJ_3947 

:USJ_3935
jump @USJ_3823 

:USJ_3942
wait 600 

:USJ_3947
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
jump @USJ_180 

:USJ_3961
if 
01F3:   car $PLAYERS_CAR_USJ airborne 
jf @USJ_4080 
wait 0 
if 
0119:   car $PLAYERS_CAR_USJ wrecked 
jf @USJ_4004 
jump @USJ_3947 

:USJ_4004
if 
02BF:   car $PLAYERS_CAR_USJ sunk 
jf @USJ_4027 
jump @USJ_3947 

:USJ_4027
if 
8256:   not player $PLAYER_CHAR defined 
jf @USJ_4050 
jump @USJ_3947 

:USJ_4050
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @USJ_4073 
jump @USJ_3947 

:USJ_4073
jump @USJ_3961 

:USJ_4080
wait 600 
015D: set_gamespeed 1.0 
02EB: restore_camera_with_jumpcut 
if and
  $USJ_NUMBER == 1 // $ == int 
  $FLAG_USJ1_PASSED == 0 // $ == int 
jf @USJ_4142 
$FLAG_USJ1_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4142
if and
  $USJ_NUMBER == 2 // $ == int 
  $FLAG_USJ2_PASSED == 0 // $ == int 
jf @USJ_4192 
$FLAG_USJ2_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4192
if and
  $USJ_NUMBER == 3 // $ == int 
  $FLAG_USJ3_PASSED == 0 // $ == int 
jf @USJ_4242 
$FLAG_USJ3_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4242
if and
  $USJ_NUMBER == 4 // $ == int 
  $FLAG_USJ4_PASSED == 0 // $ == int 
jf @USJ_4292 
$FLAG_USJ4_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4292
if and
  $USJ_NUMBER == 5 // $ == int 
  $FLAG_USJ5_PASSED == 0 // $ == int 
jf @USJ_4342 
$FLAG_USJ5_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4342
if and
  $USJ_NUMBER == 6 // $ == int 
  $FLAG_USJ6_PASSED == 0 // $ == int 
jf @USJ_4392 
$FLAG_USJ6_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4392
if and
  $USJ_NUMBER == 7 // $ == int 
  $FLAG_USJ7_PASSED == 0 // $ == int 
jf @USJ_4442 
$FLAG_USJ7_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4442
if and
  $USJ_NUMBER == 8 // $ == int 
  $FLAG_USJ8_PASSED == 0 // $ == int 
jf @USJ_4492 
$FLAG_USJ8_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4492
if and
  $USJ_NUMBER == 9 // $ == int 
  $FLAG_USJ9_PASSED == 0 // $ == int 
jf @USJ_4542 
$FLAG_USJ9_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4542
if and
  $USJ_NUMBER == 10 // $ == int 
  $FLAG_USJ10_PASSED == 0 // $ == int 
jf @USJ_4592 
$FLAG_USJ10_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4592
if and
  $USJ_NUMBER == 11 // $ == int 
  $FLAG_USJ11_PASSED == 0 // $ == int 
jf @USJ_4642 
$FLAG_USJ11_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4642
if and
  $USJ_NUMBER == 12 // $ == int 
  $FLAG_USJ12_PASSED == 0 // $ == int 
jf @USJ_4692 
$FLAG_USJ12_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4692
if and
  $USJ_NUMBER == 13 // $ == int 
  $FLAG_USJ13_PASSED == 0 // $ == int 
jf @USJ_4742 
$FLAG_USJ13_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4742
if and
  $USJ_NUMBER == 14 // $ == int 
  $FLAG_USJ14_PASSED == 0 // $ == int 
jf @USJ_4792 
$FLAG_USJ14_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4792
if and
  $USJ_NUMBER == 15 // $ == int 
  $FLAG_USJ15_PASSED == 0 // $ == int 
jf @USJ_4842 
$FLAG_USJ15_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4842
if and
  $USJ_NUMBER == 16 // $ == int 
  $FLAG_USJ16_PASSED == 0 // $ == int 
jf @USJ_4892 
$FLAG_USJ16_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4892
if and
  $USJ_NUMBER == 17 // $ == int 
  $FLAG_USJ17_PASSED == 0 // $ == int 
jf @USJ_4942 
$FLAG_USJ17_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4942
if and
  $USJ_NUMBER == 18 // $ == int 
  $FLAG_USJ18_PASSED == 0 // $ == int 
jf @USJ_4992 
$FLAG_USJ18_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_4992
if and
  $USJ_NUMBER == 19 // $ == int 
  $FLAG_USJ19_PASSED == 0 // $ == int 
jf @USJ_5042 
$FLAG_USJ19_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_5042
if and
  $USJ_NUMBER == 20 // $ == int 
  $FLAG_USJ20_PASSED == 0 // $ == int 
jf @USJ_5092 
$FLAG_USJ20_PASSED = 1 // $ = int 
$TOTAL_COMPLETED_USJ += 1 // $ += int 
030C: progress_made += 1 
jump @USJ_5099 

:USJ_5092
jump @USJ_180 

:USJ_5099
if 
  20 > $TOTAL_COMPLETED_USJ // int > $ 
jf @USJ_5165 
0217: text_styled 'USJ' 5000 ms 5  // UNIQUE STUNT BONUS!
01E3: text_1number_styled 'REWARD' $CASH_REWARD_USJ 6000 ms 6  // REWARD $~1~
0109: player $PLAYER_CHAR money += $CASH_REWARD_USJ 
jump @USJ_5210 

:USJ_5165
0217: text_styled 'USJ_ALL' 5000 ms 5  // ALL UNIQUE STUNTS COMPLETED!
01E3: text_1number_styled 'REWARD' 1000000 6000 ms 6  // REWARD $~1~
0109: player $PLAYER_CHAR money += 1000000 

:USJ_5210
018C: play_sound 94 at 0.0 0.0 0.0 
0313: increment_unique_jumps_found 
$CASH_REWARD_USJ += 5000 // $ += int 
jump @USJ_180 
terminate_this_script 

:GENSTUF
$SECOND_FLOOR_CARS_EXIST = 0 // $ = int 
$THIRD_FLOOR_CARS_EXIST = 0 // $ = int 
$FOURTH_FLOOR_CARS_EXIST = 0 // $ = int 
$FIFTH_FLOOR_CARS_EXIST = 0 // $ = int 
$NEED_TO_CLEAR_AREA_FLAG = 0 // $ = int 
$HAS_PLAYER_BEEN_AT_FISH_BEFORE = 0 // $ = int 
$HAS_PLAYER_BEEN_IN_TRAMP_TUNNEL_BEFORE = 0 // $ = int 
$FLAG_SOUNDS_ADDED_REDLIGHT = 0 // $ = int 
$TRAMPS_BEEN_CREATED = 0 // $ = int 
$TRAMP_IS_DEAD = 0 // $ = int 
$CAMERA_AMMU1 = 0 // $ = int 
$CAMERA_AMMU2 = 0 // $ = int 
$FLAG_SOUNDS_ADDED_DOG = 0 // $ = int 
$FLAG_FAILED_LOVE1 = 0 // $ = int 
$FLAG_NEED_WALL_CHANGE_KM1 = 0 // $ = int 
$FLAG_PLAYER_ON_PHIL_MISSION = 0 // $ = int 
$TRAMP1 = -1 // $ = int 
$TRAMP2 = -1 // $ = int 
$TRAMP3 = -1 // $ = int 
$TRAMP4 = -1 // $ = int 
$TRAMP1_DEAD = 0 // $ = int 
$TRAMP2_DEAD = 0 // $ = int 
$TRAMP4_DEAD = 0 // $ = int 
$TRAMP3_DEAD = 0 // $ = int 
$AMMU_SAMPLE = 0 // $ = int 
$SPECIAL_AMMU_AUDIO = 0 // $ = int 
$AMMU_BLOKE_KILL_PLAYER = 0 // $ = int 
script_name 'GENSTUF' 
set_wb_check_to 0 
start_new_script @I_AMMU 
start_new_script @FISHGEN 
start_new_script @TRAMPS 
start_new_script @I_SOUND 
start_new_script @C_AMMU 
start_new_script @C_CARP 
start_new_script @D_SOUND 
start_new_script @NONAME_80 
terminate_this_script 

:NONAME_80
wait 1000 
if 
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
jf @NONAME_80_60 
0215: destroy_pickup $INFO_PICKUP7A 
0215: destroy_pickup $INFO_PICKUP8 
0215: destroy_pickup $INFO_PICKUP9 
0215: destroy_pickup $INFO_PICKUP3 
0215: destroy_pickup $INFO_PICKUP4 
0215: destroy_pickup $INFO_PICKUP5 
0215: destroy_pickup $INFO_PICKUP1 
terminate_this_script 

:NONAME_80_60
jump @NONAME_80 

:NONAME_81
if 
8214:   not pickup 0@ picked_up 
jf @NONAME_81_28 
wait 500 
jump @NONAME_81 

:NONAME_81_28
if 
  1@ == 1 // @ == int 
jf @NONAME_81_56 
03E5: text_box 'SPRAY'  // Drive your vehicle into the spray shop to lose your ~h~wanted level~w~, ~h~repair ~w~and ~h~respray ~w~your vehicle. Cost - ~h~$1000.

:NONAME_81_56
if 
  1@ == 2 // @ == int 
jf @NONAME_81_84 
03E5: text_box 'BOMB'  // Drive your vehicle into the bomb shop to attach a ~h~bomb~w~. Cost - ~h~$1000.

:NONAME_81_84
if 
  1@ == 3 // @ == int 
jf @NONAME_81_112 
03E5: text_box 'AMMU'  // Go inside Ammu-Nation to buy a weapon.

:NONAME_81_112
if 
  1@ == 4 // @ == int 
jf @NONAME_81_140 
03E5: text_box 'SAVE2'  // Any vehicle left in this garage will be stored when the game is saved.

:NONAME_81_140
if 
  1@ == 5 // @ == int 
jf @NONAME_81_168 
03E5: text_box 'SAVE1'  // Walk through the doorway to ~h~Save the game~w~. You cannot save during a mission.

:NONAME_81_168
if 
  1@ == 6 // @ == int 
jf @NONAME_81_196 
03E5: text_box 'CRUSH'  // Park in the marked area and exit your vehicle. The vehicle will then be crushed.

:NONAME_81_196
jump @NONAME_81 

:NONAME_82
if 
8214:   not pickup 0@ picked_up 
jf @NONAME_82_28 
wait 500 
jump @NONAME_82 

:NONAME_82_28
0293: $CONTROLMODE = current_controls 
if 
  1@ == 7 // @ == int 
jf @NONAME_82_61 
03E5: text_box 'BRIDGE1'  // When the Callahan Bridge is repaired you will be able to drive to Staunton Island.

:NONAME_82_61
if 
  1@ == 8 // @ == int 
jf @NONAME_82_89 
03E5: text_box 'TUNNEL'  // When the Porter Tunnel is opened you will be able to drive to Staunton Island.

:NONAME_82_89
if 
  1@ == 9 // @ == int 
jf @NONAME_82_117 
03E5: text_box 'TUBE1'  // When the subway opens you will be able to catch a train to Staunton Island.

:NONAME_82_117
if 
  1@ == 10 // @ == int 
jf @NONAME_82_205 
if or
  $CONTROLMODE == 0 // $ == int 
  $CONTROLMODE == 1 // $ == int 
  $CONTROLMODE == 3 // $ == int 
jf @NONAME_82_177 
03E5: text_box 'L_TRN_1'  // You can ride the L-train around Portland. Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a train.

:NONAME_82_177
if 
  $CONTROLMODE == 2 // $ == int 
jf @NONAME_82_205 
03E5: text_box 'L_TRN_2'  // You can ride the L-train around Portland. Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a train.

:NONAME_82_205
if 
  1@ == 11 // @ == int 
jf @NONAME_82_293 
if or
  $CONTROLMODE == 0 // $ == int 
  $CONTROLMODE == 1 // $ == int 
  $CONTROLMODE == 3 // $ == int 
jf @NONAME_82_265 
03E5: text_box 'S_TRN_1'  // You can take the subway trains across Liberty. Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a train.

:NONAME_82_265
if 
  $CONTROLMODE == 2 // $ == int 
jf @NONAME_82_293 
03E5: text_box 'S_TRN_2'  // You can take the subway trains across Liberty. Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a train.

:NONAME_82_293
jump @NONAME_82 

:I_AMMU
script_name 'I_AMMU' 

:I_AMMU_10
wait 70 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_AMMU_1004 
if 
0121:   player $PLAYER_CHAR in_zone 'LITTLEI'  // Saint Mark's
jf @I_AMMU_935 
if 
0057:   player $PLAYER_CHAR 0 1066.563 -403.5 14.0 1072.75 -394.0 18.0 
jf @I_AMMU_674 
if 
  $CAMERA_AMMU1 == 0 // $ == int 
jf @I_AMMU_586 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color 1 1 1 
03AF: set_streaming 0 
023C: load_special_actor 4 'SAM' 
043C: set_game_sounds_disable_on_fade 0 
fade 0 500 

:I_AMMU_150
if 
823D:   not special_actor 4 loaded 
jf @I_AMMU_176 
wait 0 
jump @I_AMMU_150 

:I_AMMU_176
if 
  fading 
jf @I_AMMU_200 
wait 0 
jump @I_AMMU_176 

:I_AMMU_200
03AF: set_streaming 1 
01BD: $CURRENT_TIME = current_time_in_ms 
0084: $TIME_DIFFERENCE = $CURRENT_TIME // $ = $ int 
0060: $TIME_DIFFERENCE -= $TIME_SINCE_MURDERING_SHOPKEEPER1 // $ -= $ int 
if 
  $TIME_DIFFERENCE > 60000 // $ > int 
jf @I_AMMU_320 
009A: $AMMU_SHOP_BLOKE1 = create_actor 21 #SPECIAL04 at 1070.75 -396.9375 14.1875 
0243: set_actor $AMMU_SHOP_BLOKE1 ped_stats_to 16 
0173: set_actor $AMMU_SHOP_BLOKE1 z_angle_to 170.0 
0350: set_actor $AMMU_SHOP_BLOKE1 maintain_position_when_attacked 1 
01B2: give_actor $AMMU_SHOP_BLOKE1 weapon 4 ammo 999 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_AMMU_320 
022D: set_actor $AMMU_SHOP_BLOKE1 to_look_at_player $PLAYER_CHAR 

:I_AMMU_320
0296: unload_special_actor 4 
015F: set_camera_position 1071.938 -402.75 17.0 rotation 0.0 0.0 0.0 
0452: enable_player_control_camera 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_AMMU_409 
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
0395: clear_area 1 at 1067.875 -397.25 14.1875 range 1.0 
0055: put_player $PLAYER_CHAR at 1067.875 -397.25 14.1875 
0171: set_player $PLAYER_CHAR z_angle_to 200.0 

:I_AMMU_409
fade 1 500 

:I_AMMU_416
if 
  fading 
jf @I_AMMU_440 
wait 0 
jump @I_AMMU_416 

:I_AMMU_440
if 
0256:   player $PLAYER_CHAR defined 
jf @I_AMMU_463 
01B4: set_player $PLAYER_CHAR can_move 1 

:I_AMMU_463
if 
8118:   not actor $AMMU_SHOP_BLOKE1 dead 
jf @I_AMMU_572 
if 
  $SPECIAL_AMMU_AUDIO == 0 // $ == int 
jf @I_AMMU_572 
if 
  $AMMU_SAMPLE == 0 // $ == int 
jf @I_AMMU_522 
041C: make_actor $AMMU_SHOP_BLOKE1 say 103 

:I_AMMU_522
if 
  $AMMU_SAMPLE == 1 // $ == int 
jf @I_AMMU_547 
041C: make_actor $AMMU_SHOP_BLOKE1 say 104 

:I_AMMU_547
if 
  $AMMU_SAMPLE == 2 // $ == int 
jf @I_AMMU_572 
041C: make_actor $AMMU_SHOP_BLOKE1 say 105 

:I_AMMU_572
$CAMERA_AMMU1 = 1 // $ = int 
jump @I_AMMU_667 

:I_AMMU_586
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @I_AMMU_667 
if 
8118:   not actor $AMMU_SHOP_BLOKE1 dead 
jf @I_AMMU_667 
if 
  $AMMU_BLOKE_KILL_PLAYER == 0 // $ == int 
jf @I_AMMU_667 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_AMMU_660 
01CA: actor $AMMU_SHOP_BLOKE1 kill_player $PLAYER_CHAR 

:I_AMMU_660
$AMMU_BLOKE_KILL_PLAYER = 1 // $ = int 

:I_AMMU_667
jump @I_AMMU_928 

:I_AMMU_674
if 
  $CAMERA_AMMU1 == 1 // $ == int 
jf @I_AMMU_928 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:I_AMMU_706
if 
  fading 
jf @I_AMMU_730 
wait 0 
jump @I_AMMU_706 

:I_AMMU_730
if and
0118:   actor $AMMU_SHOP_BLOKE1 dead 
  $TIME_DIFFERENCE > 60000 // $ > int 
jf @I_AMMU_761 
01BD: $TIME_SINCE_MURDERING_SHOPKEEPER1 = current_time_in_ms 

:I_AMMU_761
009B: destroy_actor_instantly $AMMU_SHOP_BLOKE1 
0395: clear_area 1 at 1063.25 -395.25 14.1875 range 1.0 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_AMMU_824 
0055: put_player $PLAYER_CHAR at 1063.25 -395.25 14.1875 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 

:I_AMMU_824
fade 1 500 

:I_AMMU_831
if 
  fading 
jf @I_AMMU_855 
wait 0 
jump @I_AMMU_831 

:I_AMMU_855
043C: set_game_sounds_disable_on_fade 1 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_AMMU_882 
01B4: set_player $PLAYER_CHAR can_move 1 

:I_AMMU_882
$AMMU_SAMPLE += 1 // $ += int 
if 
  $AMMU_SAMPLE > 2 // $ > int 
jf @I_AMMU_914 
$AMMU_SAMPLE = 0 // $ = int 

:I_AMMU_914
$AMMU_BLOKE_KILL_PLAYER = 0 // $ = int 
$CAMERA_AMMU1 = 0 // $ = int 

:I_AMMU_928
jump @I_AMMU_1004 

:I_AMMU_935
if 
  $CAMERA_AMMU1 == 1 // $ == int 
jf @I_AMMU_1004 
if and
0118:   actor $AMMU_SHOP_BLOKE1 dead 
  $TIME_DIFFERENCE > 60000 // $ > int 
jf @I_AMMU_984 
01BD: $TIME_SINCE_MURDERING_SHOPKEEPER1 = current_time_in_ms 

:I_AMMU_984
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
009B: destroy_actor_instantly $AMMU_SHOP_BLOKE1 
043C: set_game_sounds_disable_on_fade 1 
$CAMERA_AMMU1 = 0 // $ = int 

:I_AMMU_1004
jump @I_AMMU_10 

:FISHGEN
script_name 'FISHGEN' 

:FISHGEN_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @FISHGEN_558 
if 
  $FISH_FACTORY_DESTROYED == 0 // $ == int 
jf @FISHGEN_477 
if 
0121:   player $PLAYER_CHAR in_zone 'PORT_W'  // Callahan Point
jf @FISHGEN_389 
if 
  $HAS_PLAYER_BEEN_AT_FISH_BEFORE == 0 // $ == int 
jf @FISHGEN_382 
0247: request_model #GANG03 
0247: request_model #GANG04 

:FISHGEN_99
if or
8248:   not model #GANG03 available 
8248:   not model #GANG04 available 
jf @FISHGEN_129 
wait 0 
jump @FISHGEN_99 

:FISHGEN_129
009A: $FISH_TRIAD1 = create_actor 8 #GANG03 at 997.0 -1112.0 -100.0 
01B2: give_actor $FISH_TRIAD1 weapon 2 ammo 100 
011A: set_actor $FISH_TRIAD1 search_threat 1 
009A: $FISH_TRIAD2 = create_actor 8 #GANG04 at 964.0 -1095.0 -100.0 
01B2: give_actor $FISH_TRIAD2 weapon 2 ammo 100 
011A: set_actor $FISH_TRIAD2 search_threat 1 
009A: $FISH_TRIAD3 = create_actor 8 #GANG03 at 982.0 -1085.0 -100.0 
01B2: give_actor $FISH_TRIAD3 weapon 2 ammo 100 
011A: set_actor $FISH_TRIAD3 search_threat 1 
009A: $FISH_TRIAD4 = create_actor 8 #GANG04 at 953.0 -1122.0 -100.0 
01B2: give_actor $FISH_TRIAD4 weapon 2 ammo 100 
011A: set_actor $FISH_TRIAD4 search_threat 1 
009A: $FISH_TRIAD5 = create_actor 8 #GANG03 at 1008.0 -1126.0 -100.0 
01B2: give_actor $FISH_TRIAD5 weapon 2 ammo 100 
011A: set_actor $FISH_TRIAD5 search_threat 1 
009A: $FISH_TRIAD6 = create_actor 8 #GANG03 at 974.0 -1142.0 -100.0 
01B2: give_actor $FISH_TRIAD6 weapon 2 ammo 100 
011A: set_actor $FISH_TRIAD6 search_threat 1 
009C: set_actor $FISH_TRIAD1 wander_direction 0 
009C: set_actor $FISH_TRIAD2 wander_direction 0 
009C: set_actor $FISH_TRIAD3 wander_direction 0 
009C: set_actor $FISH_TRIAD4 wander_direction 0 
009C: set_actor $FISH_TRIAD5 wander_direction 0 
009C: set_actor $FISH_TRIAD6 wander_direction 0 
$HAS_PLAYER_BEEN_AT_FISH_BEFORE = 1 // $ = int 

:FISHGEN_382
jump @FISHGEN_470 

:FISHGEN_389
if 
  $HAS_PLAYER_BEEN_AT_FISH_BEFORE == 1 // $ == int 
jf @FISHGEN_470 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD1 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD2 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD3 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD4 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD5 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD6 
if 
  $ONMISSION == 0 // $ == int 
jf @FISHGEN_470 
0249: release_model #GANG03 
0249: release_model #GANG04 
$HAS_PLAYER_BEEN_AT_FISH_BEFORE = 0 // $ = int 

:FISHGEN_470
jump @FISHGEN_558 

:FISHGEN_477
if 
  $HAS_PLAYER_BEEN_AT_FISH_BEFORE == 1 // $ == int 
jf @FISHGEN_558 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD1 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD2 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD3 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD4 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD5 
01C2: mark_actor_as_no_longer_needed $FISH_TRIAD6 
if 
  $ONMISSION == 0 // $ == int 
jf @FISHGEN_558 
0249: release_model #GANG03 
0249: release_model #GANG04 
$HAS_PLAYER_BEEN_AT_FISH_BEFORE = 0 // $ = int 

:FISHGEN_558
jump @FISHGEN_10 

:TRAMPS
script_name 'TRAMPS' 

:TRAMPS_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @TRAMPS_771 
if 
0121:   player $PLAYER_CHAR in_zone 'LITTLEI'  // Saint Mark's
jf @TRAMPS_641 
if 
0057:   player $PLAYER_CHAR 0 1325.0 -512.0 14.0 1315.0 -165.75 17.0 
jf @TRAMPS_504 
if 
  $HAS_PLAYER_BEEN_IN_TRAMP_TUNNEL_BEFORE == 0 // $ == int 
jf @TRAMPS_416 
0247: request_model #SCUM_MAN 
0247: request_model #SCUM_WOM 

:TRAMPS_117
if or
8248:   not model #SCUM_MAN available 
8248:   not model #SCUM_WOM available 
jf @TRAMPS_147 
wait 0 
jump @TRAMPS_117 

:TRAMPS_147
009A: $TRAMP1 = create_actor 19 #SCUM_MAN at 1320.375 -370.0 15.0 
01B2: give_actor $TRAMP1 weapon 10 ammo 1 
0243: set_actor $TRAMP1 ped_stats_to 14 
011A: set_actor $TRAMP1 search_threat 1048576 
011A: set_actor $TRAMP1 search_threat 33554432 
009A: $TRAMP2 = create_actor 19 #SCUM_WOM at 1317.0 -365.0 15.0 
01B2: give_actor $TRAMP2 weapon 10 ammo 1 
0173: set_actor $TRAMP2 z_angle_to 290.0 
0243: set_actor $TRAMP2 ped_stats_to 14 
011A: set_actor $TRAMP2 search_threat 1048576 
011A: set_actor $TRAMP2 search_threat 33554432 
009A: $TRAMP3 = create_actor 19 #SCUM_WOM at 1322.375 -367.0 15.0 
01B2: give_actor $TRAMP3 weapon 10 ammo 1 
0173: set_actor $TRAMP3 z_angle_to 57.0 
0243: set_actor $TRAMP3 ped_stats_to 14 
011A: set_actor $TRAMP3 search_threat 1048576 
011A: set_actor $TRAMP3 search_threat 33554432 
009A: $TRAMP4 = create_actor 19 #SCUM_MAN at 1320.0 -362.0 15.0 
01B2: give_actor $TRAMP4 weapon 10 ammo 1 
0173: set_actor $TRAMP4 z_angle_to 180.0 
0243: set_actor $TRAMP4 ped_stats_to 14 
011A: set_actor $TRAMP4 search_threat 1048576 
011A: set_actor $TRAMP4 search_threat 33554432 
0249: release_model #SCUM_MAN 
0249: release_model #SCUM_WOM 
$TRAMPS_BEEN_CREATED = 1 // $ = int 
$HAS_PLAYER_BEEN_IN_TRAMP_TUNNEL_BEFORE = 1 // $ = int 
jump @TRAMPS_497 

:TRAMPS_416
if 
  $TRAMPS_BEEN_CREATED == 1 // $ == int 
jf @TRAMPS_497 
if 
  $TRAMP_IS_DEAD == 0 // $ == int 
jf @TRAMPS_497 
if or
0118:   actor $TRAMP1 dead 
0118:   actor $TRAMP2 dead 
0118:   actor $TRAMP3 dead 
0118:   actor $TRAMP4 dead 
jf @TRAMPS_497 
TIMERA = 0 // @ = int 
$TRAMP_IS_DEAD = 1 // $ = int 

:TRAMPS_497
jump @TRAMPS_634 

:TRAMPS_504
if 
  $HAS_PLAYER_BEEN_IN_TRAMP_TUNNEL_BEFORE == 1 // $ == int 
jf @TRAMPS_634 
if 
  $TRAMPS_BEEN_CREATED == 1 // $ == int 
jf @TRAMPS_567 
01C2: mark_actor_as_no_longer_needed $TRAMP1 
01C2: mark_actor_as_no_longer_needed $TRAMP2 
01C2: mark_actor_as_no_longer_needed $TRAMP3 
01C2: mark_actor_as_no_longer_needed $TRAMP4 
$TRAMPS_BEEN_CREATED = 0 // $ = int 

:TRAMPS_567
if 
  $TRAMP_IS_DEAD == 1 // $ == int 
jf @TRAMPS_627 
if 
  TIMERA > 1440000 // @ > int 
jf @TRAMPS_620 
$TRAMP_IS_DEAD = 0 // $ = int 
$HAS_PLAYER_BEEN_IN_TRAMP_TUNNEL_BEFORE = 0 // $ = int 

:TRAMPS_620
jump @TRAMPS_634 

:TRAMPS_627
$HAS_PLAYER_BEEN_IN_TRAMP_TUNNEL_BEFORE = 0 // $ = int 

:TRAMPS_634
jump @TRAMPS_771 

:TRAMPS_641
if 
  $HAS_PLAYER_BEEN_IN_TRAMP_TUNNEL_BEFORE == 1 // $ == int 
jf @TRAMPS_771 
if 
  $TRAMPS_BEEN_CREATED == 1 // $ == int 
jf @TRAMPS_704 
01C2: mark_actor_as_no_longer_needed $TRAMP1 
01C2: mark_actor_as_no_longer_needed $TRAMP2 
01C2: mark_actor_as_no_longer_needed $TRAMP3 
01C2: mark_actor_as_no_longer_needed $TRAMP4 
$TRAMPS_BEEN_CREATED = 0 // $ = int 

:TRAMPS_704
if 
  $TRAMP_IS_DEAD == 1 // $ == int 
jf @TRAMPS_764 
if 
  TIMERA > 1440000 // @ > int 
jf @TRAMPS_757 
$TRAMP_IS_DEAD = 0 // $ = int 
$HAS_PLAYER_BEEN_IN_TRAMP_TUNNEL_BEFORE = 0 // $ = int 

:TRAMPS_757
jump @TRAMPS_771 

:TRAMPS_764
$HAS_PLAYER_BEEN_IN_TRAMP_TUNNEL_BEFORE = 0 // $ = int 

:TRAMPS_771
jump @TRAMPS_10 

:I_SOUND
script_name 'I_SOUND' 

:I_SOUND_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @I_SOUND_250 
if 
0121:   player $PLAYER_CHAR in_zone 'REDLIGH'  // Red Light District
jf @I_SOUND_250 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if or
  $HOURS >= 20 // $ >= int 
  5 >= $HOURS // int >= $ 
jf @I_SOUND_200 
if 
  $FLAG_SOUNDS_ADDED_REDLIGHT == 0 // $ == int 
jf @I_SOUND_193 
018D: $SOUND_LOOP8 = create_sound 32 at 891.875 -416.875 16.0625 
018D: $SOUND_LOOP9 = create_sound 30 at 924.1875 -464.25 16.0 
018D: $SOUND_LOOP10 = create_sound 62 at 901.0625 -392.0 15.0 
018D: $SOUND_LOOP11 = create_sound 64 at 901.1875 -339.0 10.0 
018D: $SOUND_LOOP12 = create_sound 66 at 960.0625 -379.0 15.0 
$FLAG_SOUNDS_ADDED_REDLIGHT = 1 // $ = int 

:I_SOUND_193
jump @I_SOUND_250 

:I_SOUND_200
if 
  $FLAG_SOUNDS_ADDED_REDLIGHT == 1 // $ == int 
jf @I_SOUND_250 
018E: stop_sound $SOUND_LOOP8 
018E: stop_sound $SOUND_LOOP9 
018E: stop_sound $SOUND_LOOP10 
018E: stop_sound $SOUND_LOOP11 
018E: stop_sound $SOUND_LOOP12 
$FLAG_SOUNDS_ADDED_REDLIGHT = 0 // $ = int 

:I_SOUND_250
jump @I_SOUND_10 

:D_SOUND
script_name 'D_SOUND' 

:D_SOUND_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @D_SOUND_166 
if 
0121:   player $PLAYER_CHAR in_zone 'PORT_I'  // Trenton
jf @D_SOUND_166 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if and
  $HOURS >= 9 // $ >= int 
  17 >= $HOURS // int >= $ 
jf @D_SOUND_136 
if 
  $FLAG_SOUNDS_ADDED_DOG == 0 // $ == int 
jf @D_SOUND_129 
018D: $SOUND_LOOP7 = create_sound 37 at 1210.875 -802.1875 15.0 
$FLAG_SOUNDS_ADDED_DOG = 1 // $ = int 

:D_SOUND_129
jump @D_SOUND_166 

:D_SOUND_136
if 
  $FLAG_SOUNDS_ADDED_DOG == 1 // $ == int 
jf @D_SOUND_166 
018E: stop_sound $SOUND_LOOP7 
$FLAG_SOUNDS_ADDED_DOG = 0 // $ = int 

:D_SOUND_166
jump @D_SOUND_10 

:C_AMMU
script_name 'C_AMMU' 

:C_AMMU_10
wait 70 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_AMMU_1004 
if 
0121:   player $PLAYER_CHAR in_zone 'COM_EAS'  // Newport
jf @C_AMMU_935 
if 
0057:   player $PLAYER_CHAR 0 353.25 -711.6875 24.0 339.75 -722.375 28.0 
jf @C_AMMU_674 
if 
  $CAMERA_AMMU2 == 0 // $ == int 
jf @C_AMMU_586 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color 1 1 1 
03AF: set_streaming 0 
023C: load_special_actor 4 'SAM' 
043C: set_game_sounds_disable_on_fade 0 
fade 0 500 

:C_AMMU_150
if 
823D:   not special_actor 4 loaded 
jf @C_AMMU_176 
wait 0 
jump @C_AMMU_150 

:C_AMMU_176
if 
  fading 
jf @C_AMMU_200 
wait 0 
jump @C_AMMU_176 

:C_AMMU_200
03AF: set_streaming 1 
01BD: $CURRENT_TIME = current_time_in_ms 
0084: $TIME_DIFFERENCE = $CURRENT_TIME // $ = $ int 
0060: $TIME_DIFFERENCE -= $TIME_SINCE_MURDERING_SHOPKEEPER1 // $ -= $ int 
if 
  $TIME_DIFFERENCE > 60000 // $ > int 
jf @C_AMMU_320 
009A: $AMMU_SHOP_BLOKE1 = create_actor 21 #SPECIAL04 at 350.1875 -719.875 25.375 
0243: set_actor $AMMU_SHOP_BLOKE1 ped_stats_to 16 
0173: set_actor $AMMU_SHOP_BLOKE1 z_angle_to 70.0 
0350: set_actor $AMMU_SHOP_BLOKE1 maintain_position_when_attacked 1 
01B2: give_actor $AMMU_SHOP_BLOKE1 weapon 4 ammo 999 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_AMMU_320 
022D: set_actor $AMMU_SHOP_BLOKE1 to_look_at_player $PLAYER_CHAR 

:C_AMMU_320
0296: unload_special_actor 4 
015F: set_camera_position 341.6875 -720.625 28.0 rotation 0.0 0.0 0.0 
0452: enable_player_control_camera 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_AMMU_409 
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
0395: clear_area 1 at 350.6875 -713.0625 26.375 range 1.0 
0055: put_player $PLAYER_CHAR at 350.6875 -713.0625 25.375 
0171: set_player $PLAYER_CHAR z_angle_to 108.0 

:C_AMMU_409
fade 1 500 

:C_AMMU_416
if 
  fading 
jf @C_AMMU_440 
wait 0 
jump @C_AMMU_416 

:C_AMMU_440
if 
0256:   player $PLAYER_CHAR defined 
jf @C_AMMU_463 
01B4: set_player $PLAYER_CHAR can_move 1 

:C_AMMU_463
if 
8118:   not actor $AMMU_SHOP_BLOKE1 dead 
jf @C_AMMU_572 
if 
  $SPECIAL_AMMU_AUDIO == 0 // $ == int 
jf @C_AMMU_572 
if 
  $AMMU_SAMPLE == 0 // $ == int 
jf @C_AMMU_522 
041C: make_actor $AMMU_SHOP_BLOKE1 say 103 

:C_AMMU_522
if 
  $AMMU_SAMPLE == 1 // $ == int 
jf @C_AMMU_547 
041C: make_actor $AMMU_SHOP_BLOKE1 say 104 

:C_AMMU_547
if 
  $AMMU_SAMPLE == 2 // $ == int 
jf @C_AMMU_572 
041C: make_actor $AMMU_SHOP_BLOKE1 say 105 

:C_AMMU_572
$CAMERA_AMMU2 = 1 // $ = int 
jump @C_AMMU_667 

:C_AMMU_586
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @C_AMMU_667 
if 
8118:   not actor $AMMU_SHOP_BLOKE1 dead 
jf @C_AMMU_667 
if 
  $AMMU_BLOKE_KILL_PLAYER == 0 // $ == int 
jf @C_AMMU_667 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_AMMU_660 
01CA: actor $AMMU_SHOP_BLOKE1 kill_player $PLAYER_CHAR 

:C_AMMU_660
$AMMU_BLOKE_KILL_PLAYER = 1 // $ = int 

:C_AMMU_667
jump @C_AMMU_928 

:C_AMMU_674
if 
  $CAMERA_AMMU2 == 1 // $ == int 
jf @C_AMMU_928 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 500 

:C_AMMU_706
if 
  fading 
jf @C_AMMU_730 
wait 0 
jump @C_AMMU_706 

:C_AMMU_730
if and
0118:   actor $AMMU_SHOP_BLOKE1 dead 
  $TIME_DIFFERENCE > 60000 // $ > int 
jf @C_AMMU_761 
01BD: $TIME_SINCE_MURDERING_SHOPKEEPER1 = current_time_in_ms 

:C_AMMU_761
009B: destroy_actor_instantly $AMMU_SHOP_BLOKE1 
0395: clear_area 1 at 352.0 -708.75 25.375 range 1.0 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_AMMU_824 
0055: put_player $PLAYER_CHAR at 352.0 -708.75 25.375 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 

:C_AMMU_824
fade 1 500 

:C_AMMU_831
if 
  fading 
jf @C_AMMU_855 
wait 0 
jump @C_AMMU_831 

:C_AMMU_855
043C: set_game_sounds_disable_on_fade 1 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_AMMU_882 
01B4: set_player $PLAYER_CHAR can_move 1 

:C_AMMU_882
$AMMU_SAMPLE += 1 // $ += int 
if 
  $AMMU_SAMPLE > 2 // $ > int 
jf @C_AMMU_914 
$AMMU_SAMPLE = 0 // $ = int 

:C_AMMU_914
$AMMU_BLOKE_KILL_PLAYER = 0 // $ = int 
$CAMERA_AMMU2 = 0 // $ = int 

:C_AMMU_928
jump @C_AMMU_1004 

:C_AMMU_935
if 
  $CAMERA_AMMU2 == 1 // $ == int 
jf @C_AMMU_1004 
if and
0118:   actor $AMMU_SHOP_BLOKE1 dead 
  $TIME_DIFFERENCE > 60000 // $ > int 
jf @C_AMMU_984 
01BD: $TIME_SINCE_MURDERING_SHOPKEEPER1 = current_time_in_ms 

:C_AMMU_984
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
009B: destroy_actor_instantly $AMMU_SHOP_BLOKE1 
043C: set_game_sounds_disable_on_fade 1 
$CAMERA_AMMU2 = 0 // $ = int 

:C_AMMU_1004
jump @C_AMMU_10 

:C_CARP
script_name 'C_CARP' 

:C_CARP_10
wait 250 
if 
0256:   player $PLAYER_CHAR defined 
jf @C_CARP_1467 
if 
03C6:   current_island == 2 
jf @C_CARP_1293 
if 
0121:   player $PLAYER_CHAR in_zone 'COM_EAS'  // Newport
jf @C_CARP_1293 
if 
0057:   player $PLAYER_CHAR 0 266.8125 -610.875 25.0 306.25 -479.875 30.0 
jf @C_CARP_285 
01EB: set_car_density_to 0.0 
if 
  $SECOND_FLOOR_CARS_EXIST == 0 // $ == int 
jf @C_CARP_143 
C_CARP_1474()
$SECOND_FLOOR_CARS_EXIST = 1 // $ = int 

:C_CARP_143
if 
  $THIRD_FLOOR_CARS_EXIST == 1 // $ == int 
jf @C_CARP_188 
03BA: clear_cars_from_cube 266.8125 -610.875 30.375 306.25 -479.875 34.8125 
$THIRD_FLOOR_CARS_EXIST = 0 // $ = int 

:C_CARP_188
if 
  $FOURTH_FLOOR_CARS_EXIST == 1 // $ == int 
jf @C_CARP_233 
03BA: clear_cars_from_cube 306.25 -610.875 32.8125 346.75 -479.875 40.0 
$FOURTH_FLOOR_CARS_EXIST = 0 // $ = int 

:C_CARP_233
if 
  $FIFTH_FLOOR_CARS_EXIST == 1 // $ == int 
jf @C_CARP_278 
03BA: clear_cars_from_cube 266.8125 -610.875 35.1875 306.25 -479.875 40.0 
$FIFTH_FLOOR_CARS_EXIST = 0 // $ = int 

:C_CARP_278
$NEED_TO_CLEAR_AREA_FLAG = 1 // $ = int 

:C_CARP_285
if 
  $NEED_TO_CLEAR_AREA_FLAG > 0 // $ > int 
jf @C_CARP_500 
if 
0057:   player $PLAYER_CHAR 0 306.25 -610.875 28.0 346.75 -479.875 32.375 
jf @C_CARP_500 
if 
  $SECOND_FLOOR_CARS_EXIST == 0 // $ == int 
jf @C_CARP_371 
C_CARP_1474()
$SECOND_FLOOR_CARS_EXIST = 1 // $ = int 

:C_CARP_371
if 
  $THIRD_FLOOR_CARS_EXIST == 0 // $ == int 
jf @C_CARP_403 
C_CARP_1560()
$THIRD_FLOOR_CARS_EXIST = 1 // $ = int 

:C_CARP_403
if 
  $FOURTH_FLOOR_CARS_EXIST == 1 // $ == int 
jf @C_CARP_448 
03BA: clear_cars_from_cube 306.25 -610.875 32.8125 346.75 -479.875 40.0 
$FOURTH_FLOOR_CARS_EXIST = 0 // $ = int 

:C_CARP_448
if 
  $FIFTH_FLOOR_CARS_EXIST == 1 // $ == int 
jf @C_CARP_493 
03BA: clear_cars_from_cube 266.8125 -610.875 35.1875 306.25 -479.875 40.0 
$FIFTH_FLOOR_CARS_EXIST = 0 // $ = int 

:C_CARP_493
$NEED_TO_CLEAR_AREA_FLAG = 2 // $ = int 

:C_CARP_500
if 
  $NEED_TO_CLEAR_AREA_FLAG > 1 // $ > int 
jf @C_CARP_702 
if 
0057:   player $PLAYER_CHAR 0 266.8125 -610.875 30.375 306.25 -479.875 34.8125 
jf @C_CARP_702 
if 
  $SECOND_FLOOR_CARS_EXIST == 0 // $ == int 
jf @C_CARP_586 
C_CARP_1474()
$SECOND_FLOOR_CARS_EXIST = 1 // $ = int 

:C_CARP_586
if 
  $THIRD_FLOOR_CARS_EXIST == 0 // $ == int 
jf @C_CARP_618 
C_CARP_1560()
$THIRD_FLOOR_CARS_EXIST = 1 // $ = int 

:C_CARP_618
if 
  $FOURTH_FLOOR_CARS_EXIST == 0 // $ == int 
jf @C_CARP_650 
C_CARP_1632()
$FOURTH_FLOOR_CARS_EXIST = 1 // $ = int 

:C_CARP_650
if 
  $FIFTH_FLOOR_CARS_EXIST == 1 // $ == int 
jf @C_CARP_695 
03BA: clear_cars_from_cube 266.8125 -610.875 35.1875 306.25 -479.875 40.0 
$FIFTH_FLOOR_CARS_EXIST = 0 // $ = int 

:C_CARP_695
$NEED_TO_CLEAR_AREA_FLAG = 3 // $ = int 

:C_CARP_702
if 
  $NEED_TO_CLEAR_AREA_FLAG > 2 // $ > int 
jf @C_CARP_904 
if 
0057:   player $PLAYER_CHAR 0 306.25 -610.875 32.8125 346.75 -479.875 40.0 
jf @C_CARP_904 
if 
  $SECOND_FLOOR_CARS_EXIST == 1 // $ == int 
jf @C_CARP_801 
03BA: clear_cars_from_cube 306.25 -610.875 28.0 346.75 -479.875 32.375 
$SECOND_FLOOR_CARS_EXIST = 0 // $ = int 

:C_CARP_801
if 
  $THIRD_FLOOR_CARS_EXIST == 0 // $ == int 
jf @C_CARP_833 
C_CARP_1560()
$THIRD_FLOOR_CARS_EXIST = 1 // $ = int 

:C_CARP_833
if 
  $FOURTH_FLOOR_CARS_EXIST == 0 // $ == int 
jf @C_CARP_865 
C_CARP_1632()
$FOURTH_FLOOR_CARS_EXIST = 1 // $ = int 

:C_CARP_865
if 
  $FIFTH_FLOOR_CARS_EXIST == 0 // $ == int 
jf @C_CARP_897 
C_CARP_1704()
$FIFTH_FLOOR_CARS_EXIST = 1 // $ = int 

:C_CARP_897
$NEED_TO_CLEAR_AREA_FLAG = 4 // $ = int 

:C_CARP_904
if 
  $NEED_TO_CLEAR_AREA_FLAG > 3 // $ > int 
jf @C_CARP_1119 
if 
0057:   player $PLAYER_CHAR 0 266.8125 -610.875 35.1875 306.25 -479.875 40.0 
jf @C_CARP_1119 
if 
  $SECOND_FLOOR_CARS_EXIST == 1 // $ == int 
jf @C_CARP_1003 
03BA: clear_cars_from_cube 306.25 -610.875 28.0 346.75 -479.875 32.375 
$SECOND_FLOOR_CARS_EXIST = 0 // $ = int 

:C_CARP_1003
if 
  $THIRD_FLOOR_CARS_EXIST == 1 // $ == int 
jf @C_CARP_1048 
03BA: clear_cars_from_cube 266.8125 -610.875 30.375 306.25 -479.875 34.8125 
$THIRD_FLOOR_CARS_EXIST = 0 // $ = int 

:C_CARP_1048
if 
  $FOURTH_FLOOR_CARS_EXIST == 0 // $ == int 
jf @C_CARP_1080 
C_CARP_1632()
$FOURTH_FLOOR_CARS_EXIST = 1 // $ = int 

:C_CARP_1080
if 
  $FIFTH_FLOOR_CARS_EXIST == 0 // $ == int 
jf @C_CARP_1112 
C_CARP_1704()
$FIFTH_FLOOR_CARS_EXIST = 1 // $ = int 

:C_CARP_1112
$NEED_TO_CLEAR_AREA_FLAG = 5 // $ = int 

:C_CARP_1119
if 
  $NEED_TO_CLEAR_AREA_FLAG > 0 // $ > int 
jf @C_CARP_1293 
if 
8057:   not player $PLAYER_CHAR 0 266.8125 -610.875 25.0 346.75 -479.875 40.0 
jf @C_CARP_1293 
01EB: set_car_density_to 1.0 
03BA: clear_cars_from_cube 306.25 -610.875 28.0 346.75 -479.875 32.375 
03BA: clear_cars_from_cube 266.8125 -610.875 30.375 306.25 -479.875 34.8125 
03BA: clear_cars_from_cube 306.25 -610.875 32.8125 346.75 -479.875 40.0 
03BA: clear_cars_from_cube 266.8125 -610.875 35.1875 306.25 -479.875 40.0 
$SECOND_FLOOR_CARS_EXIST = 0 // $ = int 
$THIRD_FLOOR_CARS_EXIST = 0 // $ = int 
$FOURTH_FLOOR_CARS_EXIST = 0 // $ = int 
$FIFTH_FLOOR_CARS_EXIST = 0 // $ = int 
$NEED_TO_CLEAR_AREA_FLAG = 0 // $ = int 

:C_CARP_1293
if 
  $NEED_TO_CLEAR_AREA_FLAG > 0 // $ > int 
jf @C_CARP_1467 
if 
8057:   not player $PLAYER_CHAR 0 266.8125 -610.875 25.0 346.75 -479.875 40.0 
jf @C_CARP_1467 
01EB: set_car_density_to 1.0 
03BA: clear_cars_from_cube 306.25 -610.875 28.0 346.75 -479.875 32.375 
03BA: clear_cars_from_cube 266.8125 -610.875 30.375 306.25 -479.875 34.8125 
03BA: clear_cars_from_cube 306.25 -610.875 32.8125 346.75 -479.875 40.0 
03BA: clear_cars_from_cube 266.8125 -610.875 35.1875 306.25 -479.875 40.0 
$SECOND_FLOOR_CARS_EXIST = 0 // $ = int 
$THIRD_FLOOR_CARS_EXIST = 0 // $ = int 
$FOURTH_FLOOR_CARS_EXIST = 0 // $ = int 
$FIFTH_FLOOR_CARS_EXIST = 0 // $ = int 
$NEED_TO_CLEAR_AREA_FLAG = 0 // $ = int 

:C_CARP_1467
jump @C_CARP_10 

:C_CARP_1474
03C5: create_random_car_for_carpark 311.5 -510.25 28.0625 91.0 
03C5: create_random_car_for_carpark 323.5 -526.5 28.0625 270.3125 
03C5: create_random_car_for_carpark 342.625 -542.3125 28.0625 268.375 
03C5: create_random_car_for_carpark 311.4375 -554.375 28.0625 91.0625 
03C5: create_random_car_for_carpark 310.4375 -574.625 28.0625 269.4375 
03C5: create_random_car_for_carpark 342.6875 -590.4375 28.0625 268.4375 
return 

:C_CARP_1560
03C5: create_random_car_for_carpark 302.25 -580.5 30.5 270.3125 
03C5: create_random_car_for_carpark 289.5 -564.5625 30.5 88.0 
03C5: create_random_car_for_carpark 283.875 -548.375 30.5 92.5 
03C5: create_random_car_for_carpark 270.625 -528.4375 30.5 88.5625 
03C5: create_random_car_for_carpark 301.5 -484.75 30.375 271.625 
return 

:C_CARP_1632
03C5: create_random_car_for_carpark 311.0625 -512.625 32.8125 91.125 
03C5: create_random_car_for_carpark 342.625 -536.25 32.8125 266.625 
03C5: create_random_car_for_carpark 311.4375 -564.125 32.8125 267.5 
03C5: create_random_car_for_carpark 330.5 -584.3125 32.8125 267.75 
03C5: create_random_car_for_carpark 342.875 -600.625 32.8125 87.25 
return 

:C_CARP_1704
03C5: create_random_car_for_carpark 282.3125 -582.5 35.1875 267.0 
03C5: create_random_car_for_carpark 302.6875 -574.5 35.1875 271.0625 
03C5: create_random_car_for_carpark 270.9375 -530.4375 35.1875 88.3125 
03C5: create_random_car_for_carpark 303.1875 -510.5625 35.1875 88.625 
03C5: create_random_car_for_carpark 283.1875 -502.75 35.1875 89.4375 
03C5: create_random_car_for_carpark 302.375 -485.5 35.1875 266.0 
return 

:RAMPAGE
set_wb_check_to 0 
script_name 'RAMPAGE' 
$RAMPAGE_REWARD = 5000 // $ = int 
$FRENZY_STATUS = 0 // $ = int 
$TOTAL_RAMPAGES_PASSED = 0 // $ = int 
$RAMPAGE_01_FLAG = 0 // $ = int 
$RAMPAGE_02_FLAG = 0 // $ = int 
$RAMPAGE_03_FLAG = 0 // $ = int 
$RAMPAGE_04_FLAG = 0 // $ = int 
$RAMPAGE_05_FLAG = 0 // $ = int 
$RAMPAGE_06_FLAG = 0 // $ = int 
$RAMPAGE_07_FLAG = 0 // $ = int 
$RAMPAGE_08_FLAG = 0 // $ = int 
$RAMPAGE_09_FLAG = 0 // $ = int 
$RAMPAGE_10_FLAG = 0 // $ = int 
$RAMPAGE_11_FLAG = 0 // $ = int 
$RAMPAGE_12_FLAG = 0 // $ = int 
$RAMPAGE_13_FLAG = 0 // $ = int 
$RAMPAGE_14_FLAG = 0 // $ = int 
$RAMPAGE_15_FLAG = 0 // $ = int 
$RAMPAGE_16_FLAG = 0 // $ = int 
$RAMPAGE_17_FLAG = 0 // $ = int 
$RAMPAGE_18_FLAG = 0 // $ = int 
$RAMPAGE_19_FLAG = 0 // $ = int 
$RAMPAGE_20_FLAG = 0 // $ = int 
$RAMPAGE_01_FAILED = 0 // $ = int 
$RAMPAGE_02_FAILED = 0 // $ = int 
$RAMPAGE_03_FAILED = 0 // $ = int 
$RAMPAGE_04_FAILED = 0 // $ = int 
$RAMPAGE_05_FAILED = 0 // $ = int 
$RAMPAGE_06_FAILED = 0 // $ = int 
$RAMPAGE_07_FAILED = 0 // $ = int 
$RAMPAGE_08_FAILED = 0 // $ = int 
$RAMPAGE_09_FAILED = 0 // $ = int 
$RAMPAGE_10_FAILED = 0 // $ = int 
$RAMPAGE_11_FAILED = 0 // $ = int 
$RAMPAGE_12_FAILED = 0 // $ = int 
$RAMPAGE_13_FAILED = 0 // $ = int 
$RAMPAGE_14_FAILED = 0 // $ = int 
$RAMPAGE_15_FAILED = 0 // $ = int 
$RAMPAGE_16_FAILED = 0 // $ = int 
$RAMPAGE_17_FAILED = 0 // $ = int 
$RAMPAGE_18_FAILED = 0 // $ = int 
$RAMPAGE_19_FAILED = 0 // $ = int 
$RAMPAGE_20_FAILED = 0 // $ = int 
0213: $RAMPAGE_01 = create_pickup #KILLFRENZY type 3 at 958.0 -431.0 14.5 
0213: $RAMPAGE_02 = create_pickup #KILLFRENZY type 3 at 1076.875 -859.875 15.1875 
0213: $RAMPAGE_03 = create_pickup #KILLFRENZY type 3 at 1312.25 -315.6875 42.5625 
0213: $RAMPAGE_04 = create_pickup #KILLFRENZY type 3 at 883.25 -806.1875 15.0 
0213: $RAMPAGE_05 = create_pickup #KILLFRENZY type 3 at 1274.688 -742.6875 15.0 
0213: $RAMPAGE_06 = create_pickup #KILLFRENZY type 3 at 1195.25 -497.875 39.25 
0213: $RAMPAGE_07 = create_pickup #KILLFRENZY type 3 at 204.0625 -1237.375 45.0625 
0213: $RAMPAGE_08 = create_pickup #KILLFRENZY type 3 at -22.0625 -1526.875 26.0625 
0213: $RAMPAGE_09 = create_pickup #KILLFRENZY type 3 at 8.0 -910.0 26.5 
0213: $RAMPAGE_10 = create_pickup #KILLFRENZY type 3 at 181.0625 -338.1875 16.5 
0213: $RAMPAGE_11 = create_pickup #KILLFRENZY type 3 at -57.5 -1070.75 26.25 
0213: $RAMPAGE_12 = create_pickup #KILLFRENZY type 3 at 392.875 -795.375 31.25 
0213: $RAMPAGE_13 = create_pickup #KILLFRENZY type 3 at -41.5625 -451.75 16.5625 
0213: $RAMPAGE_14 = create_pickup #KILLFRENZY type 3 at -585.375 284.6875 64.0 
0213: $RAMPAGE_15 = create_pickup #KILLFRENZY type 3 at -560.25 -23.5625 9.25 
0213: $RAMPAGE_16 = create_pickup #KILLFRENZY type 3 at -867.0 -145.375 49.75 
0213: $RAMPAGE_17 = create_pickup #KILLFRENZY type 3 at -705.875 -617.5 16.375 
0213: $RAMPAGE_18 = create_pickup #KILLFRENZY type 3 at -987.6875 -206.0625 33.5625 
0213: $RAMPAGE_19 = create_pickup #KILLFRENZY type 3 at -1186.25 41.0 68.75 
0213: $RAMPAGE_20 = create_pickup #KILLFRENZY type 3 at -431.5625 110.875 15.5625 
0408: set_total_rampages_to 20 
$RAMPAGE_01_KILLS = 30 // $ = int 
$RAMPAGE_02_KILLS = 13 // $ = int 
$RAMPAGE_03_KILLS = 20 // $ = int 
$RAMPAGE_04_KILLS = 25 // $ = int 
$RAMPAGE_05_KILLS = 20 // $ = int 
$RAMPAGE_06_KILLS = 10 // $ = int 
$RAMPAGE_07_KILLS = 17 // $ = int 
$RAMPAGE_08_KILLS = 25 // $ = int 
$RAMPAGE_09_KILLS = 8 // $ = int 
$RAMPAGE_10_KILLS = 15 // $ = int 
$RAMPAGE_11_KILLS = 30 // $ = int 
$RAMPAGE_12_KILLS = 16 // $ = int 
$RAMPAGE_13_KILLS = 25 // $ = int 
$RAMPAGE_14_KILLS = 20 // $ = int 
$RAMPAGE_15_KILLS = 20 // $ = int 
$RAMPAGE_16_KILLS = 15 // $ = int 
$RAMPAGE_17_KILLS = 20 // $ = int 
$RAMPAGE_18_KILLS = 7 // $ = int 
$RAMPAGE_19_KILLS = 15 // $ = int 
$RAMPAGE_20_KILLS = 20 // $ = int 

:RAMPAGE_820
wait 500 
if 
  $RAMPAGE_01_FLAG == 0 // $ == int 
jf @RAMPAGE_1144 
if 
0214:   pickup $RAMPAGE_01 picked_up 
jf @RAMPAGE_1144 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 6 120000 $RAMPAGE_01_KILLS #GANG05 #GANG06 -1 -1 0  // .
0247: request_model #GANG05 
0247: request_model #GANG06 
03DF: all_random_peds #PIMP 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_01' $RAMPAGE_01_KILLS 6000 ms 6  // Murder ~1~ Diablos in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_946
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_980 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_946 

:RAMPAGE_980
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_1012 
$RAMPAGE_01_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_1012
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_1125 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
0215: destroy_pickup $RAMPAGE_01 
if 
  $RAMPAGE_01_FAILED == 0 // $ == int 
jf @RAMPAGE_1100 
0213: $RAMPAGE_01 = create_pickup #KILLFRENZY type 3 at 987.5625 -907.25 15.25 
$RAMPAGE_01_FAILED = 1 // $ = int 
jump @RAMPAGE_1125 

:RAMPAGE_1100
0213: $RAMPAGE_01 = create_pickup #KILLFRENZY type 3 at 958.0 -431.0 14.5 
$RAMPAGE_01_FAILED = 0 // $ = int 

:RAMPAGE_1125
03DF: all_random_peds -1 
0249: release_model #GANG05 
0249: release_model #GANG06 
$ONMISSION = 0 // $ = int 

:RAMPAGE_1144
if 
  $RAMPAGE_02_FLAG == 0 // $ == int 
jf @RAMPAGE_1439 
if 
0214:   pickup $RAMPAGE_02 picked_up 
jf @RAMPAGE_1439 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 8 120000 $RAMPAGE_02_KILLS -2 -1 -1 -1 0  // .
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_02' $RAMPAGE_02_KILLS 6000 ms 6  // Destroy ~1~ vehicles in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_1253
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_1287 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_1253 

:RAMPAGE_1287
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_1319 
$RAMPAGE_02_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_1319
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_1432 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
0215: destroy_pickup $RAMPAGE_02 
if 
  $RAMPAGE_02_FAILED == 0 // $ == int 
jf @RAMPAGE_1407 
0213: $RAMPAGE_02 = create_pickup #KILLFRENZY type 3 at 982.375 -1009.375 14.875 
$RAMPAGE_02_FAILED = 1 // $ = int 
jump @RAMPAGE_1432 

:RAMPAGE_1407
0213: $RAMPAGE_02 = create_pickup #KILLFRENZY type 3 at 1076.875 -859.875 15.1875 
$RAMPAGE_02_FAILED = 0 // $ = int 

:RAMPAGE_1432
$ONMISSION = 0 // $ = int 

:RAMPAGE_1439
if 
  $RAMPAGE_03_FLAG == 0 // $ == int 
jf @RAMPAGE_1753 
if 
0214:   pickup $RAMPAGE_03 picked_up 
jf @RAMPAGE_1753 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 5 120000 $RAMPAGE_03_KILLS #GANG01 #GANG02 -1 -1 0  // .
0247: request_model #GANG01 
0247: request_model #GANG02 
03DF: all_random_peds #MALE01 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_03' $RAMPAGE_03_KILLS 6000 ms 6  // Kill ~1~ Mafia in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_1560
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_1594 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_1560 

:RAMPAGE_1594
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_1626 
$RAMPAGE_03_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_1626
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_1734 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_03_FAILED == 0 // $ == int 
jf @RAMPAGE_1709 
0213: $RAMPAGE_03 = create_pickup #KILLFRENZY type 3 at 1209.5 -380.0625 25.5 
$RAMPAGE_03_FAILED = 1 // $ = int 
jump @RAMPAGE_1734 

:RAMPAGE_1709
0213: $RAMPAGE_03 = create_pickup #KILLFRENZY type 3 at 1312.25 -315.6875 42.5625 
$RAMPAGE_03_FAILED = 0 // $ = int 

:RAMPAGE_1734
03DF: all_random_peds -1 
0249: release_model #GANG01 
0249: release_model #GANG02 
$ONMISSION = 0 // $ = int 

:RAMPAGE_1753
if 
  $RAMPAGE_04_FLAG == 0 // $ == int 
jf @RAMPAGE_2067 
if 
0214:   pickup $RAMPAGE_04 picked_up 
jf @RAMPAGE_2067 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 3 120000 $RAMPAGE_04_KILLS #GANG03 #GANG04 -1 -1 0  // .
0247: request_model #GANG03 
0247: request_model #GANG04 
03DF: all_random_peds #TAXI_D 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_04' $RAMPAGE_04_KILLS 6000 ms 6  // Kill ~1~ Triads in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_1874
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_1908 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_1874 

:RAMPAGE_1908
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_1940 
$RAMPAGE_04_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_1940
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_2048 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_04_FAILED == 0 // $ == int 
jf @RAMPAGE_2023 
0213: $RAMPAGE_04 = create_pickup #KILLFRENZY type 3 at 1253.875 -572.875 12.5 
$RAMPAGE_04_FAILED = 1 // $ = int 
jump @RAMPAGE_2048 

:RAMPAGE_2023
0213: $RAMPAGE_04 = create_pickup #KILLFRENZY type 3 at 883.25 -806.1875 15.0 
$RAMPAGE_04_FAILED = 0 // $ = int 

:RAMPAGE_2048
03DF: all_random_peds -1 
0249: release_model #GANG03 
0249: release_model #GANG04 
$ONMISSION = 0 // $ = int 

:RAMPAGE_2067
if 
  $RAMPAGE_05_FLAG == 0 // $ == int 
jf @RAMPAGE_2381 
if 
0214:   pickup $RAMPAGE_05 picked_up 
jf @RAMPAGE_2381 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 4 120000 $RAMPAGE_05_KILLS #GANG03 #GANG04 -1 -1 0  // .
0247: request_model #GANG03 
0247: request_model #GANG04 
03DF: all_random_peds #TAXI_D 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_05' $RAMPAGE_05_KILLS 6000 ms 6  // Kill ~1~ Triads in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_2188
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_2222 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_2188 

:RAMPAGE_2222
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_2254 
$RAMPAGE_05_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_2254
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_2362 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_05_FAILED == 0 // $ == int 
jf @RAMPAGE_2337 
0213: $RAMPAGE_05 = create_pickup #KILLFRENZY type 3 at 1179.188 -566.0 27.25 
$RAMPAGE_05_FAILED = 1 // $ = int 
jump @RAMPAGE_2362 

:RAMPAGE_2337
0213: $RAMPAGE_05 = create_pickup #KILLFRENZY type 3 at 1274.688 -742.6875 15.0 
$RAMPAGE_05_FAILED = 0 // $ = int 

:RAMPAGE_2362
03DF: all_random_peds -1 
0249: release_model #GANG03 
0249: release_model #GANG04 
$ONMISSION = 0 // $ = int 

:RAMPAGE_2381
if 
  $RAMPAGE_06_FLAG == 0 // $ == int 
jf @RAMPAGE_2671 
if 
0214:   pickup $RAMPAGE_06 picked_up 
jf @RAMPAGE_2671 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 11 120000 $RAMPAGE_06_KILLS -2 -1 -1 -1 0  // .
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_06' $RAMPAGE_06_KILLS 6000 ms 6  // Destroy ~1~ vehicles in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_2490
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_2524 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_2490 

:RAMPAGE_2524
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_2556 
$RAMPAGE_06_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_2556
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_2664 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_06_FAILED == 0 // $ == int 
jf @RAMPAGE_2639 
0213: $RAMPAGE_06 = create_pickup #KILLFRENZY type 3 at 1124.563 -816.75 26.5 
$RAMPAGE_06_FAILED = 1 // $ = int 
jump @RAMPAGE_2664 

:RAMPAGE_2639
0213: $RAMPAGE_06 = create_pickup #KILLFRENZY type 3 at 1195.25 -497.875 39.25 
$RAMPAGE_06_FAILED = 0 // $ = int 

:RAMPAGE_2664
$ONMISSION = 0 // $ = int 

:RAMPAGE_2671
if 
  $RAMPAGE_07_FLAG == 0 // $ == int 
jf @RAMPAGE_2985 
if 
0214:   pickup $RAMPAGE_07 picked_up 
jf @RAMPAGE_2985 
$ONMISSION = 1 // $ = int 
0367: init_headshot_rampage 'PAGE_00' 7 120000 $RAMPAGE_07_KILLS #GANG09 #GANG10 -1 -1 0  // .
0247: request_model #GANG09 
0247: request_model #GANG10 
03DF: all_random_peds #GANG02 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_07' $RAMPAGE_07_KILLS 6000 ms 6  // Pop ~1~ Yardie heads in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_2792
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_2826 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_2792 

:RAMPAGE_2826
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_2858 
$RAMPAGE_07_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_2858
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_2966 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_07_FAILED == 0 // $ == int 
jf @RAMPAGE_2941 
0213: $RAMPAGE_07 = create_pickup #KILLFRENZY type 3 at 440.25 -1391.188 44.1875 
$RAMPAGE_07_FAILED = 1 // $ = int 
jump @RAMPAGE_2966 

:RAMPAGE_2941
0213: $RAMPAGE_07 = create_pickup #KILLFRENZY type 3 at 204.0625 -1237.375 45.0625 
$RAMPAGE_07_FAILED = 0 // $ = int 

:RAMPAGE_2966
03DF: all_random_peds -1 
0249: release_model #GANG09 
0249: release_model #GANG10 
$ONMISSION = 0 // $ = int 

:RAMPAGE_2985
if 
  $RAMPAGE_08_FLAG == 0 // $ == int 
jf @RAMPAGE_3299 
if 
0214:   pickup $RAMPAGE_08 picked_up 
jf @RAMPAGE_3299 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 9 120000 $RAMPAGE_08_KILLS #GANG07 #GANG08 -1 -1 0  // .
0247: request_model #GANG07 
0247: request_model #GANG08 
03DF: all_random_peds #GANG01 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_08' $RAMPAGE_08_KILLS 6000 ms 6  // Burn ~1~ Yakuza in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_3106
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_3140 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_3106 

:RAMPAGE_3140
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_3172 
$RAMPAGE_08_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_3172
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_3280 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_08_FAILED == 0 // $ == int 
jf @RAMPAGE_3255 
0213: $RAMPAGE_08 = create_pickup #KILLFRENZY type 3 at -22.6875 -1116.688 26.0625 
$RAMPAGE_08_FAILED = 1 // $ = int 
jump @RAMPAGE_3280 

:RAMPAGE_3255
0213: $RAMPAGE_08 = create_pickup #KILLFRENZY type 3 at -22.0625 -1526.875 26.0625 
$RAMPAGE_08_FAILED = 0 // $ = int 

:RAMPAGE_3280
03DF: all_random_peds -1 
0249: release_model #GANG07 
0249: release_model #GANG08 
$ONMISSION = 0 // $ = int 

:RAMPAGE_3299
if 
  $RAMPAGE_09_FLAG == 0 // $ == int 
jf @RAMPAGE_3589 
if 
0214:   pickup $RAMPAGE_09 picked_up 
jf @RAMPAGE_3589 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 4 120000 $RAMPAGE_09_KILLS -2 -1 -1 -1 0  // .
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_09' $RAMPAGE_09_KILLS 6000 ms 6  // Destroy ~1~ vehicles in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_3408
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_3442 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_3408 

:RAMPAGE_3442
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_3474 
$RAMPAGE_09_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_3474
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_3582 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_09_FAILED == 0 // $ == int 
jf @RAMPAGE_3557 
0213: $RAMPAGE_09 = create_pickup #KILLFRENZY type 3 at 134.1875 -552.75 26.0 
$RAMPAGE_09_FAILED = 1 // $ = int 
jump @RAMPAGE_3582 

:RAMPAGE_3557
0213: $RAMPAGE_09 = create_pickup #KILLFRENZY type 3 at 8.0 -910.0 26.5 
$RAMPAGE_09_FAILED = 0 // $ = int 

:RAMPAGE_3582
$ONMISSION = 0 // $ = int 

:RAMPAGE_3589
if 
  $RAMPAGE_10_FLAG == 0 // $ == int 
jf @RAMPAGE_3879 
if 
0214:   pickup $RAMPAGE_10 picked_up 
jf @RAMPAGE_3879 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 6 120000 $RAMPAGE_10_KILLS -2 -1 -1 -1 0  // .
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_10' $RAMPAGE_10_KILLS 6000 ms 6  // Destroy ~1~ vehicles in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_3698
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_3732 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_3698 

:RAMPAGE_3732
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_3764 
$RAMPAGE_10_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_3764
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_3872 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_10_FAILED == 0 // $ == int 
jf @RAMPAGE_3847 
0213: $RAMPAGE_10 = create_pickup #KILLFRENZY type 3 at 434.25 -147.75 20.875 
$RAMPAGE_10_FAILED = 1 // $ = int 
jump @RAMPAGE_3872 

:RAMPAGE_3847
0213: $RAMPAGE_10 = create_pickup #KILLFRENZY type 3 at 181.0625 -338.1875 16.5 
$RAMPAGE_10_FAILED = 0 // $ = int 

:RAMPAGE_3872
$ONMISSION = 0 // $ = int 

:RAMPAGE_3879
if 
  $RAMPAGE_11_FLAG == 0 // $ == int 
jf @RAMPAGE_4193 
if 
0214:   pickup $RAMPAGE_11 picked_up 
jf @RAMPAGE_4193 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 8 120000 $RAMPAGE_11_KILLS #GANG09 #GANG10 -1 -1 0  // .
0247: request_model #GANG09 
0247: request_model #GANG10 
03DF: all_random_peds #GANG02 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_11' $RAMPAGE_11_KILLS 6000 ms 6  // Annihialate ~1~ Yardies in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_4000
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_4034 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_4000 

:RAMPAGE_4034
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_4066 
$RAMPAGE_11_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_4066
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_4174 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_11_FAILED == 0 // $ == int 
jf @RAMPAGE_4149 
0213: $RAMPAGE_11 = create_pickup #KILLFRENZY type 3 at -101.375 -1386.75 26.25 
$RAMPAGE_11_FAILED = 1 // $ = int 
jump @RAMPAGE_4174 

:RAMPAGE_4149
0213: $RAMPAGE_11 = create_pickup #KILLFRENZY type 3 at -57.5 -1070.75 26.25 
$RAMPAGE_11_FAILED = 0 // $ = int 

:RAMPAGE_4174
03DF: all_random_peds -1 
0249: release_model #GANG09 
0249: release_model #GANG10 
$ONMISSION = 0 // $ = int 

:RAMPAGE_4193
if 
  $RAMPAGE_12_FLAG == 0 // $ == int 
jf @RAMPAGE_4507 
if 
0214:   pickup $RAMPAGE_12 picked_up 
jf @RAMPAGE_4507 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 10 120000 $RAMPAGE_12_KILLS #GANG07 #GANG08 -1 -1 0  // .
0247: request_model #GANG07 
0247: request_model #GANG08 
03DF: all_random_peds #GANG01 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_12' $RAMPAGE_12_KILLS 6000 ms 6  // Torch ~1~ Yakuza in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_4314
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_4348 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_4314 

:RAMPAGE_4348
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_4380 
$RAMPAGE_12_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_4380
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_4488 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_12_FAILED == 0 // $ == int 
jf @RAMPAGE_4463 
0213: $RAMPAGE_12 = create_pickup #KILLFRENZY type 3 at 374.375 -609.375 26.6875 
$RAMPAGE_12_FAILED = 1 // $ = int 
jump @RAMPAGE_4488 

:RAMPAGE_4463
0213: $RAMPAGE_12 = create_pickup #KILLFRENZY type 3 at 392.875 -795.375 31.25 
$RAMPAGE_12_FAILED = 0 // $ = int 

:RAMPAGE_4488
03DF: all_random_peds -1 
0249: release_model #GANG07 
0249: release_model #GANG08 
$ONMISSION = 0 // $ = int 

:RAMPAGE_4507
if 
  $RAMPAGE_13_FLAG == 0 // $ == int 
jf @RAMPAGE_4821 
if 
0214:   pickup $RAMPAGE_13 picked_up 
jf @RAMPAGE_4821 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 11 120000 $RAMPAGE_13_KILLS #GANG09 #GANG10 -1 -1 0  // .
0247: request_model #GANG09 
0247: request_model #GANG10 
03DF: all_random_peds #GANG02 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_13' $RAMPAGE_13_KILLS 6000 ms 6  // Explode ~1~ Yardies in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_4628
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_4662 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_4628 

:RAMPAGE_4662
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_4694 
$RAMPAGE_13_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_4694
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_4802 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_13_FAILED == 0 // $ == int 
jf @RAMPAGE_4777 
0213: $RAMPAGE_13 = create_pickup #KILLFRENZY type 3 at 176.75 -360.0625 16.1875 
$RAMPAGE_13_FAILED = 1 // $ = int 
jump @RAMPAGE_4802 

:RAMPAGE_4777
0213: $RAMPAGE_13 = create_pickup #KILLFRENZY type 3 at -41.5625 -451.75 16.5625 
$RAMPAGE_13_FAILED = 0 // $ = int 

:RAMPAGE_4802
03DF: all_random_peds -1 
0249: release_model #GANG09 
0249: release_model #GANG10 
$ONMISSION = 0 // $ = int 

:RAMPAGE_4821
if 
  $RAMPAGE_14_FLAG == 0 // $ == int 
jf @RAMPAGE_5135 
if 
0214:   pickup $RAMPAGE_14 picked_up 
jf @RAMPAGE_5135 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 9 120000 $RAMPAGE_14_KILLS #GANG11 #GANG12 -1 -1 0  // .
0247: request_model #GANG11 
0247: request_model #GANG12 
03DF: all_random_peds #GANG03 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_14' $RAMPAGE_14_KILLS 6000 ms 6  // Fry ~1~ Colombians in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_4942
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_4976 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_4942 

:RAMPAGE_4976
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_5008 
$RAMPAGE_14_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_5008
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_5116 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_14_FAILED == 0 // $ == int 
jf @RAMPAGE_5091 
0213: $RAMPAGE_14 = create_pickup #KILLFRENZY type 3 at -1149.188 160.5 58.875 
$RAMPAGE_14_FAILED = 1 // $ = int 
jump @RAMPAGE_5116 

:RAMPAGE_5091
0213: $RAMPAGE_14 = create_pickup #KILLFRENZY type 3 at -585.375 284.6875 64.0 
$RAMPAGE_14_FAILED = 0 // $ = int 

:RAMPAGE_5116
03DF: all_random_peds -1 
0249: release_model #GANG11 
0249: release_model #GANG12 
$ONMISSION = 0 // $ = int 

:RAMPAGE_5135
if 
  $RAMPAGE_15_FLAG == 0 // $ == int 
jf @RAMPAGE_5449 
if 
0214:   pickup $RAMPAGE_15 picked_up 
jf @RAMPAGE_5449 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 4 120000 $RAMPAGE_15_KILLS #GANG13 #GANG14 -1 -1 0  // .
0247: request_model #GANG13 
0247: request_model #GANG14 
03DF: all_random_peds #GANG04 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_15' $RAMPAGE_15_KILLS 6000 ms 6  // Splatter ~1~ Hoods in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_5256
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_5290 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_5256 

:RAMPAGE_5290
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_5322 
$RAMPAGE_15_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_5322
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_5430 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_15_FAILED == 0 // $ == int 
jf @RAMPAGE_5405 
0213: $RAMPAGE_15 = create_pickup #KILLFRENZY type 3 at -632.0625 -413.75 18.0 
$RAMPAGE_15_FAILED = 1 // $ = int 
jump @RAMPAGE_5430 

:RAMPAGE_5405
0213: $RAMPAGE_15 = create_pickup #KILLFRENZY type 3 at -560.25 -23.5625 9.25 
$RAMPAGE_15_FAILED = 0 // $ = int 

:RAMPAGE_5430
03DF: all_random_peds -1 
0249: release_model #GANG13 
0249: release_model #GANG14 
$ONMISSION = 0 // $ = int 

:RAMPAGE_5449
if 
  $RAMPAGE_16_FLAG == 0 // $ == int 
jf @RAMPAGE_5739 
if 
0214:   pickup $RAMPAGE_16 picked_up 
jf @RAMPAGE_5739 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 8 120000 $RAMPAGE_16_KILLS -2 -1 -1 -1 0  // .
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_16' $RAMPAGE_16_KILLS 6000 ms 6  // Destroy ~1~ vehicles in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_5558
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_5592 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_5558 

:RAMPAGE_5592
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_5624 
$RAMPAGE_16_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_5624
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_5732 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_16_FAILED == 0 // $ == int 
jf @RAMPAGE_5707 
0213: $RAMPAGE_16 = create_pickup #KILLFRENZY type 3 at -939.0 -303.25 33.5625 
$RAMPAGE_16_FAILED = 1 // $ = int 
jump @RAMPAGE_5732 

:RAMPAGE_5707
0213: $RAMPAGE_16 = create_pickup #KILLFRENZY type 3 at -867.0 -145.375 49.75 
$RAMPAGE_16_FAILED = 0 // $ = int 

:RAMPAGE_5732
$ONMISSION = 0 // $ = int 

:RAMPAGE_5739
if 
  $RAMPAGE_17_FLAG == 0 // $ == int 
jf @RAMPAGE_6053 
if 
0214:   pickup $RAMPAGE_17 picked_up 
jf @RAMPAGE_6053 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 17 120000 $RAMPAGE_17_KILLS #GANG11 #GANG12 -1 -1 0  // .
0247: request_model #GANG11 
0247: request_model #GANG12 
03DF: all_random_peds #GANG03 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_17' $RAMPAGE_17_KILLS 6000 ms 6  // Splatter ~1~ Colombians with a car in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_5860
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_5894 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_5860 

:RAMPAGE_5894
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_5926 
$RAMPAGE_17_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_5926
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_6034 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_17_FAILED == 0 // $ == int 
jf @RAMPAGE_6009 
0213: $RAMPAGE_17 = create_pickup #KILLFRENZY type 3 at -1181.875 -264.75 46.0 
$RAMPAGE_17_FAILED = 1 // $ = int 
jump @RAMPAGE_6034 

:RAMPAGE_6009
0213: $RAMPAGE_17 = create_pickup #KILLFRENZY type 3 at -705.875 -617.5 16.375 
$RAMPAGE_17_FAILED = 0 // $ = int 

:RAMPAGE_6034
03DF: all_random_peds -1 
0249: release_model #GANG11 
0249: release_model #GANG12 
$ONMISSION = 0 // $ = int 

:RAMPAGE_6053
if 
  $RAMPAGE_18_FLAG == 0 // $ == int 
jf @RAMPAGE_6343 
if 
0214:   pickup $RAMPAGE_18 picked_up 
jf @RAMPAGE_6343 
$ONMISSION = 1 // $ = int 
01F9: init_rampage 'PAGE_00' 19 120000 $RAMPAGE_18_KILLS -2 -1 -1 -1 0  // .
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_18' $RAMPAGE_18_KILLS 6000 ms 6  // Driveby and Destroy ~1~ vehicles in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_6162
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_6196 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_6162 

:RAMPAGE_6196
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_6228 
$RAMPAGE_18_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_6228
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_6336 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_18_FAILED == 0 // $ == int 
jf @RAMPAGE_6311 
0213: $RAMPAGE_18 = create_pickup #KILLFRENZY type 3 at -1080.188 208.375 3.6875 
$RAMPAGE_18_FAILED = 1 // $ = int 
jump @RAMPAGE_6336 

:RAMPAGE_6311
0213: $RAMPAGE_18 = create_pickup #KILLFRENZY type 3 at -987.6875 -206.0625 33.5625 
$RAMPAGE_18_FAILED = 0 // $ = int 

:RAMPAGE_6336
$ONMISSION = 0 // $ = int 

:RAMPAGE_6343
if 
  $RAMPAGE_19_FLAG == 0 // $ == int 
jf @RAMPAGE_6657 
if 
0214:   pickup $RAMPAGE_19 picked_up 
jf @RAMPAGE_6657 
$ONMISSION = 1 // $ = int 
0367: init_headshot_rampage 'PAGE_00' 7 120000 $RAMPAGE_19_KILLS #GANG11 #GANG12 -1 -1 0  // .
0247: request_model #GANG11 
0247: request_model #GANG12 
03DF: all_random_peds #GANG03 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_19' $RAMPAGE_19_KILLS 6000 ms 6  // Remove ~1~ Colombian heads in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_6464
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_6498 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_6464 

:RAMPAGE_6498
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_6530 
$RAMPAGE_19_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_6530
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_6638 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_19_FAILED == 0 // $ == int 
jf @RAMPAGE_6613 
0213: $RAMPAGE_19 = create_pickup #KILLFRENZY type 3 at -1170.188 -42.1875 59.1875 
$RAMPAGE_19_FAILED = 1 // $ = int 
jump @RAMPAGE_6638 

:RAMPAGE_6613
0213: $RAMPAGE_19 = create_pickup #KILLFRENZY type 3 at -1186.25 41.0 68.75 
$RAMPAGE_19_FAILED = 0 // $ = int 

:RAMPAGE_6638
03DF: all_random_peds -1 
0249: release_model #GANG11 
0249: release_model #GANG12 
$ONMISSION = 0 // $ = int 

:RAMPAGE_6657
if 
  $RAMPAGE_20_FLAG == 0 // $ == int 
jf @RAMPAGE_6971 
if 
0214:   pickup $RAMPAGE_20 picked_up 
jf @RAMPAGE_6971 
$ONMISSION = 1 // $ = int 
0367: init_headshot_rampage 'PAGE_00' 6 120000 $RAMPAGE_20_KILLS #GANG13 #GANG14 -1 -1 0  // .
0247: request_model #GANG13 
0247: request_model #GANG14 
03DF: all_random_peds #GANG04 
00BA: text_styled 'RAMPAGE' 5000 ms 5  // RAMPAGE!!
01E3: text_1number_styled 'PAGE_20' $RAMPAGE_20_KILLS 6000 ms 6  // Behead ~1~ Hoods in 120 seconds!
01FA: $FRENZY_STATUS = rampage_status 

:RAMPAGE_6778
if 
  $FRENZY_STATUS == 1 // $ == int 
jf @RAMPAGE_6812 
wait 0 
01FA: $FRENZY_STATUS = rampage_status 
jump @RAMPAGE_6778 

:RAMPAGE_6812
if 
  $FRENZY_STATUS == 2 // $ == int 
jf @RAMPAGE_6844 
$RAMPAGE_20_FLAG = 1 // $ = int 
RAMPAGE_7011()

:RAMPAGE_6844
if 
  $FRENZY_STATUS == 3 // $ == int 
jf @RAMPAGE_6952 
00BA: text_styled 'RAMP_F' 5000 ms 5  // RAMPAGE FAILED
if 
  $RAMPAGE_20_FAILED == 0 // $ == int 
jf @RAMPAGE_6927 
0213: $RAMPAGE_20 = create_pickup #KILLFRENZY type 3 at -798.375 126.0 29.0 
$RAMPAGE_20_FAILED = 1 // $ = int 
jump @RAMPAGE_6952 

:RAMPAGE_6927
0213: $RAMPAGE_20 = create_pickup #KILLFRENZY type 3 at -431.5625 110.875 15.5625 
$RAMPAGE_20_FAILED = 0 // $ = int 

:RAMPAGE_6952
03DF: all_random_peds -1 
0249: release_model #GANG13 
0249: release_model #GANG14 
$ONMISSION = 0 // $ = int 

:RAMPAGE_6971
if 
  $TOTAL_RAMPAGES_PASSED == 20 // $ == int 
jf @RAMPAGE_6996 
jump @RAMPAGE_7003 

:RAMPAGE_6996
jump @RAMPAGE_820 

:RAMPAGE_7003
mission_cleanup 
030C: progress_made += 1 
terminate_this_script 

:RAMPAGE_7011
$TOTAL_RAMPAGES_PASSED += 1 // $ += int 
0084: $RAMPAGE_REWARD = $TOTAL_RAMPAGES_PASSED // $ = $ int 
$RAMPAGE_REWARD *= 5000 // $ *= int 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
  20 > $TOTAL_RAMPAGES_PASSED // int > $ 
jf @RAMPAGE_7105 
0109: player $PLAYER_CHAR money += $RAMPAGE_REWARD 
00BA: text_styled 'RAMP_P' 5000 ms 5  // RAMPAGE COMPLETE!
01E3: text_1number_styled 'REWARD' $RAMPAGE_REWARD 6000 ms 6  // REWARD $~1~
jump @RAMPAGE_7150 

:RAMPAGE_7105
0109: player $PLAYER_CHAR money += 1000000 
00BA: text_styled 'RAMP_A' 5000 ms 5  // ALL RAMPAGES COMPLETED!
01E3: text_1number_styled 'REWARD' 1000000 6000 ms 6  // REWARD $~1~

:RAMPAGE_7150
return 

:IMPORT
$EARNED_FREE_PISTOL = 0 // $ = int 
$EARNED_FREE_UZI = 0 // $ = int 
$EARNED_FREE_ARMOUR = 0 // $ = int 
$EARNED_FREE_SHOTGUN = 0 // $ = int 
$EARNED_FREE_GRENADES = 0 // $ = int 
$EARNED_FREE_MOLOTOVS = 0 // $ = int 
$EARNED_FREE_AK47 = 0 // $ = int 
$EARNED_FREE_SNIPER = 0 // $ = int 
$EARNED_FREE_M16 = 0 // $ = int 
$EARNED_FREE_LAUNCHER = 0 // $ = int 
$EARNED_FREE_FLAMETHROWER = 0 // $ = int 
$IND_COPCAR_KILLS = 0 // $ = int 
$COM_COPCAR_KILLS = 0 // $ = int 
$SUB_COPCAR_KILLS = 0 // $ = int 
$IND_FIRES_EXTING = 0 // $ = int 
$COM_FIRES_EXTING = 0 // $ = int 
$SUB_FIRES_EXTING = 0 // $ = int 
$TOTAL_SAVED_PEDS = 0 // $ = int 
$PLAY_PAGER_MESSAGE1 = 0 // $ = int 
$PLAY_PAGER_MESSAGE2 = 0 // $ = int 
$PLAY_PAGER_MESSAGE3 = 0 // $ = int 
$AMBULANCE_PAGER_FLAG = 0 // $ = int 
$BONUS_WEAPONS_CREATED = 0 // $ = int 
$IMPORT_CAR_BEEN_CREATED_BEFORE = 0 // $ = int 
$IMPORT_CAR_BEEN_CREATED_BEFORE2 = 0 // $ = int 
$MILITARY_CAR_BEEN_CREATED_BEFORE = 0 // $ = int 
$INDUSTRIAL_GARAGE_SLOTS_FILLED = 0 // $ = int 
$SUBURBAN_GARAGE_SLOTS_FILLED = 0 // $ = int 
$MILITARY_SLOTS_FILLED = 0 // $ = int 
$CREATE_CAR_PICKUPS_INDUSTRIAL = 0 // $ = int 
$CREATE_CAR_PICKUPS_SUBURBAN = 0 // $ = int 
$CREATE_MILITARY_PICKUPS = 0 // $ = int 
$CHANGED_SUBURBAN_GARAGE_BEFORE = 0 // $ = int 
$CHANGED_INDUSTRIAL_GARAGE_BEFORE = 0 // $ = int 
$CRAN_ACTIVATED_BEFORE = 0 // $ = int 
script_name 'IMPORT' 
set_wb_check_to 0 
wait 100 
start_new_script @IMPORT1 
start_new_script @M_CRANE 
start_new_script @IMPORT2 
start_new_script @PACKAGE 

:IMPORT_295
wait 500 
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT_3004 
if 
03C6:   current_island == 1 
jf @IMPORT_1212 
if 
0121:   player $PLAYER_CHAR in_zone 'REDLIGH'  // Red Light District
jf @IMPORT_1180 
if 
0057:   player $PLAYER_CHAR 0 828.875 -283.75 0.0 894.1875 -323.5 26.0 
jf @IMPORT_1141 
if 
  $BONUS_WEAPONS_CREATED == 0 // $ == int 
jf @IMPORT_1134 
if 
  $EARNED_FREE_PISTOL == 1 // $ == int 
jf @IMPORT_448 
032B: $BONUS_GUN1 = create_weapon_pickup #COLT45 14 ammo 90 at 876.75 -317.0625 10.0 

:IMPORT_448
if 
  $EARNED_FREE_UZI == 1 // $ == int 
jf @IMPORT_488 
032B: $BONUS_GUN2 = create_weapon_pickup #UZI 14 ammo 250 at 874.75 -317.0625 10.0 

:IMPORT_488
if 
  $EARNED_FREE_GRENADES == 1 // $ == int 
jf @IMPORT_527 
032B: $BONUS_GUN3 = create_weapon_pickup #GRENADE 14 ammo 10 at 872.75 -317.0625 10.0 

:IMPORT_527
if 
  $EARNED_FREE_SHOTGUN == 1 // $ == int 
jf @IMPORT_566 
032B: $BONUS_GUN4 = create_weapon_pickup #SHOTGUN 14 ammo 50 at 870.75 -317.0625 10.0 

:IMPORT_566
if 
  $EARNED_FREE_ARMOUR == 1 // $ == int 
jf @IMPORT_602 
0213: $BONUS_GUN5 = create_pickup #BODYARMOUR type 14 at 868.75 -317.0625 10.0 

:IMPORT_602
if 
  $EARNED_FREE_MOLOTOVS == 1 // $ == int 
jf @IMPORT_641 
032B: $BONUS_GUN6 = create_weapon_pickup #MOLOTOV 14 ammo 10 at 866.75 -317.0625 10.0 

:IMPORT_641
if 
  $EARNED_FREE_AK47 == 1 // $ == int 
jf @IMPORT_681 
032B: $BONUS_GUN7 = create_weapon_pickup #AK47 14 ammo 300 at 864.75 -317.0625 10.0 

:IMPORT_681
if 
  $EARNED_FREE_SNIPER == 1 // $ == int 
jf @IMPORT_720 
032B: $BONUS_GUN8 = create_weapon_pickup #SNIPER 14 ammo 50 at 862.75 -317.0625 10.0 

:IMPORT_720
if 
  $EARNED_FREE_M16 == 1 // $ == int 
jf @IMPORT_760 
032B: $BONUS_GUN9 = create_weapon_pickup #M16 14 ammo 600 at 860.75 -317.0625 10.0 

:IMPORT_760
if 
  $EARNED_FREE_FLAMETHROWER == 1 // $ == int 
jf @IMPORT_800 
032B: $BONUS_GUNFLAME = create_weapon_pickup #FLAME 14 ammo 2000 at 858.75 -317.0625 10.0 

:IMPORT_800
if 
  $EARNED_FREE_LAUNCHER == 1 // $ == int 
jf @IMPORT_839 
032B: $BONUS_GUN10 = create_weapon_pickup #ROCKET 14 ammo 50 at 856.75 -317.0625 10.0 

:IMPORT_839
if 
  $IND_COPCAR_KILLS > 9 // $ > int 
jf @IMPORT_875 
0213: $BONUS_BRIBE1 = create_pickup #BRIBE type 14 at 877.5625 -313.75 8.5 

:IMPORT_875
if 
  $IND_COPCAR_KILLS > 19 // $ > int 
jf @IMPORT_911 
0213: $BONUS_BRIBE2 = create_pickup #BRIBE type 14 at 875.5625 -313.75 8.5 

:IMPORT_911
if 
  $COM_COPCAR_KILLS > 9 // $ > int 
jf @IMPORT_947 
0213: $BONUS_BRIBE3 = create_pickup #BRIBE type 14 at 873.5625 -313.75 8.5 

:IMPORT_947
if 
  $COM_COPCAR_KILLS > 19 // $ > int 
jf @IMPORT_983 
0213: $BONUS_BRIBE4 = create_pickup #BRIBE type 14 at 871.5625 -313.75 8.5 

:IMPORT_983
if 
  $SUB_COPCAR_KILLS > 9 // $ > int 
jf @IMPORT_1019 
0213: $BONUS_BRIBE5 = create_pickup #BRIBE type 14 at 869.5625 -313.75 8.5 

:IMPORT_1019
if 
  $SUB_COPCAR_KILLS > 19 // $ > int 
jf @IMPORT_1055 
0213: $BONUS_BRIBE6 = create_pickup #BRIBE type 14 at 867.5625 -313.75 8.5 

:IMPORT_1055
if 
  $TOTAL_SAVED_PEDS > 34 // $ > int 
jf @IMPORT_1091 
0213: $BONUS_HEALTH = create_pickup #HEALTH type 14 at 878.875 -299.0 8.1875 

:IMPORT_1091
if 
  $TOTAL_SAVED_PEDS > 69 // $ > int 
jf @IMPORT_1127 
0213: $BONUS_ADRENALINE = create_pickup #ADRENALINE type 14 at 876.875 -299.0 8.1875 

:IMPORT_1127
$BONUS_WEAPONS_CREATED = 1 // $ = int 

:IMPORT_1134
jump @IMPORT_1173 

:IMPORT_1141
if 
  $BONUS_WEAPONS_CREATED == 1 // $ == int 
jf @IMPORT_1173 
PACKAGE_853()
$BONUS_WEAPONS_CREATED = 0 // $ = int 

:IMPORT_1173
jump @IMPORT_1212 

:IMPORT_1180
if 
  $BONUS_WEAPONS_CREATED == 1 // $ == int 
jf @IMPORT_1212 
PACKAGE_853()
$BONUS_WEAPONS_CREATED = 0 // $ = int 

:IMPORT_1212
if 
03C6:   current_island == 2 
jf @IMPORT_2108 
if 
0121:   player $PLAYER_CHAR in_zone 'PARK'  // Belleville Park
jf @IMPORT_2076 
if 
0057:   player $PLAYER_CHAR 0 39.5 -443.75 53.0 167.5 -484.5625 15.0 
jf @IMPORT_2037 
if 
  $BONUS_WEAPONS_CREATED == 0 // $ == int 
jf @IMPORT_2030 
if 
  $EARNED_FREE_PISTOL == 1 // $ == int 
jf @IMPORT_1344 
032B: $BONUS_GUN1 = create_weapon_pickup #COLT45 14 ammo 90 at 132.6875 -477.875 15.875 

:IMPORT_1344
if 
  $EARNED_FREE_UZI == 1 // $ == int 
jf @IMPORT_1384 
032B: $BONUS_GUN2 = create_weapon_pickup #UZI 14 ammo 250 at 132.6875 -479.875 15.875 

:IMPORT_1384
if 
  $EARNED_FREE_GRENADES == 1 // $ == int 
jf @IMPORT_1423 
032B: $BONUS_GUN3 = create_weapon_pickup #GRENADE 14 ammo 10 at 129.0625 -477.875 15.875 

:IMPORT_1423
if 
  $EARNED_FREE_SHOTGUN == 1 // $ == int 
jf @IMPORT_1462 
032B: $BONUS_GUN4 = create_weapon_pickup #SHOTGUN 14 ammo 50 at 129.0625 -479.875 15.875 

:IMPORT_1462
if 
  $EARNED_FREE_ARMOUR == 1 // $ == int 
jf @IMPORT_1498 
0213: $BONUS_GUN5 = create_pickup #BODYARMOUR type 14 at 125.5625 -477.875 15.875 

:IMPORT_1498
if 
  $EARNED_FREE_MOLOTOVS == 1 // $ == int 
jf @IMPORT_1537 
032B: $BONUS_GUN6 = create_weapon_pickup #MOLOTOV 14 ammo 10 at 125.5625 -479.875 15.875 

:IMPORT_1537
if 
  $EARNED_FREE_AK47 == 1 // $ == int 
jf @IMPORT_1577 
032B: $BONUS_GUN7 = create_weapon_pickup #AK47 14 ammo 300 at 122.0625 -477.875 15.875 

:IMPORT_1577
if 
  $EARNED_FREE_SNIPER == 1 // $ == int 
jf @IMPORT_1616 
032B: $BONUS_GUN8 = create_weapon_pickup #SNIPER 14 ammo 50 at 122.0625 -479.875 15.875 

:IMPORT_1616
if 
  $EARNED_FREE_M16 == 1 // $ == int 
jf @IMPORT_1656 
032B: $BONUS_GUN9 = create_weapon_pickup #M16 14 ammo 600 at 118.6875 -477.875 15.875 

:IMPORT_1656
if 
  $EARNED_FREE_FLAMETHROWER == 1 // $ == int 
jf @IMPORT_1696 
032B: $BONUS_GUNFLAME = create_weapon_pickup #FLAME 14 ammo 2000 at 118.6875 -479.875 15.875 

:IMPORT_1696
if 
  $EARNED_FREE_LAUNCHER == 1 // $ == int 
jf @IMPORT_1735 
032B: $BONUS_GUN10 = create_weapon_pickup #ROCKET 14 ammo 50 at 125.5625 -475.875 15.875 

:IMPORT_1735
if 
  $IND_COPCAR_KILLS > 9 // $ > int 
jf @IMPORT_1771 
0213: $BONUS_BRIBE1 = create_pickup #BRIBE type 14 at 114.5 -458.0 15.5 

:IMPORT_1771
if 
  $IND_COPCAR_KILLS > 19 // $ > int 
jf @IMPORT_1807 
0213: $BONUS_BRIBE2 = create_pickup #BRIBE type 14 at 112.5 -458.0 15.5 

:IMPORT_1807
if 
  $COM_COPCAR_KILLS > 9 // $ > int 
jf @IMPORT_1843 
0213: $BONUS_BRIBE3 = create_pickup #BRIBE type 14 at 110.5 -458.0 15.5 

:IMPORT_1843
if 
  $COM_COPCAR_KILLS > 19 // $ > int 
jf @IMPORT_1879 
0213: $BONUS_BRIBE4 = create_pickup #BRIBE type 14 at 108.5 -458.0 15.5 

:IMPORT_1879
if 
  $SUB_COPCAR_KILLS > 9 // $ > int 
jf @IMPORT_1915 
0213: $BONUS_BRIBE5 = create_pickup #BRIBE type 14 at 106.5 -458.0 15.5 

:IMPORT_1915
if 
  $SUB_COPCAR_KILLS > 19 // $ > int 
jf @IMPORT_1951 
0213: $BONUS_BRIBE6 = create_pickup #BRIBE type 14 at 104.5 -458.0 15.5 

:IMPORT_1951
if 
  $TOTAL_SAVED_PEDS > 34 // $ > int 
jf @IMPORT_1987 
0213: $BONUS_HEALTH = create_pickup #HEALTH type 14 at 94.5625 -472.5 15.5 

:IMPORT_1987
if 
  $TOTAL_SAVED_PEDS > 69 // $ > int 
jf @IMPORT_2023 
0213: $BONUS_ADRENALINE = create_pickup #ADRENALINE type 14 at 92.5625 -472.5 15.5 

:IMPORT_2023
$BONUS_WEAPONS_CREATED = 1 // $ = int 

:IMPORT_2030
jump @IMPORT_2069 

:IMPORT_2037
if 
  $BONUS_WEAPONS_CREATED == 1 // $ == int 
jf @IMPORT_2069 
PACKAGE_853()
$BONUS_WEAPONS_CREATED = 0 // $ = int 

:IMPORT_2069
jump @IMPORT_2108 

:IMPORT_2076
if 
  $BONUS_WEAPONS_CREATED == 1 // $ == int 
jf @IMPORT_2108 
PACKAGE_853()
$BONUS_WEAPONS_CREATED = 0 // $ = int 

:IMPORT_2108
if 
03C6:   current_island == 3 
jf @IMPORT_3004 
if 
0121:   player $PLAYER_CHAR in_zone 'PROJECT'  // Wichita Gardens
jf @IMPORT_2972 
if 
0057:   player $PLAYER_CHAR 0 -595.75 -68.1875 10.0 -700.6875 3.0625 30.0 
jf @IMPORT_2933 
if 
  $BONUS_WEAPONS_CREATED == 0 // $ == int 
jf @IMPORT_2926 
if 
  $EARNED_FREE_PISTOL == 1 // $ == int 
jf @IMPORT_2240 
032B: $BONUS_GUN1 = create_weapon_pickup #COLT45 14 ammo 90 at -650.5 -24.75 18.75 

:IMPORT_2240
if 
  $EARNED_FREE_UZI == 1 // $ == int 
jf @IMPORT_2280 
032B: $BONUS_GUN2 = create_weapon_pickup #UZI 14 ammo 250 at -648.5 -24.75 18.75 

:IMPORT_2280
if 
  $EARNED_FREE_GRENADES == 1 // $ == int 
jf @IMPORT_2319 
032B: $BONUS_GUN3 = create_weapon_pickup #GRENADE 14 ammo 10 at -646.5 -24.75 18.75 

:IMPORT_2319
if 
  $EARNED_FREE_SHOTGUN == 1 // $ == int 
jf @IMPORT_2358 
032B: $BONUS_GUN4 = create_weapon_pickup #SHOTGUN 14 ammo 50 at -644.5 -24.75 18.75 

:IMPORT_2358
if 
  $EARNED_FREE_ARMOUR == 1 // $ == int 
jf @IMPORT_2394 
0213: $BONUS_GUN5 = create_pickup #BODYARMOUR type 14 at -642.5 -24.75 18.75 

:IMPORT_2394
if 
  $EARNED_FREE_MOLOTOVS == 1 // $ == int 
jf @IMPORT_2433 
032B: $BONUS_GUN6 = create_weapon_pickup #MOLOTOV 14 ammo 10 at -640.5 -24.75 18.75 

:IMPORT_2433
if 
  $EARNED_FREE_AK47 == 1 // $ == int 
jf @IMPORT_2473 
032B: $BONUS_GUN7 = create_weapon_pickup #AK47 14 ammo 300 at -638.5 -24.75 18.75 

:IMPORT_2473
if 
  $EARNED_FREE_SNIPER == 1 // $ == int 
jf @IMPORT_2512 
032B: $BONUS_GUN8 = create_weapon_pickup #SNIPER 14 ammo 50 at -636.5 -24.75 18.75 

:IMPORT_2512
if 
  $EARNED_FREE_M16 == 1 // $ == int 
jf @IMPORT_2552 
032B: $BONUS_GUN9 = create_weapon_pickup #M16 14 ammo 600 at -634.5 -24.75 18.75 

:IMPORT_2552
if 
  $EARNED_FREE_FLAMETHROWER == 1 // $ == int 
jf @IMPORT_2592 
032B: $BONUS_GUNFLAME = create_weapon_pickup #FLAME 14 ammo 2000 at -632.5 -24.75 18.75 

:IMPORT_2592
if 
  $EARNED_FREE_LAUNCHER == 1 // $ == int 
jf @IMPORT_2631 
032B: $BONUS_GUN10 = create_weapon_pickup #ROCKET 14 ammo 20 at -630.5 -24.75 18.75 

:IMPORT_2631
if 
  $IND_COPCAR_KILLS > 9 // $ > int 
jf @IMPORT_2667 
0213: $BONUS_BRIBE1 = create_pickup #BRIBE type 14 at -663.0 -28.0 18.25 

:IMPORT_2667
if 
  $IND_COPCAR_KILLS > 19 // $ > int 
jf @IMPORT_2703 
0213: $BONUS_BRIBE2 = create_pickup #BRIBE type 14 at -665.0 -28.0 18.25 

:IMPORT_2703
if 
  $COM_COPCAR_KILLS > 9 // $ > int 
jf @IMPORT_2739 
0213: $BONUS_BRIBE3 = create_pickup #BRIBE type 14 at -667.0 -28.0 18.25 

:IMPORT_2739
if 
  $COM_COPCAR_KILLS > 19 // $ > int 
jf @IMPORT_2775 
0213: $BONUS_BRIBE4 = create_pickup #BRIBE type 14 at -669.0 -28.0 18.25 

:IMPORT_2775
if 
  $SUB_COPCAR_KILLS > 9 // $ > int 
jf @IMPORT_2811 
0213: $BONUS_BRIBE5 = create_pickup #BRIBE type 14 at -671.0 -28.0 18.25 

:IMPORT_2811
if 
  $SUB_COPCAR_KILLS > 19 // $ > int 
jf @IMPORT_2847 
0213: $BONUS_BRIBE6 = create_pickup #BRIBE type 14 at -673.0 -28.0 18.25 

:IMPORT_2847
if 
  $TOTAL_SAVED_PEDS > 34 // $ > int 
jf @IMPORT_2883 
0213: $BONUS_HEALTH = create_pickup #HEALTH type 14 at -654.25 -21.6875 18.25 

:IMPORT_2883
if 
  $TOTAL_SAVED_PEDS > 69 // $ > int 
jf @IMPORT_2919 
0213: $BONUS_ADRENALINE = create_pickup #ADRENALINE type 14 at -654.25 -19.6875 18.25 

:IMPORT_2919
$BONUS_WEAPONS_CREATED = 1 // $ = int 

:IMPORT_2926
jump @IMPORT_2965 

:IMPORT_2933
if 
  $BONUS_WEAPONS_CREATED == 1 // $ == int 
jf @IMPORT_2965 
PACKAGE_853()
$BONUS_WEAPONS_CREATED = 0 // $ = int 

:IMPORT_2965
jump @IMPORT_3004 

:IMPORT_2972
if 
  $BONUS_WEAPONS_CREATED == 1 // $ == int 
jf @IMPORT_3004 
PACKAGE_853()
$BONUS_WEAPONS_CREATED = 0 // $ = int 

:IMPORT_3004
jump @IMPORT_295 
terminate_this_script 

:IMPORT1
script_name 'IMPORT1' 

:IMPORT1_10
wait 500 
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT1_2595 
if 
0121:   player $PLAYER_CHAR in_zone 'PORT_E'  // Portland Harbor
jf @IMPORT1_2595 
if 
   not $INDUSTRIAL_GARAGE_SLOTS_FILLED == 16 // $ == int 
jf @IMPORT1_1232 
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 1 
  $INDUSTRIAL_SLOT1 == 0 // $ == int 
jf @IMPORT1_145 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $SECURICAR_SCORE_OFF = init_object #LINE at 1496.0 -674.5625 13.5625 
01C7: remove_object_from_mission_cleanup_list $SECURICAR_SCORE_OFF 
0177: set_object $SECURICAR_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT1 = 1 // $ = int 

:IMPORT1_145
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 2 
  $INDUSTRIAL_SLOT2 == 0 // $ == int 
jf @IMPORT1_217 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $MOONBEAM_SCORE_OFF = init_object #LINE at 1496.0 -674.5625 13.375 
01C7: remove_object_from_mission_cleanup_list $MOONBEAM_SCORE_OFF 
0177: set_object $MOONBEAM_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT2 = 1 // $ = int 

:IMPORT1_217
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 3 
  $INDUSTRIAL_SLOT3 == 0 // $ == int 
jf @IMPORT1_289 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $COACH_SCORE_OFF = init_object #LINE at 1496.0 -674.5625 13.125 
01C7: remove_object_from_mission_cleanup_list $COACH_SCORE_OFF 
0177: set_object $COACH_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT3 = 1 // $ = int 

:IMPORT1_289
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 4 
  $INDUSTRIAL_SLOT4 == 0 // $ == int 
jf @IMPORT1_361 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $FLATBED_SCORE_OFF = init_object #LINE at 1496.0 -674.5625 12.9375 
01C7: remove_object_from_mission_cleanup_list $FLATBED_SCORE_OFF 
0177: set_object $FLATBED_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT4 = 1 // $ = int 

:IMPORT1_361
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 5 
  $INDUSTRIAL_SLOT5 == 0 // $ == int 
jf @IMPORT1_433 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $LINERUNNER_SCORE_OFF = init_object #LINE at 1496.0 -674.5625 12.75 
01C7: remove_object_from_mission_cleanup_list $LINERUNNER_SCORE_OFF 
0177: set_object $LINERUNNER_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT5 = 1 // $ = int 

:IMPORT1_433
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 6 
  $INDUSTRIAL_SLOT6 == 0 // $ == int 
jf @IMPORT1_505 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $TRASHMASTER_SCORE_OFF = init_object #LINE at 1496.0 -674.5625 12.5 
01C7: remove_object_from_mission_cleanup_list $TRASHMASTER_SCORE_OFF 
0177: set_object $TRASHMASTER_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT6 = 1 // $ = int 

:IMPORT1_505
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 7 
  $INDUSTRIAL_SLOT7 == 0 // $ == int 
jf @IMPORT1_577 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $PATRIOT_SCORE_OFF = init_object #LINE at 1496.0 -674.5625 12.3125 
01C7: remove_object_from_mission_cleanup_list $PATRIOT_SCORE_OFF 
0177: set_object $PATRIOT_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT7 = 1 // $ = int 

:IMPORT1_577
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 8 
  $INDUSTRIAL_SLOT8 == 0 // $ == int 
jf @IMPORT1_649 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $WHOOPEE_SCORE_OFF = init_object #LINE at 1496.0 -674.5625 12.125 
01C7: remove_object_from_mission_cleanup_list $WHOOPEE_SCORE_OFF 
0177: set_object $WHOOPEE_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT8 = 1 // $ = int 

:IMPORT1_649
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 9 
  $INDUSTRIAL_SLOT9 == 0 // $ == int 
jf @IMPORT1_721 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $BLISTA_SCORE_OFF = init_object #LINE at 1496.0 -675.4375 13.5625 
01C7: remove_object_from_mission_cleanup_list $BLISTA_SCORE_OFF 
0177: set_object $BLISTA_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT9 = 1 // $ = int 

:IMPORT1_721
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 10 
  $INDUSTRIAL_SLOT10 == 0 // $ == int 
jf @IMPORT1_793 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $MULE_SCORE_OFF = init_object #LINE at 1496.0 -675.4375 13.3125 
01C7: remove_object_from_mission_cleanup_list $MULE_SCORE_OFF 
0177: set_object $MULE_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT10 = 1 // $ = int 

:IMPORT1_793
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 11 
  $INDUSTRIAL_SLOT11 == 0 // $ == int 
jf @IMPORT1_865 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $YANKEE_SCORE_OFF = init_object #LINE at 1496.0 -675.4375 13.125 
01C7: remove_object_from_mission_cleanup_list $YANKEE_SCORE_OFF 
0177: set_object $YANKEE_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT11 = 1 // $ = int 

:IMPORT1_865
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 12 
  $INDUSTRIAL_SLOT12 == 0 // $ == int 
jf @IMPORT1_937 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $BOBCAT_SCORE_OFF = init_object #LINE at 1496.0 -675.4375 12.9375 
01C7: remove_object_from_mission_cleanup_list $BOBCAT_SCORE_OFF 
0177: set_object $BOBCAT_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT12 = 1 // $ = int 

:IMPORT1_937
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 13 
  $INDUSTRIAL_SLOT13 == 0 // $ == int 
jf @IMPORT1_1009 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $DODO_SCORE_OFF = init_object #LINE at 1496.0 -675.4375 12.75 
01C7: remove_object_from_mission_cleanup_list $DODO_SCORE_OFF 
0177: set_object $DODO_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT13 = 1 // $ = int 

:IMPORT1_1009
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 14 
  $INDUSTRIAL_SLOT14 == 0 // $ == int 
jf @IMPORT1_1081 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $BUS_SCORE_OFF = init_object #LINE at 1496.0 -675.4375 12.5 
01C7: remove_object_from_mission_cleanup_list $BUS_SCORE_OFF 
0177: set_object $BUS_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT14 = 1 // $ = int 

:IMPORT1_1081
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 15 
  $INDUSTRIAL_SLOT15 == 0 // $ == int 
jf @IMPORT1_1153 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $RUMPO_SCORE_OFF = init_object #LINE at 1496.0 -675.4375 12.3125 
01C7: remove_object_from_mission_cleanup_list $RUMPO_SCORE_OFF 
0177: set_object $RUMPO_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT15 = 1 // $ = int 

:IMPORT1_1153
if and
03D4:   garage $COLLECT_ALL_CARS1 contains_neededcar 16 
  $INDUSTRIAL_SLOT16 == 0 // $ == int 
jf @IMPORT1_1225 
$INDUSTRIAL_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $PONY_SCORE_OFF = init_object #LINE at 1496.0 -675.4375 12.125 
01C7: remove_object_from_mission_cleanup_list $PONY_SCORE_OFF 
0177: set_object $PONY_SCORE_OFF z_angle_to 270.0 
030C: progress_made += 1 
$INDUSTRIAL_SLOT16 = 1 // $ = int 

:IMPORT1_1225
jump @IMPORT1_2595 

:IMPORT1_1232
if 
  $CHANGED_INDUSTRIAL_GARAGE_BEFORE == 0 // $ == int 
jf @IMPORT1_1264 
02FA: garage $COLLECT_ALL_CARS1 change_to_type 19 
$CHANGED_INDUSTRIAL_GARAGE_BEFORE = 1 // $ = int 

:IMPORT1_1264
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT1_2595 
if 
0056:   player $PLAYER_CHAR 0 1486.875 -686.1875 1524.063 -666.75 
jf @IMPORT1_2443 
if 
  $CREATE_CAR_PICKUPS_INDUSTRIAL == 0 // $ == int 
jf @IMPORT1_1669 
032B: $SECURICAR_PICKUP = create_weapon_pickup #BONUS 3 ammo 1 at 1501.0 -683.0 12.0625 
032B: $MOONBEAM_PICKUP = create_weapon_pickup #BONUS 3 ammo 2 at 1505.0 -683.0 12.0625 
032B: $COACH_PICKUP = create_weapon_pickup #BONUS 3 ammo 3 at 1509.0 -683.0 12.0625 
032B: $FLATBED_PICKUP = create_weapon_pickup #BONUS 3 ammo 4 at 1513.0 -683.0 12.0625 
032B: $LINERUNNER_PICKUP = create_weapon_pickup #BONUS 3 ammo 5 at 1517.0 -683.0 12.0625 
032B: $TRASHMASTER_PICKUP = create_weapon_pickup #BONUS 3 ammo 6 at 1521.0 -683.0 12.0625 
032B: $PATRIOT_PICKUP = create_weapon_pickup #BONUS 3 ammo 7 at 1521.0 -680.0 12.0625 
032B: $WHOOPEE_PICKUP = create_weapon_pickup #BONUS 3 ammo 8 at 1521.0 -677.0 12.0625 
032B: $BLISTA_PICKUP = create_weapon_pickup #BONUS 3 ammo 9 at 1521.0 -674.0 12.0625 
032B: $MULE_PICKUP = create_weapon_pickup #BONUS 3 ammo 10 at 1521.0 -671.0 12.0625 
032B: $YANKEE_PICKUP = create_weapon_pickup #BONUS 3 ammo 11 at 1521.0 -668.0 12.0625 
032B: $BOBCAT_PICKUP = create_weapon_pickup #BONUS 3 ammo 12 at 1517.0 -668.0 12.0625 
032B: $DODO_PICKUP = create_weapon_pickup #BONUS 3 ammo 13 at 1513.0 -668.0 12.0625 
032B: $BUS_PICKUP = create_weapon_pickup #BONUS 3 ammo 14 at 1509.0 -668.0 12.0625 
032B: $RUMPO_PICKUP = create_weapon_pickup #BONUS 3 ammo 15 at 1505.0 -668.0 12.0625 
032B: $PONY_PICKUP = create_weapon_pickup #BONUS 3 ammo 16 at 1501.0 -668.0 12.0625 
wait 1000 
0360: open_garage $COLLECT_ALL_CARS1 
$CREATE_CAR_PICKUPS_INDUSTRIAL = 1 // $ = int 

:IMPORT1_1669
if 
  $IMPORT_CAR_BEEN_CREATED_BEFORE == 0 // $ == int 
jf @IMPORT1_2436 
if 
0214:   pickup $SECURICAR_PICKUP picked_up 
jf @IMPORT1_1717 
$IMPORT_CAR_TYPE = 118 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_1717
if 
0214:   pickup $MOONBEAM_PICKUP picked_up 
jf @IMPORT1_1747 
$IMPORT_CAR_TYPE = 108 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_1747
if 
0214:   pickup $COACH_PICKUP picked_up 
jf @IMPORT1_1777 
$IMPORT_CAR_TYPE = 127 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_1777
if 
0214:   pickup $FLATBED_PICKUP picked_up 
jf @IMPORT1_1808 
$IMPORT_CAR_TYPE = 145 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_1808
if 
0214:   pickup $LINERUNNER_PICKUP picked_up 
jf @IMPORT1_1838 
$IMPORT_CAR_TYPE = 93 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_1838
if 
0214:   pickup $TRASHMASTER_PICKUP picked_up 
jf @IMPORT1_1868 
$IMPORT_CAR_TYPE = 98 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_1868
if 
0214:   pickup $PATRIOT_PICKUP picked_up 
jf @IMPORT1_1898 
$IMPORT_CAR_TYPE = 96 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_1898
if 
0214:   pickup $WHOOPEE_PICKUP picked_up 
jf @IMPORT1_1928 
$IMPORT_CAR_TYPE = 113 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_1928
if 
0214:   pickup $BLISTA_PICKUP picked_up 
jf @IMPORT1_1958 
$IMPORT_CAR_TYPE = 102 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_1958
if 
0214:   pickup $MULE_PICKUP picked_up 
jf @IMPORT1_1988 
$IMPORT_CAR_TYPE = 104 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_1988
if 
0214:   pickup $YANKEE_PICKUP picked_up 
jf @IMPORT1_2019 
$IMPORT_CAR_TYPE = 146 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_2019
if 
0214:   pickup $BOBCAT_PICKUP picked_up 
jf @IMPORT1_2049 
$IMPORT_CAR_TYPE = 112 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_2049
if 
0214:   pickup $DODO_PICKUP picked_up 
jf @IMPORT1_2079 
$IMPORT_CAR_TYPE = 126 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_2079
if 
0214:   pickup $BUS_PICKUP picked_up 
jf @IMPORT1_2109 
$IMPORT_CAR_TYPE = 121 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_2109
if 
0214:   pickup $RUMPO_PICKUP picked_up 
jf @IMPORT1_2140 
$IMPORT_CAR_TYPE = 130 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_2140
if 
0214:   pickup $PONY_PICKUP picked_up 
jf @IMPORT1_2170 
$IMPORT_CAR_TYPE = 103 // $ = int 
jump @IMPORT1_2177 

:IMPORT1_2170
jump @IMPORT1_1264 

:IMPORT1_2177
00BC: text_highpriority 'IMPORT1' time 5000 2  // Go outside and wait for your vehicle.
PACKAGE_652()
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT1_2272 

:IMPORT1_2215
if 
8056:   not player $PLAYER_CHAR 0 1486.875 -686.1875 1495.5 -674.0625 
jf @IMPORT1_2272 
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT1_2265 

:IMPORT1_2265
jump @IMPORT1_2215 

:IMPORT1_2272
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT1_2295 
01B4: set_player $PLAYER_CHAR can_move 0 

:IMPORT1_2295
0361: close_garage $COLLECT_ALL_CARS1 

:IMPORT1_2300
if 
83B1:   not garage $COLLECT_ALL_CARS1 door_closed 
jf @IMPORT1_2327 
wait 0 
jump @IMPORT1_2300 

:IMPORT1_2327
0247: request_model $IMPORT_CAR_TYPE 

:IMPORT1_2332
if 
8248:   not model $IMPORT_CAR_TYPE available 
jf @IMPORT1_2359 
wait 0 
jump @IMPORT1_2332 

:IMPORT1_2359
00A5: $IMPORTED_CAR = create_car $IMPORT_CAR_TYPE at 1504.063 -680.0625 12.0625 
0249: release_model $IMPORT_CAR_TYPE 
0175: set_car $IMPORTED_CAR z_angle_to 90.0 
020A: set_car $IMPORTED_CAR door_status_to 1 
wait 1000 
0360: open_garage $COLLECT_ALL_CARS1 
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT1_2429 
01B4: set_player $PLAYER_CHAR can_move 1 

:IMPORT1_2429
$IMPORT_CAR_BEEN_CREATED_BEFORE = 1 // $ = int 

:IMPORT1_2436
jump @IMPORT1_2595 

:IMPORT1_2443
if 
  $CREATE_CAR_PICKUPS_INDUSTRIAL == 1 // $ == int 
jf @IMPORT1_2595 
0361: close_garage $COLLECT_ALL_CARS1 

:IMPORT1_2466
if 
83B1:   not garage $COLLECT_ALL_CARS1 door_closed 
jf @IMPORT1_2493 
wait 0 
jump @IMPORT1_2466 

:IMPORT1_2493
PACKAGE_652()
if 
  $IMPORT_CAR_BEEN_CREATED_BEFORE == 1 // $ == int 
jf @IMPORT1_2581 
if 
8119:   not car $IMPORTED_CAR wrecked 
jf @IMPORT1_2581 
if 
00B0:   car $IMPORTED_CAR 0 1496.75 -686.1875 1523.25 -666.75 
jf @IMPORT1_2576 
00A6: destroy_car $IMPORTED_CAR 
jump @IMPORT1_2581 

:IMPORT1_2576
01C3: mark_car_as_no_longer_needed $IMPORTED_CAR 

:IMPORT1_2581
$IMPORT_CAR_BEEN_CREATED_BEFORE = 0 // $ = int 
$CREATE_CAR_PICKUPS_INDUSTRIAL = 0 // $ = int 

:IMPORT1_2595
jump @IMPORT1_10 

:M_CRANE
script_name 'M_CRANE' 

:M_CRANE_10
wait 500 
if 
0256:   player $PLAYER_CHAR defined 
jf @M_CRANE_865 
if 
0056:   player $PLAYER_CHAR 0 1548.063 -745.5 1583.0 -675.0625 
jf @M_CRANE_691 
if 
03EC:   ev_crane_collected_all_cars 
jf @M_CRANE_684 
if 
  $CRAN_ACTIVATED_BEFORE == 0 // $ == int 
jf @M_CRANE_153 
01EF: deactivate_crane 1570.25 -675.375 
01EE: activate_crane 1570.25 -675.375 1638.688 -687.0625 1647.875 -700.0625 1571.063 -696.5 16.0 0.0 
0109: player $PLAYER_CHAR money += 200000 
030C: progress_made += 7 
$CRAN_ACTIVATED_BEFORE = 1 // $ = int 

:M_CRANE_153
if 
8339:   not anything_in_cube_cornerA 1565.875 -706.6875 9.0 cornerB 1577.188 -686.25 20.0 solid 0 car 1 actor 0 object 0 particle 0 
jf @M_CRANE_366 
if and
  $CREATE_MILITARY_PICKUPS == 0 // $ == int 
  $MILITARY_CAR_BEEN_CREATED_BEFORE == 0 // $ == int 
jf @M_CRANE_366 
032B: $COPCAR_PICKUP = create_weapon_pickup #BONUS 3 ammo 39 at 1571.0 -687.0 11.75 
032B: $SWATVAN_PICKUP = create_weapon_pickup #BONUS 3 ammo 35 at 1571.0 -691.0 11.75 
032B: $FBI_PICKUP = create_weapon_pickup #BONUS 3 ammo 36 at 1571.0 -694.0 11.75 
032B: $TANK_PICKUP = create_weapon_pickup #BONUS 3 ammo 37 at 1571.0 -697.0 11.75 
032B: $BARRACKS_PICKUP = create_weapon_pickup #BONUS 3 ammo 38 at 1571.0 -700.0 11.75 
032B: $AMBULANCE_PICKUP = create_weapon_pickup #BONUS 3 ammo 34 at 1571.0 -703.0 11.75 
032B: $FIRETRUCK_PICKUP = create_weapon_pickup #BONUS 3 ammo 33 at 1571.0 -706.0 11.75 
$CREATE_MILITARY_PICKUPS = 1 // $ = int 

:M_CRANE_366
if 
  $MILITARY_CAR_BEEN_CREATED_BEFORE == 0 // $ == int 
jf @M_CRANE_684 
if 
0214:   pickup $COPCAR_PICKUP picked_up 
jf @M_CRANE_414 
$MILITARY_CAR_TYPE3 = 116 // $ = int 
jump @M_CRANE_601 

:M_CRANE_414
if 
0214:   pickup $SWATVAN_PICKUP picked_up 
jf @M_CRANE_444 
$MILITARY_CAR_TYPE3 = 117 // $ = int 
jump @M_CRANE_601 

:M_CRANE_444
if 
0214:   pickup $FBI_PICKUP picked_up 
jf @M_CRANE_474 
$MILITARY_CAR_TYPE3 = 107 // $ = int 
jump @M_CRANE_601 

:M_CRANE_474
if 
0214:   pickup $BARRACKS_PICKUP picked_up 
jf @M_CRANE_504 
$MILITARY_CAR_TYPE3 = 123 // $ = int 
jump @M_CRANE_601 

:M_CRANE_504
if 
0214:   pickup $TANK_PICKUP picked_up 
jf @M_CRANE_534 
$MILITARY_CAR_TYPE3 = 122 // $ = int 
jump @M_CRANE_601 

:M_CRANE_534
if 
0214:   pickup $AMBULANCE_PICKUP picked_up 
jf @M_CRANE_564 
$MILITARY_CAR_TYPE3 = 106 // $ = int 
jump @M_CRANE_601 

:M_CRANE_564
if 
0214:   pickup $FIRETRUCK_PICKUP picked_up 
jf @M_CRANE_594 
$MILITARY_CAR_TYPE3 = 97 // $ = int 
jump @M_CRANE_601 

:M_CRANE_594
jump @M_CRANE_10 

:M_CRANE_601
PACKAGE_816()
0247: request_model $MILITARY_CAR_TYPE3 

:M_CRANE_613
if 
8248:   not model $MILITARY_CAR_TYPE3 available 
jf @M_CRANE_640 
wait 0 
jump @M_CRANE_613 

:M_CRANE_640
00A5: $MILITARY_CAR = create_car $MILITARY_CAR_TYPE3 at 1643.188 -693.1875 -100.0 
0249: release_model $MILITARY_CAR_TYPE3 
0175: set_car $MILITARY_CAR z_angle_to 0.0 
020A: set_car $MILITARY_CAR door_status_to 1 
$MILITARY_CAR_BEEN_CREATED_BEFORE = 1 // $ = int 

:M_CRANE_684
jump @M_CRANE_865 

:M_CRANE_691
if 
  $CREATE_MILITARY_PICKUPS == 1 // $ == int 
jf @M_CRANE_723 
PACKAGE_816()
$CREATE_MILITARY_PICKUPS = 0 // $ = int 

:M_CRANE_723
if 
0256:   player $PLAYER_CHAR defined 
jf @M_CRANE_865 
if 
  $MILITARY_CAR_BEEN_CREATED_BEFORE == 1 // $ == int 
jf @M_CRANE_865 
if 
0119:   car $MILITARY_CAR wrecked 
jf @M_CRANE_787 
$MILITARY_CAR_BEEN_CREATED_BEFORE = 0 // $ = int 
jump @M_CRANE_865 

:M_CRANE_787
if 
80B0:   not car $MILITARY_CAR 0 1668.563 -685.6875 1548.063 -745.5 
jf @M_CRANE_829 
01C3: mark_car_as_no_longer_needed $MILITARY_CAR 
$MILITARY_CAR_BEEN_CREATED_BEFORE = 0 // $ = int 

:M_CRANE_829
if 
8121:   not player $PLAYER_CHAR in_zone 'PORT_E'  // Portland Harbor
jf @M_CRANE_865 
01C3: mark_car_as_no_longer_needed $MILITARY_CAR 
$MILITARY_CAR_BEEN_CREATED_BEFORE = 0 // $ = int 

:M_CRANE_865
jump @M_CRANE_10 

:IMPORT2
script_name 'IMPORT2' 

:IMPORT2_10
wait 500 
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT2_2594 
if 
0121:   player $PLAYER_CHAR in_zone 'BIG_DAM'  // Cochrane Dam
jf @IMPORT2_2594 
if 
   not $SUBURBAN_GARAGE_SLOTS_FILLED == 16 // $ == int 
jf @IMPORT2_1232 
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 1 
  $SUBURBAN_SLOT1 == 0 // $ == int 
jf @IMPORT2_145 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $SENTINET_SCORE_OFF = init_object #LINE at -1106.125 151.1875 60.5 
01C7: remove_object_from_mission_cleanup_list $SENTINET_SCORE_OFF 
0177: set_object $SENTINET_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT1 = 1 // $ = int 

:IMPORT2_145
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 2 
  $SUBURBAN_SLOT2 == 0 // $ == int 
jf @IMPORT2_217 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $CHEETAH_SCORE_OFF = init_object #LINE at -1106.125 151.1875 60.3125 
01C7: remove_object_from_mission_cleanup_list $CHEETAH_SCORE_OFF 
0177: set_object $CHEETAH_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT2 = 1 // $ = int 

:IMPORT2_217
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 3 
  $SUBURBAN_SLOT3 == 0 // $ == int 
jf @IMPORT2_289 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $BANSHEE_SCORE_OFF = init_object #LINE at -1106.125 151.1875 60.125 
01C7: remove_object_from_mission_cleanup_list $BANSHEE_SCORE_OFF 
0177: set_object $BANSHEE_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT3 = 1 // $ = int 

:IMPORT2_289
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 4 
  $SUBURBAN_SLOT4 == 0 // $ == int 
jf @IMPORT2_361 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $IDAHO_SCORE_OFF = init_object #LINE at -1106.125 151.1875 59.875 
01C7: remove_object_from_mission_cleanup_list $IDAHO_SCORE_OFF 
0177: set_object $IDAHO_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT4 = 1 // $ = int 

:IMPORT2_361
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 5 
  $SUBURBAN_SLOT5 == 0 // $ == int 
jf @IMPORT2_433 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $INFERNUS_SCORE_OFF = init_object #LINE at -1106.125 151.1875 59.6875 
01C7: remove_object_from_mission_cleanup_list $INFERNUS_SCORE_OFF 
0177: set_object $INFERNUS_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT5 = 1 // $ = int 

:IMPORT2_433
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 6 
  $SUBURBAN_SLOT6 == 0 // $ == int 
jf @IMPORT2_505 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $TAXI_SCORE_OFF = init_object #LINE at -1106.125 151.1875 59.4375 
01C7: remove_object_from_mission_cleanup_list $TAXI_SCORE_OFF 
0177: set_object $TAXI_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT6 = 1 // $ = int 

:IMPORT2_505
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 7 
  $SUBURBAN_SLOT7 == 0 // $ == int 
jf @IMPORT2_577 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $KURUMA_SCORE_OFF = init_object #LINE at -1106.125 151.1875 59.25 
01C7: remove_object_from_mission_cleanup_list $KURUMA_SCORE_OFF 
0177: set_object $KURUMA_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT7 = 1 // $ = int 

:IMPORT2_577
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 8 
  $SUBURBAN_SLOT8 == 0 // $ == int 
jf @IMPORT2_649 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $STRETCH_SCORE_OFF = init_object #LINE at -1106.125 151.1875 59.0625 
01C7: remove_object_from_mission_cleanup_list $STRETCH_SCORE_OFF 
0177: set_object $STRETCH_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT8 = 1 // $ = int 

:IMPORT2_649
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 9 
  $SUBURBAN_SLOT9 == 0 // $ == int 
jf @IMPORT2_721 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $PERENNIAL_SCORE_OFF = init_object #LINE at -1107.0 151.1875 60.5 
01C7: remove_object_from_mission_cleanup_list $PERENNIAL_SCORE_OFF 
0177: set_object $PERENNIAL_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT9 = 1 // $ = int 

:IMPORT2_721
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 10 
  $SUBURBAN_SLOT10 == 0 // $ == int 
jf @IMPORT2_793 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $STINGER_SCORE_OFF = init_object #LINE at -1107.0 151.1875 60.25 
01C7: remove_object_from_mission_cleanup_list $STINGER_SCORE_OFF 
0177: set_object $STINGER_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT10 = 1 // $ = int 

:IMPORT2_793
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 11 
  $SUBURBAN_SLOT11 == 0 // $ == int 
jf @IMPORT2_865 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $MANANA_SCORE_OFF = init_object #LINE at -1107.0 151.1875 60.0625 
01C7: remove_object_from_mission_cleanup_list $MANANA_SCORE_OFF 
0177: set_object $MANANA_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT11 = 1 // $ = int 

:IMPORT2_865
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 12 
  $SUBURBAN_SLOT12 == 0 // $ == int 
jf @IMPORT2_937 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $LANDSTALKER_SCORE_OFF = init_object #LINE at -1107.0 151.1875 59.875 
01C7: remove_object_from_mission_cleanup_list $LANDSTALKER_SCORE_OFF 
0177: set_object $LANDSTALKER_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT12 = 1 // $ = int 

:IMPORT2_937
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 13 
  $SUBURBAN_SLOT13 == 0 // $ == int 
jf @IMPORT2_1009 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $STALLION_SCORE_OFF = init_object #LINE at -1107.0 151.1875 59.6875 
01C7: remove_object_from_mission_cleanup_list $STALLION_SCORE_OFF 
0177: set_object $STALLION_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT13 = 1 // $ = int 

:IMPORT2_1009
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 14 
  $SUBURBAN_SLOT14 == 0 // $ == int 
jf @IMPORT2_1081 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $INJECTION_SCORE_OFF = init_object #LINE at -1107.0 151.1875 59.4375 
01C7: remove_object_from_mission_cleanup_list $INJECTION_SCORE_OFF 
0177: set_object $INJECTION_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT14 = 1 // $ = int 

:IMPORT2_1081
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 15 
  $SUBURBAN_SLOT15 == 0 // $ == int 
jf @IMPORT2_1153 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $CABBIE_SCORE_OFF = init_object #LINE at -1107.0 151.1875 59.25 
01C7: remove_object_from_mission_cleanup_list $CABBIE_SCORE_OFF 
0177: set_object $CABBIE_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT15 = 1 // $ = int 

:IMPORT2_1153
if and
03D4:   garage $COLLECT_ALL_CARS2 contains_neededcar 16 
  $SUBURBAN_SLOT16 == 0 // $ == int 
jf @IMPORT2_1225 
$SUBURBAN_GARAGE_SLOTS_FILLED += 1 // $ += int 
029B: $ESPERANTO_SCORE_OFF = init_object #LINE at -1107.0 151.1875 59.0625 
01C7: remove_object_from_mission_cleanup_list $ESPERANTO_SCORE_OFF 
0177: set_object $ESPERANTO_SCORE_OFF z_angle_to 180.0 
030C: progress_made += 1 
$SUBURBAN_SLOT16 = 1 // $ = int 

:IMPORT2_1225
jump @IMPORT2_2594 

:IMPORT2_1232
if 
  $CHANGED_SUBURBAN_GARAGE_BEFORE == 0 // $ == int 
jf @IMPORT2_1264 
02FA: garage $COLLECT_ALL_CARS2 change_to_type 19 
$CHANGED_SUBURBAN_GARAGE_BEFORE = 1 // $ = int 

:IMPORT2_1264
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT2_2594 
if 
0056:   player $PLAYER_CHAR 0 -1117.375 158.0625 -1098.0 121.5 
jf @IMPORT2_2442 
if 
  $CREATE_CAR_PICKUPS_SUBURBAN == 0 // $ == int 
jf @IMPORT2_1669 
032B: $SENTINET_PICKUP = create_weapon_pickup #BONUS 3 ammo 17 at -1115.0 145.5 59.0 
032B: $CHEETAH_PICKUP = create_weapon_pickup #BONUS 3 ammo 18 at -1115.0 142.0 59.0 
032B: $BANSHEE_PICKUP = create_weapon_pickup #BONUS 3 ammo 19 at -1115.0 138.5 59.0 
032B: $IDAHO_PICKUP = create_weapon_pickup #BONUS 3 ammo 20 at -1115.0 135.0 59.0 
032B: $INFERNUS_PICKUP = create_weapon_pickup #BONUS 3 ammo 21 at -1115.0 131.5 59.0 
032B: $TAXI_PICKUP = create_weapon_pickup #BONUS 3 ammo 22 at -1115.0 128.0 59.0 
032B: $KURUMA_PICKUP = create_weapon_pickup #BONUS 3 ammo 23 at -1112.0 128.0 59.0 
032B: $STRETCH_PICKUP = create_weapon_pickup #BONUS 3 ammo 24 at -1109.0 128.0 59.0 
032B: $PERENNIAL_PICKUP = create_weapon_pickup #BONUS 3 ammo 25 at -1106.0 128.0 59.0 
032B: $STINGER_PICKUP = create_weapon_pickup #BONUS 3 ammo 26 at -1103.0 128.0 59.0 
032B: $MANANA_PICKUP = create_weapon_pickup #BONUS 3 ammo 27 at -1100.0 128.0 59.0 
032B: $LANDSTALKER_PICKUP = create_weapon_pickup #BONUS 3 ammo 28 at -1100.0 131.5 59.0 
032B: $STALLION_PICKUP = create_weapon_pickup #BONUS 3 ammo 29 at -1100.0 135.0 59.0 
032B: $INJECTION_PICKUP = create_weapon_pickup #BONUS 3 ammo 30 at -1100.0 138.5 59.0 
032B: $CABBIE_PICKUP = create_weapon_pickup #BONUS 3 ammo 31 at -1100.0 142.0 59.0 
032B: $ESPERANTO_PICKUP = create_weapon_pickup #BONUS 3 ammo 32 at -1100.0 145.5 59.0 
wait 1000 
0360: open_garage $COLLECT_ALL_CARS2 
$CREATE_CAR_PICKUPS_SUBURBAN = 1 // $ = int 

:IMPORT2_1669
if 
  $IMPORT_CAR_BEEN_CREATED_BEFORE2 == 0 // $ == int 
jf @IMPORT2_2435 
if 
0214:   pickup $SENTINET_PICKUP picked_up 
jf @IMPORT2_1717 
$IMPORT_CAR_TYPE2 = 95 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_1717
if 
0214:   pickup $CHEETAH_PICKUP picked_up 
jf @IMPORT2_1747 
$IMPORT_CAR_TYPE2 = 105 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_1747
if 
0214:   pickup $BANSHEE_PICKUP picked_up 
jf @IMPORT2_1777 
$IMPORT_CAR_TYPE2 = 119 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_1777
if 
0214:   pickup $IDAHO_PICKUP picked_up 
jf @IMPORT2_1807 
$IMPORT_CAR_TYPE2 = 91 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_1807
if 
0214:   pickup $INFERNUS_PICKUP picked_up 
jf @IMPORT2_1837 
$IMPORT_CAR_TYPE2 = 101 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_1837
if 
0214:   pickup $TAXI_PICKUP picked_up 
jf @IMPORT2_1867 
$IMPORT_CAR_TYPE2 = 110 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_1867
if 
0214:   pickup $KURUMA_PICKUP picked_up 
jf @IMPORT2_1897 
$IMPORT_CAR_TYPE2 = 111 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_1897
if 
0214:   pickup $STRETCH_PICKUP picked_up 
jf @IMPORT2_1927 
$IMPORT_CAR_TYPE2 = 99 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_1927
if 
0214:   pickup $PERENNIAL_PICKUP picked_up 
jf @IMPORT2_1957 
$IMPORT_CAR_TYPE2 = 94 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_1957
if 
0214:   pickup $STINGER_PICKUP picked_up 
jf @IMPORT2_1987 
$IMPORT_CAR_TYPE2 = 92 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_1987
if 
0214:   pickup $MANANA_PICKUP picked_up 
jf @IMPORT2_2017 
$IMPORT_CAR_TYPE2 = 100 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_2017
if 
0214:   pickup $LANDSTALKER_PICKUP picked_up 
jf @IMPORT2_2047 
$IMPORT_CAR_TYPE2 = 90 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_2047
if 
0214:   pickup $STALLION_PICKUP picked_up 
jf @IMPORT2_2078 
$IMPORT_CAR_TYPE2 = 129 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_2078
if 
0214:   pickup $INJECTION_PICKUP picked_up 
jf @IMPORT2_2108 
$IMPORT_CAR_TYPE2 = 114 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_2108
if 
0214:   pickup $CABBIE_PICKUP picked_up 
jf @IMPORT2_2139 
$IMPORT_CAR_TYPE2 = 128 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_2139
if 
0214:   pickup $ESPERANTO_PICKUP picked_up 
jf @IMPORT2_2169 
$IMPORT_CAR_TYPE2 = 109 // $ = int 
jump @IMPORT2_2176 

:IMPORT2_2169
jump @IMPORT2_1264 

:IMPORT2_2176
00BC: text_highpriority 'IMPORT1' time 5000 2  // Go outside and wait for your vehicle.
PACKAGE_734()
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT2_2271 

:IMPORT2_2214
if 
8056:   not player $PLAYER_CHAR 0 -1117.375 158.0625 -1105.0 150.875 
jf @IMPORT2_2271 
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT2_2264 

:IMPORT2_2264
jump @IMPORT2_2214 

:IMPORT2_2271
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT2_2294 
01B4: set_player $PLAYER_CHAR can_move 0 

:IMPORT2_2294
0361: close_garage $COLLECT_ALL_CARS2 

:IMPORT2_2299
if 
83B1:   not garage $COLLECT_ALL_CARS2 door_closed 
jf @IMPORT2_2326 
wait 0 
jump @IMPORT2_2299 

:IMPORT2_2326
0247: request_model $IMPORT_CAR_TYPE2 

:IMPORT2_2331
if 
8248:   not model $IMPORT_CAR_TYPE2 available 
jf @IMPORT2_2358 
wait 0 
jump @IMPORT2_2331 

:IMPORT2_2358
00A5: $IMPORTED_CAR2 = create_car $IMPORT_CAR_TYPE2 at -1112.0 143.1875 59.0 
0249: release_model $IMPORT_CAR_TYPE2 
0175: set_car $IMPORTED_CAR2 z_angle_to 0.0 
020A: set_car $IMPORTED_CAR2 door_status_to 1 
wait 1000 
0360: open_garage $COLLECT_ALL_CARS2 
if 
0256:   player $PLAYER_CHAR defined 
jf @IMPORT2_2428 
01B4: set_player $PLAYER_CHAR can_move 1 

:IMPORT2_2428
$IMPORT_CAR_BEEN_CREATED_BEFORE2 = 1 // $ = int 

:IMPORT2_2435
jump @IMPORT2_2594 

:IMPORT2_2442
if 
  $CREATE_CAR_PICKUPS_SUBURBAN == 1 // $ == int 
jf @IMPORT2_2594 
0361: close_garage $COLLECT_ALL_CARS2 

:IMPORT2_2465
if 
83B1:   not garage $COLLECT_ALL_CARS2 door_closed 
jf @IMPORT2_2492 
wait 0 
jump @IMPORT2_2465 

:IMPORT2_2492
PACKAGE_734()
if 
  $IMPORT_CAR_BEEN_CREATED_BEFORE2 == 1 // $ == int 
jf @IMPORT2_2580 
if 
8119:   not car $IMPORTED_CAR2 wrecked 
jf @IMPORT2_2580 
if 
00B0:   car $IMPORTED_CAR2 0 -1117.375 149.75 -1098.0 121.5 
jf @IMPORT2_2575 
00A6: destroy_car $IMPORTED_CAR2 
jump @IMPORT2_2580 

:IMPORT2_2575
01C3: mark_car_as_no_longer_needed $IMPORTED_CAR2 

:IMPORT2_2580
$IMPORT_CAR_BEEN_CREATED_BEFORE2 = 0 // $ = int 
$CREATE_CAR_PICKUPS_SUBURBAN = 0 // $ = int 

:IMPORT2_2594
jump @IMPORT2_10 

:PACKAGE
script_name 'PACKAGE' 
wait 300 
03E1: $NUMBER_OF_PACKAGES_COLLECTED = packages_found 

:PACKAGE_20
if 
  10 > $NUMBER_OF_PACKAGES_COLLECTED // int > $ 
jf @PACKAGE_55 
wait 500 
03E1: $NUMBER_OF_PACKAGES_COLLECTED = packages_found 
jump @PACKAGE_20 

:PACKAGE_55
030C: progress_made += 1 
014D: text_pager 'PAGEB1' 140 2 0  // Pistol delivered to hideout
$EARNED_FREE_PISTOL = 1 // $ = int 

:PACKAGE_83
if 
  20 > $NUMBER_OF_PACKAGES_COLLECTED // int > $ 
jf @PACKAGE_118 
wait 500 
03E1: $NUMBER_OF_PACKAGES_COLLECTED = packages_found 
jump @PACKAGE_83 

:PACKAGE_118
030C: progress_made += 1 
014D: text_pager 'PAGEB2' 140 2 0  // Uzi delivered to hideout
$EARNED_FREE_UZI = 1 // $ = int 

:PACKAGE_146
if 
  30 > $NUMBER_OF_PACKAGES_COLLECTED // int > $ 
jf @PACKAGE_181 
wait 500 
03E1: $NUMBER_OF_PACKAGES_COLLECTED = packages_found 
jump @PACKAGE_146 

:PACKAGE_181
030C: progress_made += 1 
014D: text_pager 'PAGEB5' 140 2 0  // grenades delivered to hideout
$EARNED_FREE_GRENADES = 1 // $ = int 

:PACKAGE_209
if 
  40 > $NUMBER_OF_PACKAGES_COLLECTED // int > $ 
jf @PACKAGE_244 
wait 500 
03E1: $NUMBER_OF_PACKAGES_COLLECTED = packages_found 
jump @PACKAGE_209 

:PACKAGE_244
030C: progress_made += 1 
014D: text_pager 'PAGEB4' 140 2 0  // Shotgun delivered to hideout
$EARNED_FREE_SHOTGUN = 1 // $ = int 

:PACKAGE_272
if 
  50 > $NUMBER_OF_PACKAGES_COLLECTED // int > $ 
jf @PACKAGE_307 
wait 500 
03E1: $NUMBER_OF_PACKAGES_COLLECTED = packages_found 
jump @PACKAGE_272 

:PACKAGE_307
030C: progress_made += 1 
014D: text_pager 'PAGEB3' 140 2 0  // Body armor delivered to hideout
$EARNED_FREE_ARMOUR = 1 // $ = int 

:PACKAGE_335
if 
  60 > $NUMBER_OF_PACKAGES_COLLECTED // int > $ 
jf @PACKAGE_370 
wait 500 
03E1: $NUMBER_OF_PACKAGES_COLLECTED = packages_found 
jump @PACKAGE_335 

:PACKAGE_370
030C: progress_made += 1 
014D: text_pager 'PAGEB6' 140 2 0  // molotovs delivered to hideout
$EARNED_FREE_MOLOTOVS = 1 // $ = int 

:PACKAGE_398
if 
  70 > $NUMBER_OF_PACKAGES_COLLECTED // int > $ 
jf @PACKAGE_433 
wait 500 
03E1: $NUMBER_OF_PACKAGES_COLLECTED = packages_found 
jump @PACKAGE_398 

:PACKAGE_433
030C: progress_made += 1 
014D: text_pager 'PAGEB7' 140 2 0  // AK47 delivered to hideout
$EARNED_FREE_AK47 = 1 // $ = int 

:PACKAGE_461
if 
  80 > $NUMBER_OF_PACKAGES_COLLECTED // int > $ 
jf @PACKAGE_496 
wait 500 
03E1: $NUMBER_OF_PACKAGES_COLLECTED = packages_found 
jump @PACKAGE_461 

:PACKAGE_496
030C: progress_made += 1 
014D: text_pager 'PAGEB8' 140 2 0  // Sniper rifle delivered to hideout
$EARNED_FREE_SNIPER = 1 // $ = int 

:PACKAGE_524
if 
  90 > $NUMBER_OF_PACKAGES_COLLECTED // int > $ 
jf @PACKAGE_559 
wait 500 
03E1: $NUMBER_OF_PACKAGES_COLLECTED = packages_found 
jump @PACKAGE_524 

:PACKAGE_559
030C: progress_made += 1 
014D: text_pager 'PAGEB9' 140 2 0  // M16 delivered to hideout
$EARNED_FREE_M16 = 1 // $ = int 

:PACKAGE_587
if 
  100 > $NUMBER_OF_PACKAGES_COLLECTED // int > $ 
jf @PACKAGE_622 
wait 500 
03E1: $NUMBER_OF_PACKAGES_COLLECTED = packages_found 
jump @PACKAGE_587 

:PACKAGE_622
030C: progress_made += 1 
014D: text_pager 'PAGEB10' 140 2 0  // Rocket Launcher delivered to hideout
$EARNED_FREE_LAUNCHER = 1 // $ = int 
terminate_this_script 

:PACKAGE_652
0215: destroy_pickup $SECURICAR_PICKUP 
0215: destroy_pickup $MOONBEAM_PICKUP 
0215: destroy_pickup $COACH_PICKUP 
0215: destroy_pickup $FLATBED_PICKUP 
0215: destroy_pickup $LINERUNNER_PICKUP 
0215: destroy_pickup $TRASHMASTER_PICKUP 
0215: destroy_pickup $PATRIOT_PICKUP 
0215: destroy_pickup $WHOOPEE_PICKUP 
0215: destroy_pickup $BLISTA_PICKUP 
0215: destroy_pickup $MULE_PICKUP 
0215: destroy_pickup $YANKEE_PICKUP 
0215: destroy_pickup $BOBCAT_PICKUP 
0215: destroy_pickup $DODO_PICKUP 
0215: destroy_pickup $BUS_PICKUP 
0215: destroy_pickup $RUMPO_PICKUP 
0215: destroy_pickup $PONY_PICKUP 
return 

:PACKAGE_734
0215: destroy_pickup $SENTINET_PICKUP 
0215: destroy_pickup $CHEETAH_PICKUP 
0215: destroy_pickup $BANSHEE_PICKUP 
0215: destroy_pickup $IDAHO_PICKUP 
0215: destroy_pickup $INFERNUS_PICKUP 
0215: destroy_pickup $TAXI_PICKUP 
0215: destroy_pickup $KURUMA_PICKUP 
0215: destroy_pickup $STRETCH_PICKUP 
0215: destroy_pickup $PERENNIAL_PICKUP 
0215: destroy_pickup $STINGER_PICKUP 
0215: destroy_pickup $MANANA_PICKUP 
0215: destroy_pickup $LANDSTALKER_PICKUP 
0215: destroy_pickup $STALLION_PICKUP 
0215: destroy_pickup $INJECTION_PICKUP 
0215: destroy_pickup $CABBIE_PICKUP 
0215: destroy_pickup $ESPERANTO_PICKUP 
return 

:PACKAGE_816
0215: destroy_pickup $COPCAR_PICKUP 
0215: destroy_pickup $SWATVAN_PICKUP 
0215: destroy_pickup $FBI_PICKUP 
0215: destroy_pickup $TANK_PICKUP 
0215: destroy_pickup $BARRACKS_PICKUP 
0215: destroy_pickup $AMBULANCE_PICKUP 
0215: destroy_pickup $FIRETRUCK_PICKUP 
return 

:PACKAGE_853
0215: destroy_pickup $BONUS_GUN1 
0215: destroy_pickup $BONUS_GUN2 
0215: destroy_pickup $BONUS_GUN3 
0215: destroy_pickup $BONUS_GUN4 
0215: destroy_pickup $BONUS_GUN5 
0215: destroy_pickup $BONUS_GUN6 
0215: destroy_pickup $BONUS_GUN7 
0215: destroy_pickup $BONUS_GUN8 
0215: destroy_pickup $BONUS_GUN9 
0215: destroy_pickup $BONUS_GUNFLAME 
0215: destroy_pickup $BONUS_GUN10 
0215: destroy_pickup $BONUS_BRIBE1 
0215: destroy_pickup $BONUS_BRIBE2 
0215: destroy_pickup $BONUS_BRIBE3 
0215: destroy_pickup $BONUS_BRIBE4 
0215: destroy_pickup $BONUS_BRIBE5 
0215: destroy_pickup $BONUS_BRIBE6 
0215: destroy_pickup $BONUS_HEALTH 
0215: destroy_pickup $BONUS_ADRENALINE 
return 

:CAMERA
$RAYS_CAMERA_1 = 0 // $ = int 
$RAYS_CAMERA_2 = 0 // $ = int 
$RAYS_CAMERA_3 = 0 // $ = int 
$RAYS_CUTSCENE_FLAG = 0 // $ = int 
script_name 'CAMERA' 
set_wb_check_to 0 

:CAMERA_42
wait 70 
if 
0256:   player $PLAYER_CHAR defined 
jf @CAMERA_1099 
if 
03C6:   current_island == 2 
jf @CAMERA_1099 
if 
  $RAYS_CUTSCENE_FLAG == 0 // $ == int 
jf @CAMERA_1099 
if 
0256:   player $PLAYER_CHAR defined 
jf @CAMERA_1099 
if 
0121:   player $PLAYER_CHAR in_zone 'PARK'  // Belleville Park
jf @CAMERA_1042 
if 
0057:   player $PLAYER_CHAR 0 36.5 -734.5625 21.625 47.4375 -726.9375 24.4375 
jf @CAMERA_850 
if 
0056:   player $PLAYER_CHAR 0 36.5 -729.375 47.4375 -726.9375 
jf @CAMERA_427 
if 
  $RAYS_CAMERA_1 == 0 // $ == int 
jf @CAMERA_248 
01B4: set_player $PLAYER_CHAR can_move 0 
0169: set_fade_color 1 1 1 
fade 0 200 
$RAYS_CAMERA_1 = 1 // $ = int 

:CAMERA_248
if 
  $RAYS_CAMERA_1 == 1 // $ == int 
jf @CAMERA_368 
if 
  not fading 
jf @CAMERA_368 
if 
  $RAYS_CAMERA_2 == 0 // $ == int 
jf @CAMERA_319 
0055: put_player $PLAYER_CHAR at 38.9375 -727.8125 21.5625 
0171: set_player $PLAYER_CHAR z_angle_to 225.0 

:CAMERA_319
015F: set_camera_position 36.0 -728.3125 24.25 rotation 0.0 0.0 0.0 
0452: enable_player_control_camera 
0160: point_camera 36.9375 -728.3125 23.875 switchstyle 2 
fade 1 200 
$RAYS_CAMERA_1 = 2 // $ = int 

:CAMERA_368
if 
  $RAYS_CAMERA_1 == 2 // $ == int 
jf @CAMERA_427 
if 
  not fading 
jf @CAMERA_427 
01B4: set_player $PLAYER_CHAR can_move 1 
$RAYS_CAMERA_1 = 3 // $ = int 
$RAYS_CAMERA_2 = 0 // $ = int 
$RAYS_CAMERA_3 = 0 // $ = int 

:CAMERA_427
if 
0056:   player $PLAYER_CHAR 0 44.25 -734.5625 47.4375 -729.375 
jf @CAMERA_635 
if 
  $RAYS_CAMERA_2 == 0 // $ == int 
jf @CAMERA_496 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 200 
$RAYS_CAMERA_2 = 1 // $ = int 

:CAMERA_496
if 
  $RAYS_CAMERA_2 == 1 // $ == int 
jf @CAMERA_576 
if 
  not fading 
jf @CAMERA_576 
015F: set_camera_position 46.6875 -727.125 22.5 rotation 0.0 0.0 0.0 
0452: enable_player_control_camera 
0160: point_camera 46.4375 -728.0625 22.5625 switchstyle 2 
fade 1 200 
$RAYS_CAMERA_2 = 2 // $ = int 

:CAMERA_576
if 
  $RAYS_CAMERA_2 == 2 // $ == int 
jf @CAMERA_635 
if 
  not fading 
jf @CAMERA_635 
01B4: set_player $PLAYER_CHAR can_move 1 
$RAYS_CAMERA_1 = 0 // $ = int 
$RAYS_CAMERA_2 = 3 // $ = int 
$RAYS_CAMERA_3 = 0 // $ = int 

:CAMERA_635
if 
0056:   player $PLAYER_CHAR 0 36.5 -734.5625 44.25 -729.375 
jf @CAMERA_843 
if 
  $RAYS_CAMERA_3 == 0 // $ == int 
jf @CAMERA_704 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 200 
$RAYS_CAMERA_3 = 1 // $ = int 

:CAMERA_704
if 
  $RAYS_CAMERA_3 == 1 // $ == int 
jf @CAMERA_784 
if 
  not fading 
jf @CAMERA_784 
015F: set_camera_position 46.5625 -733.875 23.9375 rotation 0.0 0.0 0.0 
0452: enable_player_control_camera 
0160: point_camera 45.625 -733.5625 23.6875 switchstyle 2 
fade 1 200 
$RAYS_CAMERA_3 = 2 // $ = int 

:CAMERA_784
if 
  $RAYS_CAMERA_3 == 2 // $ == int 
jf @CAMERA_843 
if 
  not fading 
jf @CAMERA_843 
01B4: set_player $PLAYER_CHAR can_move 1 
$RAYS_CAMERA_1 = 0 // $ = int 
$RAYS_CAMERA_2 = 0 // $ = int 
$RAYS_CAMERA_3 = 3 // $ = int 

:CAMERA_843
jump @CAMERA_1035 

:CAMERA_850
if 
  $RAYS_CAMERA_1 == 3 // $ == int 
jf @CAMERA_889 
01B4: set_player $PLAYER_CHAR can_move 0 
fade 0 200 
$RAYS_CAMERA_1 = 4 // $ = int 

:CAMERA_889
if 
  $RAYS_CAMERA_1 == 4 // $ == int 
jf @CAMERA_976 
if 
  not fading 
jf @CAMERA_976 
0395: clear_area 1 at 38.875 -726.0 22.1875 range 2.0 
0055: put_player $PLAYER_CHAR at 38.875 -726.0 21.5625 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
fade 1 200 
$RAYS_CAMERA_1 = 5 // $ = int 

:CAMERA_976
if 
  $RAYS_CAMERA_1 == 5 // $ == int 
jf @CAMERA_1035 
if 
  not fading 
jf @CAMERA_1035 
01B4: set_player $PLAYER_CHAR can_move 1 
$RAYS_CAMERA_1 = 0 // $ = int 
$RAYS_CAMERA_2 = 0 // $ = int 
$RAYS_CAMERA_3 = 0 // $ = int 

:CAMERA_1035
jump @CAMERA_1099 

:CAMERA_1042
if or
   not $RAYS_CAMERA_1 == 0 // $ == int 
   not $RAYS_CAMERA_2 == 0 // $ == int 
   not $RAYS_CAMERA_3 == 0 // $ == int 
jf @CAMERA_1099 
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 
$RAYS_CAMERA_1 = 0 // $ = int 
$RAYS_CAMERA_2 = 0 // $ = int 
$RAYS_CAMERA_3 = 0 // $ = int 

:CAMERA_1099
jump @CAMERA_42 
terminate_this_script 

:GATES
$GATE_SFX1 = 0 // $ = int 
$GATE_SFX2 = 0 // $ = int 
$GATE2_SFX1 = 0 // $ = int 
$GATE2_SFX2 = 0 // $ = int 
$GATE_SFX1_FISH = 0 // $ = int 
$GATE_SFX2_FISH = 0 // $ = int 
$GATE_SFX1_MEAT = 0 // $ = int 
$GATE_SFX2_MEAT = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 
script_name 'GATES' 
set_wb_check_to 0 
start_new_script @FSH_GTE 
start_new_script @DOG_GTE 
start_new_script @POL_GT1 
start_new_script @POL_GT2 
start_new_script @COL_GTE 
start_new_script @PHL_GTE 
start_new_script @COL2GTE 
terminate_this_script 

:FSH_GTE
script_name 'FSH_GTE' 

:FSH_GTE_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @FSH_GTE_490 
if 
0121:   player $PLAYER_CHAR in_zone 'PORT_W'  // Callahan Point
jf @FSH_GTE_490 
if 
0057:   player $PLAYER_CHAR 0 1025.188 -1108.375 12.0 1008.188 -1098.375 16.0 
jf @FSH_GTE_304 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #BELLYUP 
00DE:   player $PLAYER_CHAR driving_vehicle_type #TRASH 
0057:   player $PLAYER_CHAR 0 1015.563 -1100.5 12.0 1009.188 -1108.063 16.0 
jf @FSH_GTE_297 
if 
  $GATE_SFX1_FISH == 0 // $ == int 
jf @FSH_GTE_180 
018C: play_sound 92 at 1016.0 -1107.938 12.25 
$GATE_SFX1_FISH = 1 // $ = int 

:FSH_GTE_180
if 
834E:   not move_object $FISH_FACTORY_GATE to 1016.0 -1099.438 12.25 speed 0.0 0.0625 0.0 collision_check 0 
jf @FSH_GTE_227 
wait 0 
jump @FSH_GTE_180 

:FSH_GTE_227
if 
  $NOT_CLUNKED_YET == 1 // $ == int 
jf @FSH_GTE_259 
$GATE_SFX2_FISH = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:FSH_GTE_259
if 
  $GATE_SFX2_FISH == 0 // $ == int 
jf @FSH_GTE_297 
018C: play_sound 93 at 1016.0 -1099.438 12.25 
$GATE_SFX2_FISH = 1 // $ = int 

:FSH_GTE_297
jump @FSH_GTE_490 

:FSH_GTE_304
if 
  $GATE_SFX1_FISH == 1 // $ == int 
jf @FSH_GTE_335 
018C: play_sound 92 at 1016.0 -1099.438 12.25 

:FSH_GTE_335
if 
834E:   not move_object $FISH_FACTORY_GATE to 1016.0 -1107.938 12.25 speed 0.0 0.0625 0.0 collision_check 1 
jf @FSH_GTE_382 
wait 0 
jump @FSH_GTE_335 

:FSH_GTE_382
01BB: store_object $FISH_FACTORY_GATE position_to $OBJECTX $OBJECTY $OBJECTZ 
if 
  $GATE_SFX2_FISH == 1 // $ == int 
jf @FSH_GTE_483 
$NOT_CLUNKED_YET = 1 // $ = int 
if and
  $OBJECTX == 1016.0 // $ == float 
  $OBJECTY == -1107.938 // $ == float 
  $OBJECTZ == 12.25 // $ == float 
jf @FSH_GTE_483 
018C: play_sound 93 at 1016.0 -1107.938 12.25 
$GATE_SFX2_FISH = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:FSH_GTE_483
$GATE_SFX1_FISH = 0 // $ = int 

:FSH_GTE_490
jump @FSH_GTE_10 

:DOG_GTE
script_name 'DOG_GTE' 

:DOG_GTE_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @DOG_GTE_442 
if 
0121:   player $PLAYER_CHAR in_zone 'PORT_I'  // Trenton
jf @DOG_GTE_442 
if 
02B3:   player $PLAYER_CHAR in_cube 1247.563 -822.0 12.0 1253.938 -815.0 18.0 radius 14.0 sphere 0 
jf @DOG_GTE_256 
if 
  $GATE_SFX1_MEAT == 0 // $ == int 
jf @DOG_GTE_132 
018C: play_sound 92 at 1250.375 -812.0 13.9375 
$GATE_SFX1_MEAT = 1 // $ = int 

:DOG_GTE_132
if 
834E:   not move_object $DOGFOOD_FACTORY_GATE to 1244.375 -818.0 13.9375 speed 0.0625 0.0625 0.0 collision_check 0 
jf @DOG_GTE_179 
wait 0 
jump @DOG_GTE_132 

:DOG_GTE_179
if 
  $NOT_CLUNKED_YET == 1 // $ == int 
jf @DOG_GTE_211 
$GATE_SFX2_MEAT = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:DOG_GTE_211
if 
  $GATE_SFX2_MEAT == 0 // $ == int 
jf @DOG_GTE_249 
018C: play_sound 93 at 1244.375 -818.0 13.9375 
$GATE_SFX2_MEAT = 1 // $ = int 

:DOG_GTE_249
jump @DOG_GTE_442 

:DOG_GTE_256
if 
  $GATE_SFX1_MEAT == 1 // $ == int 
jf @DOG_GTE_287 
018C: play_sound 92 at 1244.375 -818.0 13.9375 

:DOG_GTE_287
if 
834E:   not move_object $DOGFOOD_FACTORY_GATE to 1250.375 -812.0 13.9375 speed 0.0625 0.0625 0.0 collision_check 1 
jf @DOG_GTE_334 
wait 0 
jump @DOG_GTE_287 

:DOG_GTE_334
01BB: store_object $DOGFOOD_FACTORY_GATE position_to $OBJECTX $OBJECTY $OBJECTZ 
if 
  $GATE_SFX2_MEAT == 1 // $ == int 
jf @DOG_GTE_435 
$NOT_CLUNKED_YET = 1 // $ = int 
if and
  $OBJECTX == 1250.375 // $ == float 
  $OBJECTY == -812.0 // $ == float 
  $OBJECTZ == 13.9375 // $ == float 
jf @DOG_GTE_435 
018C: play_sound 93 at 1250.375 -812.0 13.9375 
$GATE_SFX2_MEAT = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:DOG_GTE_435
$GATE_SFX1_MEAT = 0 // $ = int 

:DOG_GTE_442
jump @DOG_GTE_10 

:POL_GT1
script_name 'POL_GT1' 

:POL_GT1_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @POL_GT1_482 
if 
0121:   player $PLAYER_CHAR in_zone 'YAKUSA'  // Torrington
jf @POL_GT1_482 
if 
0057:   player $PLAYER_CHAR 0 358.0 -1138.0 18.0 366.0 -1121.0 30.0 
jf @POL_GT1_296 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #POLICE 
0057:   player $PLAYER_CHAR 0 365.875 -1128.188 21.875 358.5 -1119.5 26.0 
jf @POL_GT1_289 
if 
  $GATE_SFX1 == 0 // $ == int 
jf @POL_GT1_172 
018C: play_sound 92 at 366.125 -1128.5 21.9375 
$GATE_SFX1 = 1 // $ = int 

:POL_GT1_172
if 
834E:   not move_object $POLICE_DOOR_ONE to 358.125 -1128.5 21.9375 speed 0.0625 0.0 0.0 collision_check 0 
jf @POL_GT1_219 
wait 0 
jump @POL_GT1_172 

:POL_GT1_219
if 
  $NOT_CLUNKED_YET == 1 // $ == int 
jf @POL_GT1_251 
$GATE_SFX2 = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:POL_GT1_251
if 
  $GATE_SFX2 == 0 // $ == int 
jf @POL_GT1_289 
018C: play_sound 93 at 358.125 -1128.5 21.9375 
$GATE_SFX2 = 1 // $ = int 

:POL_GT1_289
jump @POL_GT1_482 

:POL_GT1_296
if 
  $GATE_SFX1 == 1 // $ == int 
jf @POL_GT1_327 
018C: play_sound 92 at 358.125 -1128.5 21.9375 

:POL_GT1_327
if 
834E:   not move_object $POLICE_DOOR_ONE to 366.125 -1128.5 21.9375 speed 0.0625 0.0 0.0 collision_check 1 
jf @POL_GT1_374 
wait 0 
jump @POL_GT1_327 

:POL_GT1_374
01BB: store_object $POLICE_DOOR_ONE position_to $OBJECTX $OBJECTY $OBJECTZ 
if 
  $GATE_SFX2 == 1 // $ == int 
jf @POL_GT1_475 
$NOT_CLUNKED_YET = 1 // $ = int 
if and
  $OBJECTX == 366.125 // $ == float 
  $OBJECTY == -1128.5 // $ == float 
  $OBJECTZ == 21.9375 // $ == float 
jf @POL_GT1_475 
018C: play_sound 93 at 366.125 -1128.5 21.9375 
$GATE_SFX2 = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:POL_GT1_475
$GATE_SFX1 = 0 // $ = int 

:POL_GT1_482
jump @POL_GT1_10 

:POL_GT2
script_name 'POL_GT2' 

:POL_GT2_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @POL_GT2_482 
if 
0121:   player $PLAYER_CHAR in_zone 'YAKUSA'  // Torrington
jf @POL_GT2_482 
if 
0057:   player $PLAYER_CHAR 0 317.8125 -1136.0 18.0 322.8125 -1119.813 30.0 
jf @POL_GT2_296 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #POLICE 
0057:   player $PLAYER_CHAR 0 322.6875 -1128.063 21.875 318.0 -1119.25 26.0 
jf @POL_GT2_289 
if 
  $GATE2_SFX1 == 0 // $ == int 
jf @POL_GT2_172 
018C: play_sound 92 at 326.25 -1128.5 21.9375 
$GATE2_SFX1 = 1 // $ = int 

:POL_GT2_172
if 
834E:   not move_object $POLICE_DOOR_TWO to 332.0 -1128.5 21.9375 speed 0.0625 0.0 0.0 collision_check 0 
jf @POL_GT2_219 
wait 0 
jump @POL_GT2_172 

:POL_GT2_219
if 
  $NOT_CLUNKED_YET == 1 // $ == int 
jf @POL_GT2_251 
$GATE2_SFX2 = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:POL_GT2_251
if 
  $GATE2_SFX2 == 0 // $ == int 
jf @POL_GT2_289 
018C: play_sound 93 at 332.0 -1128.5 21.9375 
$GATE2_SFX2 = 1 // $ = int 

:POL_GT2_289
jump @POL_GT2_482 

:POL_GT2_296
if 
  $GATE2_SFX1 == 1 // $ == int 
jf @POL_GT2_327 
018C: play_sound 92 at 332.0 -1128.5 21.9375 

:POL_GT2_327
if 
834E:   not move_object $POLICE_DOOR_TWO to 326.25 -1128.5 21.9375 speed 0.0625 0.0 0.0 collision_check 1 
jf @POL_GT2_374 
wait 0 
jump @POL_GT2_327 

:POL_GT2_374
01BB: store_object $POLICE_DOOR_TWO position_to $OBJECTX $OBJECTY $OBJECTZ 
if 
  $GATE2_SFX2 == 1 // $ == int 
jf @POL_GT2_475 
$NOT_CLUNKED_YET = 1 // $ = int 
if and
  $OBJECTX == 326.25 // $ == float 
  $OBJECTY == -1128.5 // $ == float 
  $OBJECTZ == 21.9375 // $ == float 
jf @POL_GT2_475 
018C: play_sound 93 at 326.25 -1128.5 21.9375 
$GATE2_SFX2 = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:POL_GT2_475
$GATE2_SFX1 = 0 // $ = int 

:POL_GT2_482
jump @POL_GT2_10 

:COL_GTE
script_name 'COL_GTE' 

:COL_GTE_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @COL_GTE_483 
if 
0121:   player $PLAYER_CHAR in_zone 'STADIUM'  // Aspatria
jf @COL_GTE_483 
if 
0057:   player $PLAYER_CHAR 0 98.5625 -337.5 14.0 81.875 -317.5 20.0 
jf @COL_GTE_297 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #COLUMB 
0057:   player $PLAYER_CHAR 0 31.0 -317.0 14.0 91.0 -394.0 25.0 
jf @COL_GTE_290 
if 
  $GATE2_SFX1 == 0 // $ == int 
jf @COL_GTE_173 
018C: play_sound 92 at 91.5625 -318.5625 15.25 
$GATE2_SFX1 = 1 // $ = int 

:COL_GTE_173
if 
834E:   not move_object $COLOMBIAN_GATE to 91.5625 -327.3125 15.25 speed 0.0 0.0625 0.0 collision_check 0 
jf @COL_GTE_220 
wait 0 
jump @COL_GTE_173 

:COL_GTE_220
if 
  $NOT_CLUNKED_YET == 1 // $ == int 
jf @COL_GTE_252 
$GATE_SFX2 = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:COL_GTE_252
if 
  $GATE2_SFX2 == 0 // $ == int 
jf @COL_GTE_290 
018C: play_sound 93 at 91.5625 -327.3125 15.25 
$GATE2_SFX2 = 1 // $ = int 

:COL_GTE_290
jump @COL_GTE_483 

:COL_GTE_297
if 
  $GATE2_SFX1 == 1 // $ == int 
jf @COL_GTE_328 
018C: play_sound 92 at 91.5625 -327.3125 15.25 

:COL_GTE_328
if 
834E:   not move_object $COLOMBIAN_GATE to 91.5625 -318.5625 15.25 speed 0.0 0.0625 0.0 collision_check 1 
jf @COL_GTE_375 
wait 0 
jump @COL_GTE_328 

:COL_GTE_375
01BB: store_object $COLOMBIAN_GATE position_to $OBJECTX $OBJECTY $OBJECTZ 
if 
  $GATE2_SFX2 == 1 // $ == int 
jf @COL_GTE_476 
$NOT_CLUNKED_YET = 1 // $ = int 
if and
  $OBJECTX == 91.5625 // $ == float 
  $OBJECTY == -318.5625 // $ == float 
  $OBJECTZ == 15.25 // $ == float 
jf @COL_GTE_476 
018C: play_sound 93 at 91.5625 -318.5625 15.25 
$GATE2_SFX2 = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:COL_GTE_476
$GATE2_SFX1 = 0 // $ = int 

:COL_GTE_483
jump @COL_GTE_10 

:PHL_GTE
script_name 'PHL_GTE' 

:PHL_GTE_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @PHL_GTE_552 
if 
0121:   player $PLAYER_CHAR in_zone 'HOSPI_2'  // Rockford
jf @PHL_GTE_552 
$OPEN_PHILS_GATE = 0 // $ = int 
if 
  $FLAG_RAY_MISSION2_PASSED == 1 // $ == int 
jf @PHL_GTE_124 
if 
0056:   player $PLAYER_CHAR 0 134.0 198.0 156.0 207.0 
jf @PHL_GTE_117 
$OPEN_PHILS_GATE = 1 // $ = int 

:PHL_GTE_117
jump @PHL_GTE_186 

:PHL_GTE_124
if 
  $FLAG_PLAYER_ON_PHIL_MISSION == 1 // $ == int 
jf @PHL_GTE_149 
jump @PHL_GTE_10 

:PHL_GTE_149
if 
0056:   player $PLAYER_CHAR 0 138.0 198.0 146.0 207.0 
jf @PHL_GTE_186 
$OPEN_PHILS_GATE = 1 // $ = int 

:PHL_GTE_186
if 
  $OPEN_PHILS_GATE == 1 // $ == int 
jf @PHL_GTE_366 
if 
  $GATE2_SFX1 == 0 // $ == int 
jf @PHL_GTE_242 
018C: play_sound 92 at 147.1875 207.3125 10.5625 
$GATE2_SFX1 = 1 // $ = int 

:PHL_GTE_242
if 
834E:   not move_object $PHILS_COMPND_GATE to 147.1875 214.5 10.5625 speed 0.0 0.0625 0.0 collision_check 0 
jf @PHL_GTE_289 
wait 0 
jump @PHL_GTE_242 

:PHL_GTE_289
if 
  $NOT_CLUNKED_YET == 1 // $ == int 
jf @PHL_GTE_321 
$GATE_SFX2 = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:PHL_GTE_321
if 
  $GATE2_SFX2 == 0 // $ == int 
jf @PHL_GTE_359 
018C: play_sound 93 at 147.1875 214.5 10.5625 
$GATE2_SFX2 = 1 // $ = int 

:PHL_GTE_359
jump @PHL_GTE_552 

:PHL_GTE_366
if 
  $GATE2_SFX1 == 1 // $ == int 
jf @PHL_GTE_397 
018C: play_sound 92 at 147.1875 214.5 10.5625 

:PHL_GTE_397
if 
834E:   not move_object $PHILS_COMPND_GATE to 147.1875 207.3125 10.5625 speed 0.0 0.0625 0.0 collision_check 1 
jf @PHL_GTE_444 
wait 0 
jump @PHL_GTE_397 

:PHL_GTE_444
01BB: store_object $PHILS_COMPND_GATE position_to $OBJECTX $OBJECTY $OBJECTZ 
if 
  $GATE2_SFX2 == 1 // $ == int 
jf @PHL_GTE_545 
$NOT_CLUNKED_YET = 1 // $ = int 
if and
  $OBJECTX == 147.1875 // $ == float 
  $OBJECTY == 207.3125 // $ == float 
  $OBJECTZ == 10.5625 // $ == float 
jf @PHL_GTE_545 
018C: play_sound 93 at 147.1875 207.3125 10.5625 
$GATE2_SFX2 = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:PHL_GTE_545
$GATE2_SFX1 = 0 // $ = int 

:PHL_GTE_552
jump @PHL_GTE_10 

:COL2GTE
script_name 'COL2GTE' 

:COL2GTE_10
wait 1000 
if 
0256:   player $PLAYER_CHAR defined 
jf @COL2GTE_483 
if 
0121:   player $PLAYER_CHAR in_zone 'SWANKS'  // Cedar Grove
jf @COL2GTE_483 
if 
0057:   player $PLAYER_CHAR 0 -367.25 241.0 59.0 -358.75 259.5625 65.0 
jf @COL2GTE_297 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #COLUMB 
0057:   player $PLAYER_CHAR 0 -367.25 251.0 59.0 -358.75 259.5625 65.0 
jf @COL2GTE_290 
if 
  $GATE_SFX1 == 0 // $ == int 
jf @COL2GTE_173 
018C: play_sound 92 at -363.0 250.4375 61.3125 
$GATE_SFX1 = 1 // $ = int 

:COL2GTE_173
if 
834E:   not move_object $COLUMBIAN_GATE2 to -370.0 250.4375 61.3125 speed 0.0625 0.0 0.0 collision_check 0 
jf @COL2GTE_220 
wait 0 
jump @COL2GTE_173 

:COL2GTE_220
if 
  $NOT_CLUNKED_YET == 1 // $ == int 
jf @COL2GTE_252 
$GATE_SFX2 = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:COL2GTE_252
if 
  $GATE_SFX2 == 0 // $ == int 
jf @COL2GTE_290 
018C: play_sound 93 at -370.0 250.4375 61.3125 
$GATE_SFX2 = 1 // $ = int 

:COL2GTE_290
jump @COL2GTE_483 

:COL2GTE_297
if 
  $GATE_SFX1 == 1 // $ == int 
jf @COL2GTE_328 
018C: play_sound 92 at -370.0 250.4375 61.3125 

:COL2GTE_328
if 
834E:   not move_object $COLUMBIAN_GATE2 to -363.0 250.4375 61.3125 speed 0.0625 0.0 0.0 collision_check 1 
jf @COL2GTE_375 
wait 0 
jump @COL2GTE_328 

:COL2GTE_375
01BB: store_object $COLUMBIAN_GATE2 position_to $OBJECTX $OBJECTY $OBJECTZ 
if 
  $GATE_SFX2 == 1 // $ == int 
jf @COL2GTE_476 
$NOT_CLUNKED_YET = 1 // $ = int 
if and
  $OBJECTX == -363.0 // $ == float 
  $OBJECTY == 250.4375 // $ == float 
  $OBJECTZ == 61.3125 // $ == float 
jf @COL2GTE_476 
018C: play_sound 93 at -363.0 250.4375 61.3125 
$GATE_SFX2 = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:COL2GTE_476
$GATE_SFX1 = 0 // $ = int 

:COL2GTE_483
jump @COL2GTE_10 

//-------------Mission 0---------------
// Originally: Intro Movie

:INTRO
$ONMISSION = 1 // $ = int 
$SKIP_FLAG = 0 // $ = int 
wait 0 
script_name 'INTRO' 
0169: set_fade_color 0 0 0 
fade 0 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0336: set_player $PLAYER_CHAR visible 0 
03AF: set_streaming 0 
03AD: set_rubbish 0 
03EF: player $PLAYER_CHAR make_safe 
043D: set_intro_is_playing 1 
03F7: load_island_data 0 
023C: load_special_actor 1 'CAT' 
023C: load_special_actor 2 'COLROB' 
023C: load_special_actor 3 'MIGUEL' 
023C: load_special_actor 4 'PLAYERX' 
02F3: load_object #CUTOBJ01 'CS_BAN' 
02F3: load_object #CUTOBJ02 'BANKD' 
02F3: load_object #CUTOBJ03 'CS_LOOT' 
02F3: load_object #CUTOBJ04 'COLT1' 
02F3: load_object #CUTOBJ05 'CATH' 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
if 
8118:   not actor $PLAYER_ACTOR dead 
jf @INTRO_281 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 

:INTRO_234
if 
8248:   not model #NULL available 
jf @INTRO_260 
wait 0 
jump @INTRO_234 

:INTRO_260
if 
8118:   not actor $PLAYER_ACTOR dead 
jf @INTRO_281 
0353: refresh_actor $PLAYER_ACTOR 

:INTRO_281
0374: set_motion_blur 5 
set_weather 3 
00C0: set_current_time 12 0 
03B7: process_cut_scene_only 0 
038B: load_requested_models 

:INTRO_301
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
jf @INTRO_351 
wait 0 
jump @INTRO_301 

:INTRO_351
if or
8248:   not model #CUTOBJ05 available 
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
jf @INTRO_386 
wait 0 
jump @INTRO_351 

:INTRO_386
02E4: load_cutscene_data 'BET' 
03CB: load_scene -559.625 1030.5 40.0 
0244: set_cutscene_pos -537.375 1051.188 36.875 
02E5: $CS_PLAYER = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYERX' 
02E5: $CS_CAT = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_CAT 'CAT' 
02E5: $CS_ROBB = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_ROBB 'COLROB' 
02E5: $CS_MIGUEL = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $CS_MIGUEL 'MIGUEL' 
02F4: create_cutscene_actor $CS_CATHEAD from_head #CUTOBJ05 and_body $CS_CAT 
02F5: set_head_anim $CS_CATHEAD 'CAT' 
02E5: $CS_CS_BAN = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_CS_BAN 'CS_BAN' 
02E5: $CS_BANKD = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $CS_BANKD 'BANKD' 
02E5: $CS_LOOT = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $CS_LOOT 'CS_LOOT' 
02E5: $CS_COLT1 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $CS_COLT1 'COLT1' 
02E5: $CS_COLT2 = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $CS_COLT2 'COLT2' 
0418: set_object $CS_CS_BAN draw_last 1 
03AF: set_streaming 1 
02E7: start_cutscene 
fade 1 2000 
02E8: $CS_TIME = cutscenetime 

:INTRO_652
if 
  17166 > $CS_TIME // int > $ 
jf @INTRO_719 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_707 
jump @INTRO_7384 

:INTRO_707
02E8: $CS_TIME = cutscenetime 
jump @INTRO_652 

:INTRO_719
0374: set_motion_blur 3 

:INTRO_723
if 
  18126 > $CS_TIME // int > $ 
jf @INTRO_790 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_778 
jump @INTRO_7384 

:INTRO_778
02E8: $CS_TIME = cutscenetime 
jump @INTRO_723 

:INTRO_790
043C: set_game_sounds_disable_on_fade 0 
if 
82E9:   not cutscene_reached_end 
jf @INTRO_1081 
0169: set_fade_color 255 255 255 
fade 0 100 
$PARTICLE_X = -537.375 // $ = float 
$PARTICLE_X += 1.75 // $ += float 
$PARTICLE_Y = 1051.188 // $ = float 
$PARTICLE_Y -= 0.375 // $ -= float 
$PARTICLE_Z = 36.875 // $ = float 
$PARTICLE_Z += 1.9375 // $ += float 
$PARTICLE_TARGET_X = -537.375 // $ = float 
$PARTICLE_TARGET_X += 2.0625 // $ += float 
$PARTICLE_TARGET_Y = 1051.188 // $ = float 
$PARTICLE_TARGET_Y -= 0.9375 // $ -= float 
$PARTICLE_TARGET_Z = 36.875 // $ = float 
$PARTICLE_TARGET_Z += 2.625 // $ += float 
0086: $TEMP_VAR = $PARTICLE_TARGET_X // $ = $ float 
0086: $PARTICLE_TARGET_X = $PARTICLE_X // $ = $ float 
0061: $PARTICLE_TARGET_X -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Y // $ = $ float 
0086: $PARTICLE_TARGET_Y = $PARTICLE_Y // $ = $ float 
0061: $PARTICLE_TARGET_Y -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Z // $ = $ float 
0086: $PARTICLE_TARGET_Z = $PARTICLE_Z // $ = $ float 
0061: $PARTICLE_TARGET_Z -= $TEMP_VAR // $ -= $ float 
039D: scatter_particles 19 1.0 0 0 0 0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 

:INTRO_1025
if 
  fading 
jf @INTRO_1081 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_1074 
jump @INTRO_7384 

:INTRO_1074
jump @INTRO_1025 

:INTRO_1081
if 
82E9:   not cutscene_reached_end 
jf @INTRO_1104 
044D: load_splash 'NEWS' 

:INTRO_1104
if 
82E9:   not cutscene_reached_end 
jf @INTRO_1131 
0169: set_fade_color 1 1 1 
fade 0 0 

:INTRO_1131
if 
  18733 > $CS_TIME // int > $ 
jf @INTRO_1198 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_1186 
jump @INTRO_7384 

:INTRO_1186
02E8: $CS_TIME = cutscenetime 
jump @INTRO_1131 

:INTRO_1198
if 
82E9:   not cutscene_reached_end 
jf @INTRO_1225 
0169: set_fade_color 1 1 1 
fade 1 0 

:INTRO_1225
0374: set_motion_blur 5 

:INTRO_1229
if 
  25249 > $CS_TIME // int > $ 
jf @INTRO_1296 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_1284 
jump @INTRO_7384 

:INTRO_1284
02E8: $CS_TIME = cutscenetime 
jump @INTRO_1229 

:INTRO_1296
00BC: text_highpriority 'BETRA_A' time 4000 1  // Sorry, babe.

:INTRO_1311
if 
  26060 > $CS_TIME // int > $ 
jf @INTRO_1378 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_1366 
jump @INTRO_7384 

:INTRO_1366
02E8: $CS_TIME = cutscenetime 
jump @INTRO_1311 

:INTRO_1378
00BC: text_highpriority 'BETRA_B' time 5000 1  // I'm an ambitious girl and you,

:INTRO_1393
if 
  27000 > $CS_TIME // int > $ 
jf @INTRO_1460 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_1448 
jump @INTRO_7384 

:INTRO_1448
02E8: $CS_TIME = cutscenetime 
jump @INTRO_1393 

:INTRO_1460
$PARTICLE_X = -537.375 // $ = float 
$PARTICLE_X -= 1.3125 // $ -= float 
$PARTICLE_Y = 1051.188 // $ = float 
$PARTICLE_Y += 25.8125 // $ += float 
$PARTICLE_Z = 36.875 // $ = float 
$PARTICLE_Z += 1.3125 // $ += float 
$PARTICLE_TARGET_X = -537.375 // $ = float 
$PARTICLE_TARGET_X -= 0.375 // $ -= float 
$PARTICLE_TARGET_Y = 1051.188 // $ = float 
$PARTICLE_TARGET_Y += 25.8125 // $ += float 
$PARTICLE_TARGET_Z = 36.875 // $ = float 
$PARTICLE_TARGET_Z += 1.4375 // $ += float 
0086: $TEMP_VAR = $PARTICLE_TARGET_X // $ = $ float 
0086: $PARTICLE_TARGET_X = $PARTICLE_X // $ = $ float 
0061: $PARTICLE_TARGET_X -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Y // $ = $ float 
0086: $PARTICLE_TARGET_Y = $PARTICLE_Y // $ = $ float 
0061: $PARTICLE_TARGET_Y -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Z // $ = $ float 
0086: $PARTICLE_TARGET_Z = $PARTICLE_Z // $ = $ float 
0061: $PARTICLE_TARGET_Z -= $TEMP_VAR // $ -= $ float 
039D: scatter_particles 18 1.0 0 0 0 0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 

:INTRO_1661
if 
  27030 > $CS_TIME // int > $ 
jf @INTRO_1728 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_1716 
jump @INTRO_7384 

:INTRO_1716
02E8: $CS_TIME = cutscenetime 
jump @INTRO_1661 

:INTRO_1728
$PARTICLE_X = -537.375 // $ = float 
$PARTICLE_X -= 1.8125 // $ -= float 
$PARTICLE_Y = 1051.188 // $ = float 
$PARTICLE_Y += 26.0625 // $ += float 
$PARTICLE_Z = 36.875 // $ = float 
$PARTICLE_Z += 1.3125 // $ += float 
$PARTICLE_TARGET_X = -537.375 // $ = float 
$PARTICLE_TARGET_X -= 0.4375 // $ -= float 
$PARTICLE_TARGET_Y = 1051.188 // $ = float 
$PARTICLE_TARGET_Y += 25.9375 // $ += float 
$PARTICLE_TARGET_Z = 36.875 // $ = float 
$PARTICLE_TARGET_Z += 1.375 // $ += float 
0086: $TEMP_VAR = $PARTICLE_TARGET_X // $ = $ float 
0086: $PARTICLE_TARGET_X = $PARTICLE_X // $ = $ float 
0061: $PARTICLE_TARGET_X -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Y // $ = $ float 
0086: $PARTICLE_TARGET_Y = $PARTICLE_Y // $ = $ float 
0061: $PARTICLE_TARGET_Y -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Z // $ = $ float 
0086: $PARTICLE_TARGET_Z = $PARTICLE_Z // $ = $ float 
0061: $PARTICLE_TARGET_Z -= $TEMP_VAR // $ -= $ float 
039D: scatter_particles 18 1.0 0 0 0 0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 

:INTRO_1929
if 
  27100 > $CS_TIME // int > $ 
jf @INTRO_1996 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_1984 
jump @INTRO_7384 

:INTRO_1984
02E8: $CS_TIME = cutscenetime 
jump @INTRO_1929 

:INTRO_1996
0374: set_motion_blur 8 
if 
82E9:   not cutscene_reached_end 
jf @INTRO_2086 
0169: set_fade_color 255 255 255 
fade 0 100 

:INTRO_2030
if 
  fading 
jf @INTRO_2086 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_2079 
jump @INTRO_7384 

:INTRO_2079
jump @INTRO_2030 

:INTRO_2086
if 
82E9:   not cutscene_reached_end 
jf @INTRO_2162 
fade 1 600 

:INTRO_2106
if 
  fading 
jf @INTRO_2162 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_2155 
jump @INTRO_7384 

:INTRO_2155
jump @INTRO_2106 

:INTRO_2162
0169: set_fade_color 0 0 0 

:INTRO_2170
if 
  28710 > $CS_TIME // int > $ 
jf @INTRO_2237 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_2225 
jump @INTRO_7384 

:INTRO_2225
02E8: $CS_TIME = cutscenetime 
jump @INTRO_2170 

:INTRO_2237
00BC: text_highpriority 'BETRA_C' time 2282 1  // you're just small time.
043C: set_game_sounds_disable_on_fade 1 

:INTRO_2256
if 
  29200 > $CS_TIME // int > $ 
jf @INTRO_2323 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_2311 
jump @INTRO_7384 

:INTRO_2311
02E8: $CS_TIME = cutscenetime 
jump @INTRO_2256 

:INTRO_2323
0374: set_motion_blur 5 

:INTRO_2327
if 
  30800 > $CS_TIME // int > $ 
jf @INTRO_2394 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_2382 
jump @INTRO_7384 

:INTRO_2382
02E8: $CS_TIME = cutscenetime 
jump @INTRO_2327 

:INTRO_2394
0374: set_motion_blur 8 

:INTRO_2398
if 
  30992 > $CS_TIME // int > $ 
jf @INTRO_2465 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_2453 
jump @INTRO_7384 

:INTRO_2453
02E8: $CS_TIME = cutscenetime 
jump @INTRO_2398 

:INTRO_2465
00BE: text_clear_all 
03EB: clear_small_messages_only 

:INTRO_2469
if 
  33333 > $CS_TIME // int > $ 
jf @INTRO_2538 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_2526 
jump @INTRO_7384 

:INTRO_2526
02E8: $CS_TIME = cutscenetime 
jump @INTRO_2469 

:INTRO_2538
0169: set_fade_color 0 0 0 
fade 0 4000 
$TEXT_ALPHA = 0 // $ = int 
$TEXT_FADING_FLAG = 0 // $ = int 
03F0: enable_text_draw 1 
gosub @INTRO_9039 

:INTRO_2578
if 
  fading 
jf @INTRO_2641 
wait 0 
gosub @INTRO_9039 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_2634 
jump @INTRO_7384 

:INTRO_2634
jump @INTRO_2578 

:INTRO_2641
if 
82E9:   not cutscene_reached_end 
jf @INTRO_2704 
wait 0 
gosub @INTRO_9039 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_2697 
jump @INTRO_7384 

:INTRO_2697
jump @INTRO_2641 

:INTRO_2704
00BE: text_clear_all 
03EB: clear_small_messages_only 
02EA: end_cutscene 
03EF: player $PLAYER_CHAR make_safe 
set_weather 2 
0421: force_rain 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #CUTOBJ05 
03AF: set_streaming 0 
03F7: load_island_data 2 
0055: put_player $PLAYER_CHAR at 820.875 -941.0625 -100.0 
0169: set_fade_color 0 0 0 
0374: set_motion_blur 6 
023C: load_special_actor 1 'EIGHT' 
023C: load_special_actor 2 'OJG_P' 
023C: load_special_actor 3 'COL1' 
023C: load_special_actor 4 'COL2' 
02F3: load_object #CUTOBJ01 'CS_TRUK' 
02F3: load_object #CUTOBJ02 'REBEL' 
02F3: load_object #CUTOBJ03 'BRBOMB' 
02F3: load_object #CUTOBJ04 'COL1H' 
0247: request_model #BRIDGEFUKA 
0247: request_model #BRIDGEFUKB 
00C0: set_current_time 2 0 
0247: request_model #TRAFFICLIGHT1 
0247: request_model #RD_SRROAD2A50 
0247: request_model #RD_SRROAD2A20 
0247: request_model #RD_SRROAD2A10 
0247: request_model #RD_CROSSRDA1RW22 
0247: request_model #RD_CROSSROADSA24 
0247: request_model #COM_CUST_ROADS25 
0247: request_model #VEG_TREE3 
0247: request_model #DOUBLESTREETLGHT1 
0247: request_model #VEG_TREEA3 
0247: request_model #VEG_TREENEW17 
0247: request_model #STREETLAMP1 
0247: request_model #BOLLARDLIGHT 
0247: request_model #KB_SCRAP_5 
0247: request_model #POLICETENKB1 
0247: request_model #SCRAPERKB3_NIT 
0247: request_model #CHUNK5LAND 
0247: request_model #POLICEALLY 
0247: request_model #POLICE_COM 
0247: request_model #RD_CROSSRDA1W22 
0247: request_model #TREEPATCHKB7 
0247: request_model #ROADPLANTERKB3 
0247: request_model #ROADPLANTERKB1 
0247: request_model #RD_ROAD3A50 
0247: request_model #AMCO_FLOOR 
038B: load_requested_models 

:INTRO_3014
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 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
jf @INTRO_3069 
wait 0 
gosub @INTRO_9039 
jump @INTRO_3014 

:INTRO_3069
if or
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
8248:   not model #BRIDGEFUKA available 
8248:   not model #BRIDGEFUKB available 
jf @INTRO_3116 
wait 0 
gosub @INTRO_9039 
jump @INTRO_3069 

:INTRO_3116
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
if 
8118:   not actor $PLAYER_ACTOR dead 
jf @INTRO_3207 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYERP' 

:INTRO_3153
if 
8248:   not model #NULL available 
jf @INTRO_3186 
wait 0 
gosub @INTRO_9039 
jump @INTRO_3153 

:INTRO_3186
if 
8118:   not actor $PLAYER_ACTOR dead 
jf @INTRO_3207 
0353: refresh_actor $PLAYER_ACTOR 

:INTRO_3207
02E4: load_cutscene_data 'JB' 
0244: set_cutscene_pos 0.0 0.0 0.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYERP' 
02E5: $CS_EIGHT = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_EIGHT 'EIGHT' 
02E5: $CS_OJG = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_OJG 'OJG_P' 
02E5: $CS_COLOMBIAN1 = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $CS_COLOMBIAN1 'COL1' 
02E5: $CS_COLOMBIAN2 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $CS_COLOMBIAN2 'COL2' 
02E5: $CS_COP1 = create_cutscene_object #COP 
02E6: set_cutscene_anim $CS_COP1 'COP' 
02E5: $CS_COP2 = create_cutscene_object #COP 
02E6: set_cutscene_anim $CS_COP2 'MALE01' 
02F4: create_cutscene_actor $CS_COLOMBIAN1HEAD from_head #CUTOBJ04 and_body $CS_COLOMBIAN1 
02F5: set_head_anim $CS_COLOMBIAN1HEAD 'COL1' 
02E5: $CS_COLT1 = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_COLT1 'CS_TRUK' 
02E5: $CS_COLT2 = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $CS_COLT2 'REBEL' 
02E5: $BRBOMB = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $BRBOMB 'BRBOMB' 
0418: set_object $CS_COLT1 draw_last 1 
0418: set_object $CS_COLT2 draw_last 1 
02E7: start_cutscene 
0354: set_up_chase_scene 1.0 
00BE: text_clear_all 
03EB: clear_small_messages_only 
fade 1 2000 
02E8: $CS_TIME = cutscenetime 
0247: request_model #RD_CROSSRDA1W22 
0247: request_model #RD_ROAD2A20 
0247: request_model #BROADWAYBUILD2 
0247: request_model #BROADWAYBUILD 
0247: request_model #AREA5BUILD2 
0247: request_model #COMSWCENTRALBLD7 
0247: request_model #PAPERMACHN01 
0247: request_model #COMSWCENTRALBLD6 
0247: request_model #COM_21WAY5 
0247: request_model #COM_21WAY50 
0247: request_model #COM_21WAY10 
0247: request_model #CM1WAYCROSSCOM 
0247: request_model #COM_21WAY20 
0247: request_model #TW@T_CAFE 
0247: request_model #VEG_BUSH14 
0247: request_model #TREEPATCHTTWRS 
0247: request_model #FLATIRON1 
0247: request_model #VEG_TREE3 
0247: request_model #VEG_TREENEW17 
0247: request_model #BLOCK4_GROUND01 

:INTRO_3572
if 
  9500 > $CS_TIME // int > $ 
jf @INTRO_3693 
wait 0 
$TEXT_FADING_FLAG = 1 // $ = int 
gosub @INTRO_9039 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_3641 
jump @INTRO_7384 

:INTRO_3641
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
0250: create_light_at 196.0625 -1126.938 25.625 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_3572 

:INTRO_3693
0249: release_model #RD_SRROAD2A50 
0249: release_model #RD_SRROAD2A20 
0249: release_model #RD_SRROAD2A10 
0249: release_model #RD_CROSSROADSA24 
0249: release_model #COM_CUST_ROADS25 
0249: release_model #VEG_TREEA3 
0249: release_model #STREETLAMP1 
0249: release_model #BOLLARDLIGHT 
0249: release_model #KB_SCRAP_5 
0249: release_model #POLICETENKB1 
0249: release_model #SCRAPERKB3_NIT 
0249: release_model #CHUNK5LAND 
0249: release_model #POLICEALLY 
0249: release_model #POLICE_COM 
0249: release_model #TREEPATCHKB7 
0249: release_model #ROADPLANTERKB3 
0249: release_model #ROADPLANTERKB1 
0249: release_model #RD_ROAD3A50 
0249: release_model #AMCO_FLOOR 

:INTRO_3769
if 
  13007 > $CS_TIME // int > $ 
jf @INTRO_3883 
wait 0 
gosub @INTRO_9039 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_3831 
jump @INTRO_7384 

:INTRO_3831
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
0250: create_light_at 196.0625 -1126.938 25.625 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_3769 

:INTRO_3883
03F0: enable_text_draw 0 
00BC: text_highpriority 'JAILB_V' time 10000 1  // *

:INTRO_3902
if 
  14500 > $CS_TIME // int > $ 
jf @INTRO_4009 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_3957 
jump @INTRO_7384 

:INTRO_3957
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
0250: create_light_at 196.0625 -1126.938 25.625 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_3902 

:INTRO_4009
00BC: text_highpriority 'JAILB_A' time 10000 1  // *

:INTRO_4024
if 
  15933 > $CS_TIME // int > $ 
jf @INTRO_4131 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_4079 
jump @INTRO_7384 

:INTRO_4079
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
0250: create_light_at 196.0625 -1126.938 25.625 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_4024 

:INTRO_4131
0247: request_model #PLANTER_SHORT 
0247: request_model #COM_RVROADS52 
0247: request_model #ROAD_BROADWAY04 
0247: request_model #COM_ROADSRV 
0247: request_model #RD_ROAD1A20 
0247: request_model #RD_CROSSROADS11 
0247: request_model #DOUBLESTREETLGHT1 
0247: request_model #OFIS_BILDKB_4 
0247: request_model #RD_ROAD1A10 
0247: request_model #COM_ROADKB23 
0247: request_model #COM_CUST_ROADS57 
0247: request_model #COM_RVROADS52 
0249: release_model #RD_CROSSRDA1W22 
0249: release_model #RD_ROAD2A20 
0249: release_model #BROADWAYBUILD2 
0249: release_model #BROADWAYBUILD 
0249: release_model #AREA5BUILD2 
0249: release_model #PAPERMACHN01 
0249: release_model #COM_21WAY5 
0249: release_model #TW@T_CAFE 
0249: release_model #TREEPATCHTTWRS 
0249: release_model #FLATIRON1 
0249: release_model #VEG_TREE3 
0249: release_model #VEG_TREENEW17 
0249: release_model #BLOCK4_GROUND01 
0249: release_model #COMSWCENTRALBLD7 
0249: release_model #PAPERMACHN01 

:INTRO_4239
if 
  17514 > $CS_TIME // int > $ 
jf @INTRO_4346 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_4294 
jump @INTRO_7384 

:INTRO_4294
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
0250: create_light_at 196.0625 -1126.938 25.625 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_4239 

:INTRO_4346
00BC: text_highpriority 'JAILB_B' time 10000 1  // *

:INTRO_4361
if 
  18933 > $CS_TIME // int > $ 
jf @INTRO_4428 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_4416 
jump @INTRO_7384 

:INTRO_4416
02E8: $CS_TIME = cutscenetime 
jump @INTRO_4361 

:INTRO_4428
0247: request_model #COM_ROADKB23 
0247: request_model #COM_ROADKB22 
0247: request_model #KB_UNDERPASS 
0247: request_model #MUSEUM 
0247: request_model #NBCOM_ROADKB01 
0247: request_model #BVBRIDGSPPRT01 
0247: request_model #FLATIRON1B 
0247: request_model #VEG_TREE3 
0247: request_model #NBBRIDGCABLS01 
0247: request_model #NBBRIDGERDB 
0247: request_model #NBBRIDGERDA 
0247: request_model #NBBRIDGCABLS01 
0247: request_model #BVBRIDGSPPRT01 
0247: request_model #OVERPASS_COMSE 
0247: request_model #COM_LANDNEW221B 
0247: request_model #NBCOM_ROADKB01 
0247: request_model #COM_LANDNEW221 
0247: request_model #FLATIRON1B 
0247: request_model #LODTIRON1B 
0247: request_model #VEG_TREE3 
0247: request_model #OFIS_BILDKB_4 
0247: request_model #KB_OFIS1 
0247: request_model #COMTREEPATCHPRK 
0247: request_model #HOTEL2 
0247: request_model #UNDERGROUND_OVER7 
0247: request_model #RD_ROAD1A50 
0247: request_model #KB_UNDERPASS 
0247: request_model #KBPLANTER4 
0247: request_model #BLOCK4_SCRAPERL0 
0247: request_model #COM_ROADKB12 
0247: request_model #PLANTERBTM_1 
0247: request_model #LODRIDGSPPRT01 
0247: request_model #LODOM_ROADKB01 
0247: request_model #LODRIDGERDA 
0247: request_model #LODRIDGERDB 
0247: request_model #LODRIDGCABLS01 
0249: release_model #COM_21WAY20 
0249: release_model #CM1WAYCROSSCOM 
0249: release_model #COM_21WAY10 
0249: release_model #COMSWCENTRALBLD7 
0249: release_model #COMSWCENTRALBLD6 
041D: set_camera_near_clip 2.5 

:INTRO_4597
if 
  20667 > $CS_TIME // int > $ 
jf @INTRO_4664 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_4652 
jump @INTRO_7384 

:INTRO_4652
02E8: $CS_TIME = cutscenetime 
jump @INTRO_4597 

:INTRO_4664
00BC: text_highpriority 'JAILB_C' time 10000 1  // *

:INTRO_4679
if 
  22181 > $CS_TIME // int > $ 
jf @INTRO_4746 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_4734 
jump @INTRO_7384 

:INTRO_4734
02E8: $CS_TIME = cutscenetime 
jump @INTRO_4679 

:INTRO_4746
041D: set_camera_near_clip 4.5 

:INTRO_4751
if 
  24522 > $CS_TIME // int > $ 
jf @INTRO_4818 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_4806 
jump @INTRO_7384 

:INTRO_4806
02E8: $CS_TIME = cutscenetime 
jump @INTRO_4751 

:INTRO_4818
00BC: text_highpriority 'JAILB_D' time 10000 1  // *

:INTRO_4833
if 
  27208 > $CS_TIME // int > $ 
jf @INTRO_4900 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_4888 
jump @INTRO_7384 

:INTRO_4888
02E8: $CS_TIME = cutscenetime 
jump @INTRO_4833 

:INTRO_4900
00BC: text_highpriority 'JAILB_E' time 10000 1  // *

:INTRO_4915
if 
  29793 > $CS_TIME // int > $ 
jf @INTRO_4982 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_4970 
jump @INTRO_7384 

:INTRO_4970
02E8: $CS_TIME = cutscenetime 
jump @INTRO_4915 

:INTRO_4982
00BC: text_highpriority 'JAILB_F' time 10000 1  // *

:INTRO_4997
if 
  30599 > $CS_TIME // int > $ 
jf @INTRO_5064 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_5052 
jump @INTRO_7384 

:INTRO_5052
02E8: $CS_TIME = cutscenetime 
jump @INTRO_4997 

:INTRO_5064
041D: set_camera_near_clip 5.5 
0247: request_model #IND_CUSTOMROAD003 
0249: release_model #PLANTER_SHORT 
0249: release_model #COM_RVROADS52 
0249: release_model #ROAD_BROADWAY04 
0249: release_model #COM_ROADSRV 
0249: release_model #RD_ROAD1A20 
0249: release_model #RD_CROSSROADS11 
0249: release_model #COM_21WAY50 
0249: release_model #RD_ROAD1A10 
0249: release_model #COM_CUST_ROADS57 

:INTRO_5109
if 
  32986 > $CS_TIME // int > $ 
jf @INTRO_5178 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_5166 
jump @INTRO_7384 

:INTRO_5166
02E8: $CS_TIME = cutscenetime 
jump @INTRO_5109 

:INTRO_5178
00BC: text_highpriority 'JAILB_G' time 10000 1  // *

:INTRO_5193
if 
  34817 > $CS_TIME // int > $ 
jf @INTRO_5262 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_5250 
jump @INTRO_7384 

:INTRO_5250
02E8: $CS_TIME = cutscenetime 
jump @INTRO_5193 

:INTRO_5262
00BC: text_highpriority 'JAILB_H' time 10000 1  // *

:INTRO_5277
if 
  38590 > $CS_TIME // int > $ 
jf @INTRO_5346 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_5334 
jump @INTRO_7384 

:INTRO_5334
02E8: $CS_TIME = cutscenetime 
jump @INTRO_5277 

:INTRO_5346
00BC: text_highpriority 'JAILB_I' time 10000 1  // *

:INTRO_5361
if 
  40842 > $CS_TIME // int > $ 
jf @INTRO_5430 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_5418 
jump @INTRO_7384 

:INTRO_5418
02E8: $CS_TIME = cutscenetime 
jump @INTRO_5361 

:INTRO_5430
00BC: text_highpriority 'JAILB_J' time 10000 1  // *

:INTRO_5445
if 
  42066 > $CS_TIME // int > $ 
jf @INTRO_5514 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_5502 
jump @INTRO_7384 

:INTRO_5502
02E8: $CS_TIME = cutscenetime 
jump @INTRO_5445 

:INTRO_5514
041D: set_camera_near_clip 4.5 
0247: request_model #KMRICNDO01 
0247: request_model #KMRICNDO02 
0247: request_model #VEG_TREENEW17 
0247: request_model #COM_DOCKSAA 
0247: request_model #COM_PIER3 
0247: request_model #GRD_OVERPASS19KB 
0247: request_model #GRD_OVERPASS19BKB 

:INTRO_5547
if 
  42535 > $CS_TIME // int > $ 
jf @INTRO_5616 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_5604 
jump @INTRO_7384 

:INTRO_5604
02E8: $CS_TIME = cutscenetime 
jump @INTRO_5547 

:INTRO_5616
00BC: text_highpriority 'JAILB_W' time 10000 1  // *

:INTRO_5631
if 
  46683 > $CS_TIME // int > $ 
jf @INTRO_5700 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_5688 
jump @INTRO_7384 

:INTRO_5688
02E8: $CS_TIME = cutscenetime 
jump @INTRO_5631 

:INTRO_5700
00BC: text_highpriority 'JAILB_K' time 10000 1  // *

:INTRO_5715
if 
  49483 > $CS_TIME // int > $ 
jf @INTRO_5784 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_5772 
jump @INTRO_7384 

:INTRO_5772
02E8: $CS_TIME = cutscenetime 
jump @INTRO_5715 

:INTRO_5784
00BC: text_highpriority 'JAILB_L' time 10000 1  // *

:INTRO_5799
if 
  53406 > $CS_TIME // int > $ 
jf @INTRO_5868 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_5856 
jump @INTRO_7384 

:INTRO_5856
02E8: $CS_TIME = cutscenetime 
jump @INTRO_5799 

:INTRO_5868
00BC: text_highpriority 'JAILB_O' time 10000 1  // *

:INTRO_5883
if 
  53666 > $CS_TIME // int > $ 
jf @INTRO_5952 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_5940 
jump @INTRO_7384 

:INTRO_5940
02E8: $CS_TIME = cutscenetime 
jump @INTRO_5883 

:INTRO_5952
041D: set_camera_near_clip 0.875 

:INTRO_5957
if 
  56077 > $CS_TIME // int > $ 
jf @INTRO_6026 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_6014 
jump @INTRO_7384 

:INTRO_6014
02E8: $CS_TIME = cutscenetime 
jump @INTRO_5957 

:INTRO_6026
00BC: text_highpriority 'JAILB_P' time 5000 1  // *

:INTRO_6041
if 
  64200 > $CS_TIME // int > $ 
jf @INTRO_6130 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_6098 
jump @INTRO_7384 

:INTRO_6098
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_6041 

:INTRO_6130
040A: remove_car_from_chase 2 

:INTRO_6134
if 
  64333 > $CS_TIME // int > $ 
jf @INTRO_6223 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_6191 
jump @INTRO_7384 

:INTRO_6191
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_6134 

:INTRO_6223
040A: remove_car_from_chase 1 

:INTRO_6227
if 
  64566 > $CS_TIME // int > $ 
jf @INTRO_6316 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_6284 
jump @INTRO_7384 

:INTRO_6284
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_6227 

:INTRO_6316
0247: request_model #COM_DOCKSB 
0247: request_model #NEWDOCKBUILDING2 
0247: request_model #NEWDOCKBUILDING 
0247: request_model #BLOCK4_SCRAPERL0 
0249: release_model #COM_ROADKB22 
0249: release_model #COM_ROADKB23 
0249: release_model #NBCOM_ROADKB01 
0249: release_model #COM_LANDNEW221 
0249: release_model #DOUBLESTREETLGHT1 
0249: release_model #MUSEUM 
0249: release_model #OFIS_BILDKB_4 
0249: release_model #KB_OFIS1 
0249: release_model #COMTREEPATCHPRK 
0249: release_model #HOTEL2 
0249: release_model #UNDERGROUND_OVER7 
0249: release_model #TRAFFICLIGHT1 
0249: release_model #RD_ROAD1A50 
0249: release_model #VEG_BUSH14 
0249: release_model #KB_UNDERPASS 
0249: release_model #OFIS_BILDKB_4 
0249: release_model #KBPLANTER4 
0249: release_model #PLANTERBTM_1 
0249: release_model #COM_RVROADS52 

:INTRO_6408
if 
  66171 > $CS_TIME // int > $ 
jf @INTRO_6497 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_6465 
jump @INTRO_7384 

:INTRO_6465
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_6408 

:INTRO_6497
00BC: text_highpriority 'JAILB_Q' time 1200 1  // Come on!

:INTRO_6512
if 
  69378 > $CS_TIME // int > $ 
jf @INTRO_6601 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_6569 
jump @INTRO_7384 

:INTRO_6569
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_6512 

:INTRO_6601
00BC: text_highpriority 'JAILB_R' time 1600 1  // Senor dickhead!

:INTRO_6616
if 
  71994 > $CS_TIME // int > $ 
jf @INTRO_6705 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_6673 
jump @INTRO_7384 

:INTRO_6673
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_6616 

:INTRO_6705
00BC: text_highpriority 'JAILB_S' time 2000 1  // It's no problem to kill you.

:INTRO_6720
if 
  75623 > $CS_TIME // int > $ 
jf @INTRO_6809 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_6777 
jump @INTRO_7384 

:INTRO_6777
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_6720 

:INTRO_6809
00BC: text_highpriority 'JAILB_T' time 1800 1  // You gonna be sorry.

:INTRO_6824
if 
  79633 > $CS_TIME // int > $ 
jf @INTRO_6913 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_6881 
jump @INTRO_7384 

:INTRO_6881
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_6824 

:INTRO_6913
0249: release_model #KMRICNDO01 
0249: release_model #KMRICNDO02 
0249: release_model #VEG_TREE3 
0249: release_model #VEG_TREENEW17 
0249: release_model #COM_DOCKSAA 
0249: release_model #COM_PIER3 
0249: release_model #GRD_OVERPASS19KB 
0249: release_model #GRD_OVERPASS19BKB 

:INTRO_6945
if 
  86089 > $CS_TIME // int > $ 
jf @INTRO_7034 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_7002 
jump @INTRO_7384 

:INTRO_7002
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_6945 

:INTRO_7034
00BC: text_highpriority 'JAILB_U' time 1800 1  // A'right, a'right. Get lost.

:INTRO_7049
if 
  87592 > $CS_TIME // int > $ 
jf @INTRO_7138 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_7106 
jump @INTRO_7384 

:INTRO_7106
0250: create_light_at 780.5 -942.875 39.0 RGB_values 235 255 250 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_7049 

:INTRO_7138
00BE: text_clear_all 
03EB: clear_small_messages_only 

:INTRO_7142
if 
  98766 > $CS_TIME // int > $ 
jf @INTRO_7231 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_7199 
jump @INTRO_7384 

:INTRO_7199
0250: create_light_at 780.5 -942.875 39.0 RGB_values 205 255 230 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_7142 

:INTRO_7231
if 
  101866 > $CS_TIME // int > $ 
jf @INTRO_7320 
wait 0 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_7288 
jump @INTRO_7384 

:INTRO_7288
0250: create_light_at 780.5 -942.875 39.0 RGB_values 205 255 230 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_7231 

:INTRO_7320
043C: set_game_sounds_disable_on_fade 0 
0374: set_motion_blur 7 
if 
82E9:   not cutscene_reached_end 
jf @INTRO_7384 
0169: set_fade_color 255 255 255 
fade 0 100 
00BE: text_clear_all 

:INTRO_7360
if 
  fading 
jf @INTRO_7384 
wait 0 
jump @INTRO_7360 

:INTRO_7384
044D: load_splash 'SPLASH1' 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_7438 
wait 0 
03F0: enable_text_draw 0 
043C: set_game_sounds_disable_on_fade 1 
0169: set_fade_color 0 0 0 
fade 0 0 

:INTRO_7438
0249: release_model #TRAFFICLIGHT1 
0249: release_model #RD_SRROAD2A50 
0249: release_model #RD_SRROAD2A20 
0249: release_model #RD_SRROAD2A10 
0249: release_model #RD_CROSSRDA1RW22 
0249: release_model #RD_CROSSROADSA24 
0249: release_model #COM_CUST_ROADS25 
0249: release_model #VEG_TREE3 
0249: release_model #DOUBLESTREETLGHT1 
0249: release_model #VEG_TREEA3 
0249: release_model #VEG_TREENEW17 
0249: release_model #STREETLAMP1 
0249: release_model #BOLLARDLIGHT 
0249: release_model #KB_SCRAP_5 
0249: release_model #POLICETENKB1 
0249: release_model #SCRAPERKB3_NIT 
0249: release_model #CHUNK5LAND 
0249: release_model #POLICEALLY 
0249: release_model #POLICE_COM 
0249: release_model #RD_CROSSRDA1W22 
0249: release_model #TREEPATCHKB7 
0249: release_model #ROADPLANTERKB3 
0249: release_model #ROADPLANTERKB1 
0249: release_model #RD_ROAD3A50 
0249: release_model #RD_CROSSRDA1W22 
0249: release_model #RD_ROAD2A20 
0249: release_model #BROADWAYBUILD2 
0249: release_model #BROADWAYBUILD 
0249: release_model #AREA5BUILD2 
0249: release_model #COMSWCENTRALBLD7 
0249: release_model #PAPERMACHN01 
0249: release_model #COMSWCENTRALBLD6 
0249: release_model #COM_21WAY5 
0249: release_model #COM_21WAY50 
0249: release_model #COM_21WAY10 
0249: release_model #CM1WAYCROSSCOM 
0249: release_model #COM_21WAY20 
0249: release_model #TW@T_CAFE 
0249: release_model #VEG_BUSH14 
0249: release_model #TREEPATCHTTWRS 
0249: release_model #FLATIRON1 
0249: release_model #VEG_TREE3 
0249: release_model #VEG_TREENEW17 
0249: release_model #BLOCK4_GROUND01 
0249: release_model #PLANTER_SHORT 
0249: release_model #COM_RVROADS52 
0249: release_model #ROAD_BROADWAY04 
0249: release_model #COM_ROADSRV 
0249: release_model #RD_ROAD1A20 
0249: release_model #RD_CROSSROADS11 
0249: release_model #DOUBLESTREETLGHT1 
0249: release_model #OFIS_BILDKB_4 
0249: release_model #RD_ROAD1A10 
0249: release_model #COM_ROADKB23 
0249: release_model #COM_CUST_ROADS57 
0249: release_model #COM_RVROADS52 
0249: release_model #COM_ROADKB23 
0249: release_model #COM_ROADKB22 
0249: release_model #KB_UNDERPASS 
0249: release_model #MUSEUM 
0249: release_model #NBCOM_ROADKB01 
0249: release_model #BVBRIDGSPPRT01 
0249: release_model #FLATIRON1B 
0249: release_model #LODTIRON1B 
0249: release_model #VEG_TREE3 
0249: release_model #NBBRIDGCABLS01 
0249: release_model #NBBRIDGERDB 
0249: release_model #NBBRIDGERDA 
0249: release_model #NBBRIDGCABLS01 
0249: release_model #BVBRIDGSPPRT01 
0249: release_model #OVERPASS_COMSE 
0249: release_model #COM_LANDNEW221B 
0249: release_model #NBCOM_ROADKB01 
0249: release_model #COM_LANDNEW221 
0249: release_model #FLATIRON1B 
0249: release_model #VEG_TREE3 
0249: release_model #MUSEUM 
0249: release_model #OFIS_BILDKB_4 
0249: release_model #KB_OFIS1 
0249: release_model #COMTREEPATCHPRK 
0249: release_model #HOTEL2 
0249: release_model #UNDERGROUND_OVER7 
0249: release_model #RD_ROAD1A50 
0249: release_model #KB_UNDERPASS 
0249: release_model #KBPLANTER4 
0249: release_model #BLOCK4_SCRAPERL0 
0249: release_model #COM_ROADKB12 
0249: release_model #PLANTERBTM_1 
0249: release_model #FLATIRON1B 
0249: release_model #IND_CUSTOMROAD003 
0249: release_model #KMRICNDO01 
0249: release_model #KMRICNDO02 
0249: release_model #VEG_TREENEW17 
0249: release_model #COM_DOCKSAA 
0249: release_model #COM_PIER3 
0249: release_model #GRD_OVERPASS19KB 
0249: release_model #GRD_OVERPASS19BKB 
0249: release_model #COM_DOCKSB 
0249: release_model #NEWDOCKBUILDING2 
0249: release_model #NEWDOCKBUILDING 
0249: release_model #BLOCK4_SCRAPERL0 
0249: release_model #LODRIDGCABLS01 
03B6: replace_model_at 525.3125 -927.0625 71.8125 radius 20.0 from #NBBRIDGCABLS01 to #NBBRIDGFK2 
03B6: replace_model_at 706.375 -935.8125 67.0625 radius 20.0 from #NBBRIDGCABLS01 to #NBBRIDGFK2 
03B6: replace_model_at 529.0 -920.0625 43.5 radius 20.0 from #NBBRIDGERDB to #DAMGBRIDGERDB 
03B6: replace_model_at 702.75 -939.9375 38.6875 radius 20.0 from #NBBRIDGERDB to #DAMGBRIDGERDB 
03B6: replace_model_at 529.0 -942.9375 43.5 radius 20.0 from #NBBRIDGERDA to #DAMGBBRIDGERDA 
03B6: replace_model_at 702.75 -919.9375 38.6875 radius 20.0 from #NBBRIDGERDA to #DAMGBBRIDGERDA 
03B6: replace_model_at 525.3125 -927.0625 71.8125 radius 20.0 from #LODRIDGCABLS01 to #LODRIDGFK2 
03B6: replace_model_at 706.375 -935.8125 67.0625 radius 20.0 from #LODRIDGCABLS01 to #LODRIDGFK2 
03B6: replace_model_at 521.125 -922.9375 43.5 radius 20.0 from #LODRIDGERDB to #LODGBRIDGERDB 
03B6: replace_model_at 702.75 -939.9375 38.6875 radius 20.0 from #LODRIDGERDB to #LODGBRIDGERDB 
03B6: replace_model_at 529.0 -940.0625 43.5 radius 20.0 from #LODRIDGERDA to #LODGBBRIDGERDA 
03B6: replace_model_at 702.75 -919.9375 38.6875 radius 20.0 from #LODRIDGERDA to #LODGBBRIDGERDA 
029B: $DAMAGEA = init_object #BRIDGEFUKA at 715.6875 -937.875 40.1875 
029B: $DAMAGEB = init_object #BRIDGEFUKB at 787.8125 -939.1875 38.9375 
0055: put_player $PLAYER_CHAR at 811.875 -939.9375 35.75 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
03B7: process_cut_scene_only 1 
03AF: set_streaming 1 
03F0: enable_text_draw 0 
TIMERA = 6001 // @ = int 
gosub @INTRO_9202 
018D: $FIRE_SOUND_8BALL = create_sound 102 at 790.5 -935.625 38.0 
03F0: enable_text_draw 0 
if 
   not $SKIP_FLAG == 2 // $ == int 
jf @INTRO_8655 
0336: set_player $PLAYER_CHAR visible 1 
0247: request_model #KURUMA 
038B: load_requested_models 

:INTRO_8198
if 
8248:   not model #KURUMA available 
jf @INTRO_8231 
wait 0 
gosub @INTRO_9202 
jump @INTRO_8198 

:INTRO_8231
00A5: $CAR_EIGHTBALL = create_car #KURUMA at 812.0 -945.5 35.75 
0229: set_car $CAR_EIGHTBALL color_to 58 1 
0175: set_car $CAR_EIGHTBALL z_angle_to 262.375 
009A: $EIGHTBALL = create_actor 21 #SPECIAL01 at 811.875 -942.4375 -100.0 
0245: set_actor $EIGHTBALL walk_style_to 9 
01ED: reset_actor $EIGHTBALL threat_search 
01BE: set_actor $EIGHTBALL to_look_at_spot 811.875 -939.9375 35.75 
022D: set_actor $EIGHTBALL to_look_at_player $PLAYER_CHAR 
0355: clean_up_chase_scene 
0249: release_model #LODRIDGSPPRT01 
0249: release_model #LODOM_ROADKB01 
0249: release_model #LODRIDGERDA 
0249: release_model #LODRIDGERDB 

:INTRO_8334
if 
  107172 > $CS_TIME // int > $ 
jf @INTRO_8430 
wait 0 
gosub @INTRO_9202 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_8398 
jump @INTRO_7384 

:INTRO_8398
0250: create_light_at 780.5 -942.875 39.0 RGB_values 205 255 230 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_8334 

:INTRO_8430
if 
82E9:   not cutscene_reached_end 
jf @INTRO_8494 
0169: set_fade_color 255 255 255 
fade 1 6000 
00BE: text_clear_all 

:INTRO_8463
if 
  fading 
jf @INTRO_8494 
wait 0 
gosub @INTRO_9202 
jump @INTRO_8463 

:INTRO_8494
if 
  121666 > $CS_TIME // int > $ 
jf @INTRO_8590 
wait 0 
gosub @INTRO_9202 
gosub @INTRO_8941 
if 
  $SKIP_FLAG == 2 // $ == int 
jf @INTRO_8558 
jump @INTRO_7384 

:INTRO_8558
0250: create_light_at 780.5 -942.875 39.0 RGB_values 205 255 230 
02E8: $CS_TIME = cutscenetime 
jump @INTRO_8494 

:INTRO_8590
if 
82E9:   not cutscene_reached_end 
jf @INTRO_8655 
043C: set_game_sounds_disable_on_fade 1 
0169: set_fade_color 0 0 0 
fade 0 500 
00BE: text_clear_all 

:INTRO_8624
if 
  fading 
jf @INTRO_8655 
wait 0 
gosub @INTRO_9202 
jump @INTRO_8624 

:INTRO_8655
if 
82E9:   not cutscene_reached_end 
jf @INTRO_8686 
wait 0 
gosub @INTRO_9202 
jump @INTRO_8655 

:INTRO_8686
043C: set_game_sounds_disable_on_fade 1 
0374: set_motion_blur 0 
041D: set_camera_near_clip 0.875 
0355: clean_up_chase_scene 
02EA: end_cutscene 
00BE: text_clear_all 
03EB: clear_small_messages_only 
0169: set_fade_color 0 0 0 
fade 0 0 
03AD: set_rubbish 1 
03B7: process_cut_scene_only 1 
03AF: set_streaming 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0336: set_player $PLAYER_CHAR visible 1 
03F7: load_island_data 1 
0055: put_player $PLAYER_CHAR at 811.875 -939.9375 35.75 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
if 
8118:   not actor $PLAYER_ACTOR dead 
jf @INTRO_8871 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYERP' 

:INTRO_8817
if 
8248:   not model #NULL available 
jf @INTRO_8850 
wait 0 
gosub @INTRO_9202 
jump @INTRO_8817 

:INTRO_8850
if 
8118:   not actor $PLAYER_ACTOR dead 
jf @INTRO_8871 
0353: refresh_actor $PLAYER_ACTOR 

:INTRO_8871
0373: set_camera_directly_behind_player 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #CUTOBJ05 
043D: set_intro_is_playing 0 
043C: set_game_sounds_disable_on_fade 1 
0421: force_rain 0 
start_new_script @NONAME_16 
$ONMISSION = 0 // $ = int 
mission_cleanup 
terminate_this_script 

:INTRO_8941
if 
  $SKIP_FLAG == 0 // $ == int 
jf @INTRO_8989 
if and
80E1:   not pad 0 key_pressed 16 
80E1:   not pad 0 key_pressed 12 
jf @INTRO_8989 
$SKIP_FLAG = 1 // $ = int 

:INTRO_8989
if 
  $SKIP_FLAG == 1 // $ == int 
jf @INTRO_9037 
if or
00E1:   pad 0 key_pressed 16 
00E1:   pad 0 key_pressed 12 
jf @INTRO_9037 
$SKIP_FLAG = 2 // $ = int 

:INTRO_9037
return 

:INTRO_9039
0344: set_text_draw_linewidth 580.0 for_centered_text 
0349: set_text_draw_font 0 
0342: set_text_draw_centered 1 
0340: set_text_draw_color 190 190 190 $TEXT_ALPHA 
033F: set_text_draw_letter_width_height 0.75 1.0 
0348: set_text_draw_proportional 1 
0346: set_text_draw_background_color 0 0 0 $TEXT_ALPHA 
0345: set_text_draw_in_box 1 
033E: text_draw 320.0 400.0 'PAPER1'  // *
if 
  $TEXT_FADING_FLAG == 0 // $ == int 
jf @INTRO_9168 
$TEXT_ALPHA += 2 // $ += int 
if 
  $TEXT_ALPHA > 255 // $ > int 
jf @INTRO_9161 
$TEXT_ALPHA = 255 // $ = int 

:INTRO_9161
jump @INTRO_9200 

:INTRO_9168
$TEXT_ALPHA -= 3 // $ -= int 
if 
  1 > $TEXT_ALPHA // int > $ 
jf @INTRO_9200 
$TEXT_ALPHA = 0 // $ = int 

:INTRO_9200
return 

:INTRO_9202
if 
  TIMERA > 6000 // @ > int 
jf @INTRO_9330 
TIMERA = 0 // @ = int 
039D: scatter_particles 10 1.0 0 0 0 6000 at 791.625 -936.875 38.3125 0.0 0.0 0.0 
039D: scatter_particles 10 1.0 0 0 0 6000 at 788.3125 -938.4375 38.0625 0.0 0.0 0.0 
039D: scatter_particles 10 1.0 0 0 0 6000 at 786.4375 -942.375 39.75 0.0 0.0 0.0 

:INTRO_9330
return 

//-------------Mission 1---------------
// Originally: Hospital Info Scene

:HEALTH
gosub @HEALTH_36 
if 
  wasted_or_busted 
jf @HEALTH_27 
gosub @HEALTH_1184 

:HEALTH_27
gosub @HEALTH_1184 
terminate_this_script 

:HEALTH_36
script_name 'HEALTH' 
$ONMISSION = 1 // $ = int 
wait 0 
$INFO_TIME_LAPSED = 0 // $ = int 
$INFO_TIME_NOW = 0 // $ = int 
$INFO_TIME_START = 0 // $ = int 
$FLAG_INFO = 0 // $ = int 
$FLAG_BOTTOM = 0 // $ = int 
$WANTED_LEVEL = 0 // $ = int 
$FLAG_INTRO_JUMP = 0 // $ = int 
01B4: set_player $PLAYER_CHAR can_move 0 
01C0: $WANTED_LEVEL = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0247: request_model #AMBULAN 
0247: request_model #MEDIC 

:HEALTH_141
if or
8248:   not model #AMBULAN available 
8248:   not model #MEDIC available 
jf @HEALTH_171 
wait 0 
jump @HEALTH_141 

:HEALTH_171
015F: set_camera_position 1138.563 -600.0 18.0 rotation 0.0 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 1 

:HEALTH_200
if 
  8 > $FLAG_INFO // int > $ 
jf @HEALTH_1182 
wait 0 
if 
  $FLAG_INFO == 0 // $ == int 
jf @HEALTH_370 
01BD: $INFO_TIME_START = current_time_in_ms 
0395: clear_area 1 at 1141.0 -622.0 14.75 range 30.0 
0395: clear_area 1 at 1125.75 -594.0 14.75 range 10.0 
01EB: set_car_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
00A5: $AMB_INFO = create_car #AMBULAN at 1140.188 -621.5 14.75 
0175: set_car $AMB_INFO z_angle_to 90.0 
009A: $MEDIC_INFO = create_actor 4 #MEDIC at 1136.75 -617.75 14.6875 
0173: set_actor $MEDIC_INFO z_angle_to 25.0 
009F: set_actor $MEDIC_INFO idle 
0350: set_actor $MEDIC_INFO maintain_position_when_attacked 1 
03E5: text_box 'HEAL_A'  // Your ~h~health~w~ is displayed in orange in the top right of the screen.
03E7: flash_hud 4 
$FLAG_INFO = 1 // $ = int 

:HEALTH_370
if 
  $FLAG_INTRO_JUMP == 0 // $ == int 
jf @HEALTH_409 
01BD: $INFO_TIME_NOW = current_time_in_ms 
0084: $INFO_TIME_LAPSED = $INFO_TIME_NOW // $ = $ int 
0060: $INFO_TIME_LAPSED -= $INFO_TIME_START // $ -= $ int 

:HEALTH_409
if and
  $INFO_TIME_LAPSED > 3000 // $ > int 
  2 > $FLAG_INFO // int > $ 
jf @HEALTH_439 
03E7: flash_hud -1 

:HEALTH_439
if and
  $INFO_TIME_LAPSED > 5000 // $ > int 
  $FLAG_INFO == 1 // $ == int 
jf @HEALTH_482 
03E5: text_box 'HEAL_B'  // When you are ~h~'wasted'~w~ you are returned to the nearest hospital.
$FLAG_INFO = 2 // $ = int 

:HEALTH_482
if and
  $INFO_TIME_LAPSED > 11000 // $ > int 
  $FLAG_INFO == 2 // $ == int 
jf @HEALTH_590 
if and
8119:   not car $AMB_INFO wrecked 
8118:   not actor $MEDIC_INFO dead 
jf @HEALTH_573 
015F: set_camera_position 1133.0 -613.5 17.0 rotation 0.0 0.0 0.0 
0158: camera_on_vehicle $AMB_INFO mode 15 switchstyle 2 
0350: set_actor $MEDIC_INFO maintain_position_when_attacked 0 
01D5: actor $MEDIC_INFO go_to_and_drive_car $AMB_INFO 

:HEALTH_573
03E5: text_box 'HEAL_C'  // You will lose your weapons and the doctors will take some cash for patching you up.
$FLAG_INFO = 3 // $ = int 

:HEALTH_590
if and
  $INFO_TIME_LAPSED > 14000 // $ > int 
  $FLAG_INFO == 3 // $ == int 
jf @HEALTH_633 
03E5: text_box 'WANT_I'  // Any mission you were on will be failed.
$FLAG_INFO = 4 // $ = int 

:HEALTH_633
if and
  $INFO_TIME_LAPSED > 17500 // $ > int 
  $FLAG_INFO == 4 // $ == int 
jf @HEALTH_666 
$FLAG_INFO = 5 // $ = int 

:HEALTH_666
if and
  $INFO_TIME_LAPSED > 19500 // $ > int 
  $FLAG_INFO == 5 // $ == int 
jf @HEALTH_781 
03E5: text_box 'HEAL_E'  // You will find ways of healing or protecting yourself the more you play the game.
015F: set_camera_position 1138.563 -600.0 18.0 rotation 0.0 0.0 0.0 
0160: point_camera 1144.25 -603.5 15.0 switchstyle 2 
0213: $HEALTH_PICKUP_INFO = create_pickup #HEALTH type 14 at 1144.25 -603.5 15.0 
if 
8119:   not car $AMB_INFO wrecked 
jf @HEALTH_774 
00A8: set_car $AMB_INFO to_psycho_driver 

:HEALTH_774
$FLAG_INFO = 6 // $ = int 

:HEALTH_781
if and
  $INFO_TIME_LAPSED > 22500 // $ > int 
  $FLAG_INFO == 6 // $ == int 
jf @HEALTH_845 
0160: point_camera 1147.0 -601.0625 15.0 switchstyle 1 
0213: $ARMOUR_PICKUP_INFO = create_pickup #BODYARMOUR type 14 at 1147.0 -601.0625 15.0 
$FLAG_INFO = 7 // $ = int 

:HEALTH_845
if and
  $INFO_TIME_LAPSED > 24000 // $ > int 
  $FLAG_INFO == 7 // $ == int 
jf @HEALTH_995 
0169: set_fade_color 0 0 0 
fade 0 1500 
03E6: remove_text_box 

:HEALTH_888
if 
  fading 
jf @HEALTH_912 
wait 0 
jump @HEALTH_888 

:HEALTH_912
00A6: destroy_car $AMB_INFO 
009B: destroy_actor_instantly $MEDIC_INFO 
0215: destroy_pickup $HEALTH_PICKUP_INFO 
0215: destroy_pickup $ARMOUR_PICKUP_INFO 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_LEVEL 
0169: set_fade_color 0 0 0 
fade 1 1500 

:HEALTH_964
if 
  fading 
jf @HEALTH_988 
wait 0 
jump @HEALTH_964 

:HEALTH_988
$FLAG_INFO = 8 // $ = int 

:HEALTH_995
if and
  $INFO_TIME_LAPSED > 16500 // $ > int 
  7 > $FLAG_INFO // int > $ 
jf @HEALTH_1111 
if and
8119:   not car $AMB_INFO wrecked 
8118:   not actor $MEDIC_INFO dead 
jf @HEALTH_1111 
if and
00DB:   actor $MEDIC_INFO in_car $AMB_INFO 
  $FLAG_BOTTOM == 0 // $ == int 
jf @HEALTH_1111 
00AD: set_car $AMB_INFO max_speed_to 40.0 
00AE: set_vehicle $AMB_INFO traffic_behavior_to 2 
0397: car $AMB_INFO siren = 1 
00A7: car $AMB_INFO drive_to 1023.0 -480.0 19.6875 
$FLAG_BOTTOM = 1 // $ = int 

:HEALTH_1111
if and
  $FLAG_INTRO_JUMP == 0 // $ == int 
  7 > $FLAG_INFO // int > $ 
jf @HEALTH_1175 
if 
00E1:   pad 0 key_pressed 16 
jf @HEALTH_1175 
$INFO_TIME_LAPSED = 24001 // $ = int 
$FLAG_INFO = 7 // $ = int 
$FLAG_INTRO_JUMP = 1 // $ = int 

:HEALTH_1175
jump @HEALTH_200 

:HEALTH_1182
return 

:HEALTH_1184
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
01C3: mark_car_as_no_longer_needed $AMB_INFO 
01C2: mark_actor_as_no_longer_needed $MEDIC_INFO 
0249: release_model #AMBULAN 
0249: release_model #MEDIC 
01EB: set_car_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
$ONMISSION = 0 // $ = int 
$FLAG_HEALTH_INFO = 1 // $ = int 
mission_cleanup 
return 

//-------------Mission 2---------------
// Originally: Police Station Info Scene

:WANTED
gosub @WANTED_16 
gosub @WANTED_2000 
terminate_this_script 

:WANTED_16
script_name 'WANTED' 
$ONMISSION = 1 // $ = int 
wait 0 
$INFO_TIME_LAPSED = 0 // $ = int 
$INFO_TIME_NOW = 0 // $ = int 
$INFO_TIME_START = 0 // $ = int 
$FLAG_INFO = 0 // $ = int 
$FLAG_COPCAR_PROGRESS = 0 // $ = int 
$FLAG_SWAT_PROGRESS = 0 // $ = int 
$FLAG_INTRO_JUMP = 0 // $ = int 
$WANTED_LEVEL = 0 // $ = int 
01C0: $WANTED_LEVEL = player $PLAYER_CHAR wanted_level 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03AF: set_streaming 0 
0247: request_model #ENFORCER 
0247: request_model #SWAT 
0247: request_model #DIABLOS 
0247: request_model #GANG06 
038B: load_requested_models 

:WANTED_138
if 
8248:   not model #ENFORCER available 
jf @WANTED_164 
wait 0 
jump @WANTED_138 

:WANTED_164
if 
8248:   not model #SWAT available 
jf @WANTED_190 
wait 0 
jump @WANTED_164 

:WANTED_190
if 
8248:   not model #GANG06 available 
jf @WANTED_216 
wait 0 
jump @WANTED_190 

:WANTED_216
if 
8248:   not model #DIABLOS available 
jf @WANTED_243 
wait 0 
jump @WANTED_216 

:WANTED_243
03AF: set_streaming 1 

:WANTED_247
if 
  13 > $FLAG_INFO // int > $ 
jf @WANTED_1998 
wait 0 
if 
  $FLAG_INFO == 0 // $ == int 
jf @WANTED_428 
01BD: $INFO_TIME_START = current_time_in_ms 
00A5: $COPCAR_INFO = create_car #POLICE at 1110.0 -823.0 15.0 
0175: set_car $COPCAR_INFO z_angle_to 330.0 
0129: $COP_INFO = create_actor 4 #COP in_car $COPCAR_INFO driverseat 
00A5: $COPCAR2_INFO = create_car #POLICE at 1105.0 -828.0 15.0 
0175: set_car $COPCAR2_INFO z_angle_to 330.0 
0129: $COP2_INFO = create_actor 4 #COP in_car $COPCAR2_INFO driverseat 
00A5: $DIABLOCAR_INFO = create_car #DIABLOS at 1115.0 -818.0 15.0 
0175: set_car $DIABLOCAR_INFO z_angle_to 0.0 
0129: $DIABLO_INFO = create_actor 9 #GANG06 in_car $DIABLOCAR_INFO driverseat 
01EB: set_car_density_to 0.25 
03DE: set_pedestrians_density_multiplier_to 0.0 
03E5: text_box 'WANT_A'  // You will only be arrested if you have a ~h~wanted level.
$FLAG_INFO = 1 // $ = int 

:WANTED_428
if 
  $FLAG_INTRO_JUMP == 0 // $ == int 
jf @WANTED_467 
01BD: $INFO_TIME_NOW = current_time_in_ms 
0084: $INFO_TIME_LAPSED = $INFO_TIME_NOW // $ = $ int 
0060: $INFO_TIME_LAPSED -= $INFO_TIME_START // $ -= $ int 

:WANTED_467
if and
  $INFO_TIME_LAPSED > 3500 // $ > int 
  $FLAG_INFO == 1 // $ == int 
jf @WANTED_707 
03E5: text_box 'WANT_G'  // When you are ~h~'busted'~w~ you are returned to the nearest police station.
if and
8119:   not car $COPCAR_INFO wrecked 
8119:   not car $COPCAR2_INFO wrecked 
8119:   not car $DIABLOCAR_INFO wrecked 
jf @WANTED_575 
00AD: set_car $COPCAR2_INFO max_speed_to 75.0 
00AE: set_vehicle $COPCAR2_INFO traffic_behavior_to 3 
032C: car $COPCAR2_INFO ram $DIABLOCAR_INFO 
00AD: set_car $COPCAR_INFO max_speed_to 70.0 
00AE: set_vehicle $COPCAR_INFO traffic_behavior_to 3 
032C: car $COPCAR_INFO ram $DIABLOCAR_INFO 

:WANTED_575
015F: set_camera_position 1134.0 -695.0 18.0 rotation 0.0 0.0 0.0 
if 
8119:   not car $DIABLOCAR_INFO wrecked 
jf @WANTED_620 
0158: camera_on_vehicle $DIABLOCAR_INFO mode 15 switchstyle 2 

:WANTED_620
if 
8119:   not car $DIABLOCAR_INFO wrecked 
jf @WANTED_665 
00AD: set_car $DIABLOCAR_INFO max_speed_to 50.0 
00AE: set_vehicle $DIABLOCAR_INFO traffic_behavior_to 2 
00A7: car $DIABLOCAR_INFO drive_to 982.0 -617.0 15.0 

:WANTED_665
if and
8119:   not car $COPCAR_INFO wrecked 
8119:   not car $COPCAR2_INFO wrecked 
jf @WANTED_700 
0397: car $COPCAR_INFO siren = 1 
0397: car $COPCAR2_INFO siren = 1 

:WANTED_700
$FLAG_INFO = 2 // $ = int 

:WANTED_707
if and
  $INFO_TIME_LAPSED > 5500 // $ > int 
  $FLAG_COPCAR_PROGRESS == 0 // $ == int 
jf @WANTED_910 
0395: clear_area 1 at 1142.0 -666.0 14.75 range 10.0 
00A5: $SWATVAN_INFO = create_car #ENFORCER at 1142.0 -666.0 14.75 
0175: set_car $SWATVAN_INFO z_angle_to 90.0 
020A: set_car $SWATVAN_INFO door_status_to 1 
00A9: set_car $SWATVAN_INFO to_normal_driver 
009A: $SWAT2_INFO = create_actor 4 #SWAT at 1138.0 -671.0 15.0 
009A: $SWAT1_INFO = create_actor 4 #SWAT at 1137.75 -661.25 15.0 
01B2: give_actor $SWAT1_INFO weapon 6 ammo 60 
0173: set_actor $SWAT2_INFO z_angle_to 110.0 
0173: set_actor $SWAT1_INFO z_angle_to 80.0 
01B2: give_actor $SWAT1_INFO weapon 4 ammo 10 
if 
8118:   not actor $DIABLO_INFO dead 
jf @WANTED_879 
022C: set_actor $SWAT1_INFO to_look_at_actor $DIABLO_INFO 

:WANTED_879
if 
8118:   not actor $COP_INFO dead 
jf @WANTED_903 
022C: set_actor $SWAT2_INFO to_look_at_actor $COP_INFO 

:WANTED_903
$FLAG_COPCAR_PROGRESS = 1 // $ = int 

:WANTED_910
if and
  $INFO_TIME_LAPSED > 7500 // $ > int 
  $FLAG_INFO == 2 // $ == int 
jf @WANTED_953 
03E5: text_box 'WANT_H'  // The cops will take all your weapons and some of your cash as a bribe.
$FLAG_INFO = 3 // $ = int 

:WANTED_953
if and
  $INFO_TIME_LAPSED > 10500 // $ > int 
  $FLAG_INFO == 3 // $ == int 
jf @WANTED_996 
03E5: text_box 'WANT_I'  // Any mission you were on will be failed.
$FLAG_INFO = 4 // $ = int 

:WANTED_996
if and
  $INFO_TIME_LAPSED > 12500 // $ > int 
  $FLAG_INFO == 4 // $ == int 
jf @WANTED_1099 
03E5: text_box 'WANT_B'  // Your ~h~wanted level~w~ is represented by the row of stars in the top right of the screen.
if 
8119:   not car $SWATVAN_INFO wrecked 
jf @WANTED_1092 
015F: set_camera_position 1135.75 -673.0 14.75 rotation 0.0 0.0 0.0 
0158: camera_on_vehicle $SWATVAN_INFO mode 15 switchstyle 2 
00A6: destroy_car $COPCAR_INFO 
00A6: destroy_car $COPCAR2_INFO 
00A6: destroy_car $DIABLOCAR_INFO 

:WANTED_1092
$FLAG_INFO = 5 // $ = int 

:WANTED_1099
if and
  $INFO_TIME_LAPSED > 13500 // $ > int 
  $FLAG_INFO == 5 // $ == int 
jf @WANTED_1166 
if and
8119:   not car $SWATVAN_INFO wrecked 
8118:   not actor $SWAT2_INFO dead 
jf @WANTED_1159 
022F: set_actor $SWAT2_INFO stop_looking 
01D5: actor $SWAT2_INFO go_to_and_drive_car $SWATVAN_INFO 

:WANTED_1159
$FLAG_INFO = 6 // $ = int 

:WANTED_1166
if and
  $INFO_TIME_LAPSED > 16000 // $ > int 
  $FLAG_INFO == 6 // $ == int 
jf @WANTED_1245 
03E5: text_box 'WANT_C'  // You now have a ~h~wanted level~w~ of one...
010D: set_player $PLAYER_CHAR wanted_level_to 1 
if and
8119:   not car $SWATVAN_INFO wrecked 
8118:   not actor $SWAT1_INFO dead 
jf @WANTED_1238 
01D4: actor $SWAT1_INFO go_to_car $SWATVAN_INFO and_enter_it_as_a_passenger 

:WANTED_1238
$FLAG_INFO = 7 // $ = int 

:WANTED_1245
if and
  $INFO_TIME_LAPSED > 18000 // $ > int 
  $FLAG_INFO == 7 // $ == int 
jf @WANTED_1295 
03E5: text_box 'WANT_D'  // two...
010D: set_player $PLAYER_CHAR wanted_level_to 2 
$FLAG_INFO = 8 // $ = int 

:WANTED_1295
if and
  $INFO_TIME_LAPSED > 20000 // $ > int 
  $FLAG_INFO == 8 // $ == int 
jf @WANTED_1345 
03E5: text_box 'WANT_E'  // three...
010D: set_player $PLAYER_CHAR wanted_level_to 3 
$FLAG_INFO = 9 // $ = int 

:WANTED_1345
if and
  $INFO_TIME_LAPSED > 22000 // $ > int 
  $FLAG_INFO == 9 // $ == int 
jf @WANTED_1388 
03E5: text_box 'WANT_F'  // As your ~h~wanted level~w~ increases you will attract more powerful forms of law enforcement.
$FLAG_INFO = 10 // $ = int 

:WANTED_1388
if and
  $INFO_TIME_LAPSED > 26000 // $ > int 
  $FLAG_INFO == 10 // $ == int 
jf @WANTED_1491 
015F: set_camera_position 1135.0 -672.5 15.5 rotation 0.0 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
03E5: text_box 'WANT_J'  // You will find ways of reducing your wanted level the more you play.
0213: $BRIBE_PICKUP = create_pickup #BRIBE type 14 at 1143.0 -671.0 15.0 
0160: point_camera 1143.0 -671.0 15.0 switchstyle 1 
$FLAG_INFO = 11 // $ = int 

:WANTED_1491
if and
  $INFO_TIME_LAPSED > 30000 // $ > int 
  $FLAG_INFO == 11 // $ == int 
jf @WANTED_1524 
$FLAG_INFO = 12 // $ = int 

:WANTED_1524
if and
  $INFO_TIME_LAPSED > 34000 // $ > int 
  $FLAG_INFO == 12 // $ == int 
jf @WANTED_1706 
03E6: remove_text_box 
0169: set_fade_color 0 0 0 
fade 0 1500 

:WANTED_1569
if 
  fading 
jf @WANTED_1593 
wait 0 
jump @WANTED_1569 

:WANTED_1593
0215: destroy_pickup $BRIBE_PICKUP 
009B: destroy_actor_instantly $DIABLO_INFO 
00A6: destroy_car $DIABLOCAR_INFO 
009B: destroy_actor_instantly $COP_INFO 
00A6: destroy_car $COPCAR_INFO 
009B: destroy_actor_instantly $COP2_INFO 
00A6: destroy_car $COPCAR2_INFO 
009B: destroy_actor_instantly $SWAT1_INFO 
009B: destroy_actor_instantly $SWAT2_INFO 
00A6: destroy_car $SWATVAN_INFO 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_LEVEL 
0169: set_fade_color 0 0 0 
fade 1 1500 

:WANTED_1675
if 
  fading 
jf @WANTED_1699 
wait 0 
jump @WANTED_1675 

:WANTED_1699
$FLAG_INFO = 13 // $ = int 

:WANTED_1706
if and
8119:   not car $SWATVAN_INFO wrecked 
8118:   not actor $SWAT1_INFO dead 
8118:   not actor $SWAT2_INFO dead 
jf @WANTED_1821 
if and
  $FLAG_SWAT_PROGRESS == 0 // $ == int 
  $INFO_TIME_LAPSED > 21000 // $ > int 
jf @WANTED_1821 
if and
00DB:   actor $SWAT1_INFO in_car $SWATVAN_INFO 
00DB:   actor $SWAT2_INFO in_car $SWATVAN_INFO 
jf @WANTED_1821 
00AD: set_car $SWATVAN_INFO max_speed_to 10.0 
00AE: set_vehicle $SWATVAN_INFO traffic_behavior_to 2 
02C2: car $SWATVAN_INFO drive_to_point 1133.0 -669.0 15.0 
$FLAG_SWAT_PROGRESS = 1 // $ = int 

:WANTED_1821
if 
8119:   not car $SWATVAN_INFO wrecked 
jf @WANTED_1925 
if and
01AD:   car $SWATVAN_INFO 0 1133.0 -669.0 3.0 3.0 
  $FLAG_SWAT_PROGRESS == 1 // $ == int 
  $INFO_TIME_LAPSED > 22000 // $ > int 
jf @WANTED_1925 
00A7: car $SWATVAN_INFO drive_to 982.0 -617.0 15.0 
00AD: set_car $SWATVAN_INFO max_speed_to 30.0 
00AE: set_vehicle $SWATVAN_INFO traffic_behavior_to 3 
0397: car $SWATVAN_INFO siren = 1 
$FLAG_SWAT_PROGRESS = 2 // $ = int 

:WANTED_1925
if and
  $FLAG_INTRO_JUMP == 0 // $ == int 
  12 > $FLAG_INFO // int > $ 
jf @WANTED_1991 
if 
00E1:   pad 0 key_pressed 16 
jf @WANTED_1991 
$INFO_TIME_LAPSED = 34001 // $ = int 
$FLAG_INFO = 12 // $ = int 
$FLAG_INTRO_JUMP = 1 // $ = int 

:WANTED_1991
jump @WANTED_247 

:WANTED_1998
return 

:WANTED_2000
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
if 
8119:   not car $SWATVAN_INFO wrecked 
jf @WANTED_2041 
00A8: set_car $SWATVAN_INFO to_psycho_driver 

:WANTED_2041
if 
8119:   not car $COPCAR_INFO wrecked 
jf @WANTED_2062 
00A8: set_car $COPCAR_INFO to_psycho_driver 

:WANTED_2062
if 
8119:   not car $DIABLOCAR_INFO wrecked 
jf @WANTED_2083 
00A8: set_car $DIABLOCAR_INFO to_psycho_driver 

:WANTED_2083
01EB: set_car_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01C3: mark_car_as_no_longer_needed $SWATVAN_INFO 
01C3: mark_car_as_no_longer_needed $COPCAR_INFO 
01C3: mark_car_as_no_longer_needed $DIABLOCAR_INFO 
01C2: mark_actor_as_no_longer_needed $COP_INFO 
01C2: mark_actor_as_no_longer_needed $SWAT1_INFO 
01C2: mark_actor_as_no_longer_needed $SWAT2_INFO 
01C2: mark_actor_as_no_longer_needed $DIABLO_INFO 
0249: release_model #COP 
0249: release_model #GANG06 
0249: release_model #SWAT 
0249: release_model #DIABLOS 
0249: release_model #ENFORCER 
0249: release_model #POLICE 
02BC: set_swat_required 0 
$ONMISSION = 0 // $ = int 
$FLAG_WANTED_INFO = 1 // $ = int 
mission_cleanup 
return 

//-------------Mission 3---------------
// Originally: RC Diablo Destruction

:RC1
script_name 'RC1' 
gosub @RC1_46 
if 
  wasted_or_busted 
jf @RC1_37 
gosub @RC1_959 

:RC1_37
gosub @RC1_1084 
terminate_this_script 

:RC1_46
$ONMISSION = 1 // $ = int 
if 
  $FLAG_RC1_PASSED == 0 // $ == int 
jf @RC1_73 
increment_mission_attempts 

:RC1_73
00BA: text_styled 'RC1' 15000 ms 2  // 'DIABLO DESTRUCTION'
wait 0 
$COUNTER_RCDD = 0 // $ = int 
$FLAG_BUGGY_HELP1_HM2 = 0 // $ = int 
$CONTROLMODE = 0 // $ = int 
$REWARD_RCDD = 0 // $ = int 
$CAM_X = 1019.0 // $ = float 
$CAM_Y = -113.5 // $ = float 
$CAM_Z = 9.0 // $ = float 
$RC_X = 1026.0 // $ = float 
$RC_Y = -117.0 // $ = float 
$RC_Z = 5.5 // $ = float 
$TIMER_RCDD = 120000 // $ = int 
0297: clear_rampage_kills 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01C0: $WANTED_4X4 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
00DA: $RC_VAN = player $PLAYER_CHAR car 
02A3: toggle_widescreen 1 
0152: set_zone_car_info 'TOWERS' 1 8 0 0 200 0 0 0 0 20 400 0 0 350 0 0 
0152: set_zone_car_info 'TOWERS' 0 6 0 0 250 0 0 0 0 10 540 0 0 200 0 0 
015F: set_camera_position $CAM_X $CAM_Y $CAM_Z rotation 0.0 0.0 0.0 
if 
8119:   not car $RC_VAN wrecked 
jf @RC1_377 
020A: set_car $RC_VAN door_status_to 2 
0158: camera_on_vehicle $RC_VAN mode 15 switchstyle 2 
0395: clear_area 1 at $RC_X $RC_Y $RC_Z range 5.0 

:RC1_377
00BC: text_highpriority 'RC_1' time 4000 1  // You have 2 minutes to blow up as many Diablo Gang Cars as possible!
0247: request_model #RCBANDIT 
0247: request_model #DIABLOS 

:RC1_402
if or
8248:   not model #RCBANDIT available 
8248:   not model #DIABLOS available 
jf @RC1_434 
wait 0 
jump @RC1_402 

:RC1_434
03C4: set_status_text_to $COUNTER_RCDD 0 'KILLS'  // KILLS:
014E: set_timer_to $TIMER_RCDD 
01BD: $TIMER_INTRO_START = current_time_in_ms 

:RC1_459
if 
   not 1 > $TIMER_RCDD // int > $ 
jf @RC1_852 
wait 0 
01BD: $TIMER_INTRO_NOW = current_time_in_ms 
0084: $INTRO_TIME_LAPSED = $TIMER_INTRO_NOW // $ = $ int 
0060: $INTRO_TIME_LAPSED -= $TIMER_INTRO_START // $ -= $ int 
if 
0119:   car $RC_VAN wrecked 
jf @RC1_540 
00BC: text_highpriority 'WRECKED' time 3000 1  // ~r~The vehicle is wrecked!
jump @RC1_959 

:RC1_540
if 
0256:   player $PLAYER_CHAR defined 
jf @RC1_778 
0110: clear_player $PLAYER_CHAR wanted_level 
if and
  $INTRO_TIME_LAPSED > 4000 // $ > int 
  $FLAG_BUGGY_HELP1_HM2 == 0 // $ == int 
jf @RC1_745 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @RC1_627 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC1_627
if 
  $CONTROLMODE == 1 // $ == int 
jf @RC1_662 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC1_662
if 
  $CONTROLMODE == 2 // $ == int 
jf @RC1_697 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC1_697
if 
  $CONTROLMODE == 3 // $ == int 
jf @RC1_732 
03E5: text_box 'RCHELPA'  // Press the ~k~~PED_FIREWEAPON~ button, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC1_732
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
015A: restore_camera 

:RC1_745
if 
8442:   not player $PLAYER_CHAR sitting_in_car $RC_VAN 
jf @RC1_771 
jump @RC1_959 

:RC1_771
jump @RC1_785 

:RC1_778
jump @RC1_959 

:RC1_785
0298: $COUNTER_RCDD = rampage_kills #DIABLOS 
if 
  $INTRO_TIME_LAPSED > 4000 // $ > int 
jf @RC1_845 
if 
8241:   not player $PLAYER_CHAR in_remote_mode 
jf @RC1_845 
010C: change_player_into_rc_buggy $PLAYER_CHAR at $RC_X $RC_Y $RC_Z 180.0 

:RC1_845
jump @RC1_459 

:RC1_852
014F: stop_timer $TIMER_RCDD 
0151: remove_status_text $COUNTER_RCDD 
0409: blow_up_rc_buggy 
TIMERA = 0 // @ = int 

:RC1_871
if 
  1500 > TIMERA // int > @ 
jf @RC1_901 
wait 0 
jump @RC1_871 

:RC1_901
if 
001C:   $COUNTER_RCDD > $REC_RC1 // $ > $ int 
jf @RC1_959 
0084: $REWARD_RCDD = $COUNTER_RCDD // $ = $ int 
0060: $REWARD_RCDD -= $REC_RC1 // $ -= $ int 
$REWARD_RCDD *= 1000 // $ *= int 
0084: $REC_RC1 = $COUNTER_RCDD // $ = $ int 
jump @RC1_991 

:RC1_959
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'NRECORD' time 5000 1  // ~r~NO NEW RECORD!
return 

:RC1_991
01E3: text_1number_styled 'M_PASS' $REWARD_RCDD 5000 ms 1  // MISSION PASSED! $~1~
00BC: text_highpriority 'RECORD' time 3000 1  // ~g~NEW RECORD!!
0394: play_music 1 
0109: player $PLAYER_CHAR money += $REWARD_RCDD 
if 
  $FLAG_RC1_PASSED == 0 // $ == int 
jf @RC1_1075 
030C: progress_made += 1 
$FLAG_RC1_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'RC1'  // 'DIABLO DESTRUCTION'

:RC1_1075
042F: register_highest_int_stat 1 to $REC_RC1 
return 

:RC1_1084
$ONMISSION = 0 // $ = int 
$FLAG_JUST_DONE_RC_MISSION = 1 // $ = int 
03CB: load_scene $CAM_X $CAM_Y $CAM_Z 
0249: release_model #RCBANDIT 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
01B4: set_player $PLAYER_CHAR can_move 1 
015A: restore_camera 
02A3: toggle_widescreen 0 
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_4X4 
014F: stop_timer $TIMER_RCDD 
0151: remove_status_text $COUNTER_RCDD 
0409: blow_up_rc_buggy 
if 
8119:   not car $RC_VAN wrecked 
jf @RC1_1177 
020A: set_car $RC_VAN door_status_to 1 

:RC1_1177
0152: set_zone_car_info 'TOWERS' 1 8 0 0 100 0 0 0 0 20 400 0 0 350 0 0 
0152: set_zone_car_info 'TOWERS' 0 6 0 0 150 0 0 0 0 10 550 0 0 200 0 0 
0249: release_model #DIABLOS 
mission_cleanup 
return 

//-------------Mission 4---------------
// Originally: RC Mafia Massacre

:RC2
script_name 'RC2' 
gosub @RC2_46 
if 
  wasted_or_busted 
jf @RC2_37 
gosub @RC2_959 

:RC2_37
gosub @RC2_1084 
terminate_this_script 

:RC2_46
$ONMISSION = 1 // $ = int 
if 
  $FLAG_RC2_PASSED == 0 // $ == int 
jf @RC2_73 
increment_mission_attempts 

:RC2_73
00BA: text_styled 'RC2' 15000 ms 2  // 'MAFIA MASSACRE'
wait 0 
$COUNTER_RCDD = 0 // $ = int 
$FLAG_BUGGY_HELP1_HM2 = 0 // $ = int 
$CONTROLMODE = 0 // $ = int 
$REWARD_RCDD = 0 // $ = int 
$CAM_X = 1159.0 // $ = float 
$CAM_Y = -317.5 // $ = float 
$CAM_Z = 24.0 // $ = float 
$RC_X = 1166.0 // $ = float 
$RC_Y = -310.0 // $ = float 
$RC_Z = 23.5 // $ = float 
$TIMER_RCDD = 120000 // $ = int 
0297: clear_rampage_kills 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01C0: $WANTED_4X4 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
00DA: $RC_VAN = player $PLAYER_CHAR car 
02A3: toggle_widescreen 1 
0152: set_zone_car_info 'LITTLEI' 1 10 250 0 0 0 0 0 0 20 400 0 0 250 50 0 
0152: set_zone_car_info 'LITTLEI' 0 8 250 0 0 0 0 0 0 10 550 0 0 150 0 0 
015F: set_camera_position $CAM_X $CAM_Y $CAM_Z rotation 0.0 0.0 0.0 
if 
8119:   not car $RC_VAN wrecked 
jf @RC2_377 
020A: set_car $RC_VAN door_status_to 2 
0158: camera_on_vehicle $RC_VAN mode 15 switchstyle 2 
0395: clear_area 1 at $RC_X $RC_Y $RC_Z range 5.0 

:RC2_377
00BC: text_highpriority 'RC_2' time 4000 1  // You have 2 minutes to blow up as many Mafia Gang Cars as possible!
0247: request_model #RCBANDIT 
0247: request_model #MAFIA 

:RC2_402
if or
8248:   not model #RCBANDIT available 
8248:   not model #MAFIA available 
jf @RC2_434 
wait 0 
jump @RC2_402 

:RC2_434
03C4: set_status_text_to $COUNTER_RCDD 0 'KILLS'  // KILLS:
014E: set_timer_to $TIMER_RCDD 
01BD: $TIMER_INTRO_START = current_time_in_ms 

:RC2_459
if 
   not 1 > $TIMER_RCDD // int > $ 
jf @RC2_852 
wait 0 
01BD: $TIMER_INTRO_NOW = current_time_in_ms 
0084: $INTRO_TIME_LAPSED = $TIMER_INTRO_NOW // $ = $ int 
0060: $INTRO_TIME_LAPSED -= $TIMER_INTRO_START // $ -= $ int 
if 
0119:   car $RC_VAN wrecked 
jf @RC2_540 
00BC: text_highpriority 'WRECKED' time 3000 1  // ~r~The vehicle is wrecked!
jump @RC2_959 

:RC2_540
if 
0256:   player $PLAYER_CHAR defined 
jf @RC2_778 
0110: clear_player $PLAYER_CHAR wanted_level 
if and
  $INTRO_TIME_LAPSED > 4000 // $ > int 
  $FLAG_BUGGY_HELP1_HM2 == 0 // $ == int 
jf @RC2_745 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @RC2_627 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC2_627
if 
  $CONTROLMODE == 1 // $ == int 
jf @RC2_662 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC2_662
if 
  $CONTROLMODE == 2 // $ == int 
jf @RC2_697 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC2_697
if 
  $CONTROLMODE == 3 // $ == int 
jf @RC2_732 
03E5: text_box 'RCHELPA'  // Press the ~k~~PED_FIREWEAPON~ button, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC2_732
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
015A: restore_camera 

:RC2_745
if 
8442:   not player $PLAYER_CHAR sitting_in_car $RC_VAN 
jf @RC2_771 
jump @RC2_959 

:RC2_771
jump @RC2_785 

:RC2_778
jump @RC2_959 

:RC2_785
0298: $COUNTER_RCDD = rampage_kills #MAFIA 
if 
  $INTRO_TIME_LAPSED > 4000 // $ > int 
jf @RC2_845 
if 
8241:   not player $PLAYER_CHAR in_remote_mode 
jf @RC2_845 
010C: change_player_into_rc_buggy $PLAYER_CHAR at $RC_X $RC_Y $RC_Z 180.0 

:RC2_845
jump @RC2_459 

:RC2_852
014F: stop_timer $TIMER_RCDD 
0151: remove_status_text $COUNTER_RCDD 
0409: blow_up_rc_buggy 
TIMERA = 0 // @ = int 

:RC2_871
if 
  1500 > TIMERA // int > @ 
jf @RC2_901 
wait 0 
jump @RC2_871 

:RC2_901
if 
001C:   $COUNTER_RCDD > $REC_RC2 // $ > $ int 
jf @RC2_959 
0084: $REWARD_RCDD = $COUNTER_RCDD // $ = $ int 
0060: $REWARD_RCDD -= $REC_RC2 // $ -= $ int 
$REWARD_RCDD *= 1000 // $ *= int 
0084: $REC_RC2 = $COUNTER_RCDD // $ = $ int 
jump @RC2_991 

:RC2_959
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'NRECORD' time 5000 1  // ~r~NO NEW RECORD!
return 

:RC2_991
01E3: text_1number_styled 'M_PASS' $REWARD_RCDD 5000 ms 1  // MISSION PASSED! $~1~
00BC: text_highpriority 'RECORD' time 3000 1  // ~g~NEW RECORD!!
0394: play_music 1 
0109: player $PLAYER_CHAR money += $REWARD_RCDD 
if 
  $FLAG_RC2_PASSED == 0 // $ == int 
jf @RC2_1075 
030C: progress_made += 1 
$FLAG_RC2_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'RC2'  // 'MAFIA MASSACRE'

:RC2_1075
042F: register_highest_int_stat 2 to $REC_RC2 
return 

:RC2_1084
$ONMISSION = 0 // $ = int 
$FLAG_JUST_DONE_RC_MISSION = 1 // $ = int 
03CB: load_scene $CAM_X $CAM_Y $CAM_Z 
0249: release_model #RCBANDIT 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
01B4: set_player $PLAYER_CHAR can_move 1 
015A: restore_camera 
02A3: toggle_widescreen 0 
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_4X4 
014F: stop_timer $TIMER_RCDD 
0151: remove_status_text $COUNTER_RCDD 
0409: blow_up_rc_buggy 
if 
8119:   not car $RC_VAN wrecked 
jf @RC2_1177 
020A: set_car $RC_VAN door_status_to 1 

:RC2_1177
0152: set_zone_car_info 'LITTLEI' 1 10 100 0 0 0 0 0 0 20 400 0 0 350 50 0 
0152: set_zone_car_info 'LITTLEI' 0 8 150 0 0 0 0 0 0 10 550 0 0 150 0 0 
0249: release_model #MAFIA 
mission_cleanup 
return 

//-------------Mission 5---------------
// Originally: RC Rumpo Rampage

:RC3
script_name 'RC3' 
gosub @RC3_46 
if 
  wasted_or_busted 
jf @RC3_37 
gosub @RC3_947 

:RC3_37
gosub @RC3_1072 
terminate_this_script 

:RC3_46
$ONMISSION = 1 // $ = int 
if 
  $FLAG_RC3_PASSED == 0 // $ == int 
jf @RC3_73 
increment_mission_attempts 

:RC3_73
00BA: text_styled 'RC4' 15000 ms 2  // 'RUMPO RAMPAGE'
wait 0 
$COUNTER_RCDD = 0 // $ = int 
$FLAG_BUGGY_HELP1_HM2 = 0 // $ = int 
$CONTROLMODE = 0 // $ = int 
$REWARD_RCDD = 0 // $ = int 
$CAM_X = -646.0 // $ = float 
$CAM_Y = 62.0 // $ = float 
$CAM_Z = 19.0 // $ = float 
$RC_X = -641.0 // $ = float 
$RC_Y = 60.0 // $ = float 
$RC_Z = 22.0 // $ = float 
$TIMER_RCDD = 120000 // $ = int 
0297: clear_rampage_kills 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01C0: $WANTED_4X4 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
00DA: $RC_VAN = player $PLAYER_CHAR car 
02A3: toggle_widescreen 1 
0152: set_zone_car_info 'PROJECT' 1 15 0 0 0 0 0 0 300 20 400 50 50 0 0 0 
0152: set_zone_car_info 'PROJECT' 0 10 0 0 0 0 0 0 400 10 400 50 50 0 0 0 
015F: set_camera_position $CAM_X $CAM_Y $CAM_Z rotation 0.0 0.0 0.0 
if 
8119:   not car $RC_VAN wrecked 
jf @RC3_375 
020A: set_car $RC_VAN door_status_to 2 
0158: camera_on_vehicle $RC_VAN mode 15 switchstyle 2 
0395: clear_area 1 at $RC_X $RC_Y $RC_Z range 5.0 

:RC3_375
00BC: text_highpriority 'RC_5' time 4000 1  // You have 2 minutes to blow up as many Hood Gang Cars as possible!
0247: request_model #RCBANDIT 

:RC3_395
if 
8248:   not model #RCBANDIT available 
jf @RC3_422 
wait 0 
jump @RC3_395 

:RC3_422
03C4: set_status_text_to $COUNTER_RCDD 0 'KILLS'  // KILLS:
014E: set_timer_to $TIMER_RCDD 
01BD: $TIMER_INTRO_START = current_time_in_ms 

:RC3_447
if 
   not 1 > $TIMER_RCDD // int > $ 
jf @RC3_840 
wait 0 
01BD: $TIMER_INTRO_NOW = current_time_in_ms 
0084: $INTRO_TIME_LAPSED = $TIMER_INTRO_NOW // $ = $ int 
0060: $INTRO_TIME_LAPSED -= $TIMER_INTRO_START // $ -= $ int 
if 
0119:   car $RC_VAN wrecked 
jf @RC3_528 
00BC: text_highpriority 'WRECKED' time 3000 1  // ~r~The vehicle is wrecked!
jump @RC3_947 

:RC3_528
if 
0256:   player $PLAYER_CHAR defined 
jf @RC3_766 
0110: clear_player $PLAYER_CHAR wanted_level 
if and
  $INTRO_TIME_LAPSED > 4000 // $ > int 
  $FLAG_BUGGY_HELP1_HM2 == 0 // $ == int 
jf @RC3_733 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @RC3_615 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC3_615
if 
  $CONTROLMODE == 1 // $ == int 
jf @RC3_650 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC3_650
if 
  $CONTROLMODE == 2 // $ == int 
jf @RC3_685 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC3_685
if 
  $CONTROLMODE == 3 // $ == int 
jf @RC3_720 
03E5: text_box 'RCHELPA'  // Press the ~k~~PED_FIREWEAPON~ button, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC3_720
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
015A: restore_camera 

:RC3_733
if 
8442:   not player $PLAYER_CHAR sitting_in_car $RC_VAN 
jf @RC3_759 
jump @RC3_947 

:RC3_759
jump @RC3_773 

:RC3_766
jump @RC3_947 

:RC3_773
0298: $COUNTER_RCDD = rampage_kills #HOODS 
if 
  $INTRO_TIME_LAPSED > 4000 // $ > int 
jf @RC3_833 
if 
8241:   not player $PLAYER_CHAR in_remote_mode 
jf @RC3_833 
010C: change_player_into_rc_buggy $PLAYER_CHAR at $RC_X $RC_Y $RC_Z 60.0 

:RC3_833
jump @RC3_447 

:RC3_840
014F: stop_timer $TIMER_RCDD 
0151: remove_status_text $COUNTER_RCDD 
0409: blow_up_rc_buggy 
TIMERA = 0 // @ = int 

:RC3_859
if 
  1500 > TIMERA // int > @ 
jf @RC3_889 
wait 0 
jump @RC3_859 

:RC3_889
if 
001C:   $COUNTER_RCDD > $REC_RC3 // $ > $ int 
jf @RC3_947 
0084: $REWARD_RCDD = $COUNTER_RCDD // $ = $ int 
0060: $REWARD_RCDD -= $REC_RC3 // $ -= $ int 
$REWARD_RCDD *= 1000 // $ *= int 
0084: $REC_RC3 = $COUNTER_RCDD // $ = $ int 
jump @RC3_979 

:RC3_947
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'NRECORD' time 5000 1  // ~r~NO NEW RECORD!
return 

:RC3_979
01E3: text_1number_styled 'M_PASS' $REWARD_RCDD 5000 ms 1  // MISSION PASSED! $~1~
00BC: text_highpriority 'RECORD' time 3000 1  // ~g~NEW RECORD!!
0394: play_music 1 
0109: player $PLAYER_CHAR money += $REWARD_RCDD 
if 
  $FLAG_RC3_PASSED == 0 // $ == int 
jf @RC3_1063 
030C: progress_made += 1 
$FLAG_RC3_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'RC4'  // 'RUMPO RAMPAGE'

:RC3_1063
042F: register_highest_int_stat 4 to $REC_RC3 
return 

:RC3_1072
$ONMISSION = 0 // $ = int 
$FLAG_JUST_DONE_RC_MISSION = 1 // $ = int 
03CB: load_scene $CAM_X $CAM_Y $CAM_Z 
0249: release_model #RCBANDIT 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
01B4: set_player $PLAYER_CHAR can_move 1 
015A: restore_camera 
02A3: toggle_widescreen 0 
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_4X4 
014F: stop_timer $TIMER_RCDD 
0151: remove_status_text $COUNTER_RCDD 
0409: blow_up_rc_buggy 
if 
8119:   not car $RC_VAN wrecked 
jf @RC3_1165 
020A: set_car $RC_VAN door_status_to 1 

:RC3_1165
0152: set_zone_car_info 'PROJECT' 1 15 0 0 0 0 0 0 100 20 400 50 50 0 0 0 
0152: set_zone_car_info 'PROJECT' 0 10 0 0 0 0 0 0 150 10 400 50 50 0 0 0 
mission_cleanup 
return 

//-------------Mission 6---------------
// Originally: RC Casino Calamity

:RC4
script_name 'RC4' 
gosub @RC4_46 
if 
  wasted_or_busted 
jf @RC4_37 
gosub @RC4_951 

:RC4_37
gosub @RC4_1076 
terminate_this_script 

:RC4_46
$ONMISSION = 1 // $ = int 
if 
  $FLAG_RC4_PASSED == 0 // $ == int 
jf @RC4_73 
increment_mission_attempts 

:RC4_73
00BA: text_styled 'RC3' 15000 ms 2  // 'CASINO CALAMITY'
wait 0 
$COUNTER_RCDD = 0 // $ = int 
$FLAG_BUGGY_HELP1_HM2 = 0 // $ = int 
$CONTROLMODE = 0 // $ = int 
$REWARD_RCDD = 0 // $ = int 
$CAM_X = 370.0 // $ = float 
$CAM_Y = -1316.0 // $ = float 
$CAM_Z = 29.0 // $ = float 
$RC_X = 373.0 // $ = float 
$RC_Y = -1317.0 // $ = float 
$RC_Z = 26.5 // $ = float 
$TIMER_RCDD = 120000 // $ = int 
0297: clear_rampage_kills 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01C0: $WANTED_4X4 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
00DA: $RC_VAN = player $PLAYER_CHAR car 
02A3: toggle_widescreen 1 
0152: set_zone_car_info 'YAKUSA' 1 20 0 0 0 270 0 0 0 10 300 200 200 0 0 0 
0152: set_zone_car_info 'YAKUSA' 0 15 0 0 0 290 0 0 0 10 300 200 200 0 0 0 
015F: set_camera_position $CAM_X $CAM_Y $CAM_Z rotation 0.0 0.0 0.0 
if 
8119:   not car $RC_VAN wrecked 
jf @RC4_379 
020A: set_car $RC_VAN door_status_to 2 
0158: camera_on_vehicle $RC_VAN mode 15 switchstyle 2 
0395: clear_area 1 at $RC_X $RC_Y $RC_Z range 5.0 

:RC4_379
00BC: text_highpriority 'RC_3' time 4000 1  // You have 2 minutes to blow up as many Yakuza Gang Cars as possible!
0247: request_model #RCBANDIT 

:RC4_399
if 
8248:   not model #RCBANDIT available 
jf @RC4_426 
wait 0 
jump @RC4_399 

:RC4_426
03C4: set_status_text_to $COUNTER_RCDD 0 'KILLS'  // KILLS:
014E: set_timer_to $TIMER_RCDD 
01BD: $TIMER_INTRO_START = current_time_in_ms 

:RC4_451
if 
   not 1 > $TIMER_RCDD // int > $ 
jf @RC4_844 
wait 0 
01BD: $TIMER_INTRO_NOW = current_time_in_ms 
0084: $INTRO_TIME_LAPSED = $TIMER_INTRO_NOW // $ = $ int 
0060: $INTRO_TIME_LAPSED -= $TIMER_INTRO_START // $ -= $ int 
if 
0119:   car $RC_VAN wrecked 
jf @RC4_532 
00BC: text_highpriority 'WRECKED' time 3000 1  // ~r~The vehicle is wrecked!
jump @RC4_951 

:RC4_532
if 
0256:   player $PLAYER_CHAR defined 
jf @RC4_770 
0110: clear_player $PLAYER_CHAR wanted_level 
if and
  $INTRO_TIME_LAPSED > 4000 // $ > int 
  $FLAG_BUGGY_HELP1_HM2 == 0 // $ == int 
jf @RC4_737 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @RC4_619 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC4_619
if 
  $CONTROLMODE == 1 // $ == int 
jf @RC4_654 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC4_654
if 
  $CONTROLMODE == 2 // $ == int 
jf @RC4_689 
03E5: text_box 'RCHELP'  // Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC4_689
if 
  $CONTROLMODE == 3 // $ == int 
jf @RC4_724 
03E5: text_box 'RCHELPA'  // Press the ~k~~PED_FIREWEAPON~ button, or drive the RC car into a vehicle's wheels to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:RC4_724
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
015A: restore_camera 

:RC4_737
if 
8442:   not player $PLAYER_CHAR sitting_in_car $RC_VAN 
jf @RC4_763 
jump @RC4_951 

:RC4_763
jump @RC4_777 

:RC4_770
jump @RC4_951 

:RC4_777
0298: $COUNTER_RCDD = rampage_kills #YAKUZA 
if 
  $INTRO_TIME_LAPSED > 4000 // $ > int 
jf @RC4_837 
if 
8241:   not player $PLAYER_CHAR in_remote_mode 
jf @RC4_837 
010C: change_player_into_rc_buggy $PLAYER_CHAR at $RC_X $RC_Y $RC_Z 60.0 

:RC4_837
jump @RC4_451 

:RC4_844
014F: stop_timer $TIMER_RCDD 
0151: remove_status_text $COUNTER_RCDD 
0409: blow_up_rc_buggy 
TIMERA = 0 // @ = int 

:RC4_863
if 
  1500 > TIMERA // int > @ 
jf @RC4_893 
wait 0 
jump @RC4_863 

:RC4_893
if 
001C:   $COUNTER_RCDD > $REC_RC4 // $ > $ int 
jf @RC4_951 
0084: $REWARD_RCDD = $COUNTER_RCDD // $ = $ int 
0060: $REWARD_RCDD -= $REC_RC4 // $ -= $ int 
$REWARD_RCDD *= 1000 // $ *= int 
0084: $REC_RC4 = $COUNTER_RCDD // $ = $ int 
jump @RC4_983 

:RC4_951
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'NRECORD' time 5000 1  // ~r~NO NEW RECORD!
return 

:RC4_983
01E3: text_1number_styled 'M_PASS' $REWARD_RCDD 5000 ms 1  // MISSION PASSED! $~1~
00BC: text_highpriority 'RECORD' time 3000 1  // ~g~NEW RECORD!!
0394: play_music 1 
0109: player $PLAYER_CHAR money += $REWARD_RCDD 
if 
  $FLAG_RC4_PASSED == 0 // $ == int 
jf @RC4_1067 
030C: progress_made += 1 
$FLAG_RC4_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'RC3'  // 'CASINO CALAMITY'

:RC4_1067
042F: register_highest_int_stat 3 to $REC_RC4 
return 

:RC4_1076
$ONMISSION = 0 // $ = int 
$FLAG_JUST_DONE_RC_MISSION = 1 // $ = int 
03CB: load_scene $CAM_X $CAM_Y $CAM_Z 
0249: release_model #RCBANDIT 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
01B4: set_player $PLAYER_CHAR can_move 1 
015A: restore_camera 
02A3: toggle_widescreen 0 
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_4X4 
014F: stop_timer $TIMER_RCDD 
0151: remove_status_text $COUNTER_RCDD 
0409: blow_up_rc_buggy 
if 
8119:   not car $RC_VAN wrecked 
jf @RC4_1169 
020A: set_car $RC_VAN door_status_to 1 

:RC4_1169
0152: set_zone_car_info 'YAKUSA' 1 20 0 0 0 100 0 0 0 20 350 200 250 0 0 0 
0152: set_zone_car_info 'YAKUSA' 0 15 0 0 0 150 0 0 0 10 350 200 200 0 0 0 
mission_cleanup 
return 

//-------------Mission 7---------------
// Originally: Patriot Playground

:T4X4_1
gosub @T4X4_1_16 
gosub @T4X4_1_3884 
terminate_this_script 

:T4X4_1_16
increment_mission_attempts 
script_name 'T4X4_1' 
$ONMISSION = 1 // $ = int 
00BA: text_styled 'T4X4_1' 5000 ms 2  // 'PATRIOT PLAYGROUND'
wait 0 
$COUNTER_4X4_PICKUPS = 0 // $ = int 
$TIMER_4X4 = 0 // $ = int 
$FLAG_INTRO = 0 // $ = int 
$FLAG_TIMER = 0 // $ = int 
$FLAG_4X4ONE_TRIGGER = 1 // $ = int 
$FLAG_INTRO_JUMP = 0 // $ = int 
$FLAG_BLIP_1 = 0 // $ = int 
$FLAG_BLIP_2 = 0 // $ = int 
$FLAG_BLIP_3 = 0 // $ = int 
$FLAG_BLIP_4 = 0 // $ = int 
$FLAG_BLIP_5 = 0 // $ = int 
$FLAG_BLIP_6 = 0 // $ = int 
$FLAG_BLIP_7 = 0 // $ = int 
$FLAG_BLIP_8 = 0 // $ = int 
$FLAG_BLIP_9 = 0 // $ = int 
$FLAG_BLIP_10 = 0 // $ = int 
$FLAG_BLIP_11 = 0 // $ = int 
$FLAG_BLIP_12 = 0 // $ = int 
$FLAG_BLIP_13 = 0 // $ = int 
$FLAG_BLIP_14 = 0 // $ = int 
$FLAG_BLIP_15 = 0 // $ = int 
$RECORD_TEMP = 0 // $ = int 
$X_1 = 1391.688 // $ = float 
$Y_1 = -135.0 // $ = float 
$Z_1 = 54.75 // $ = float 
$X_2 = 1428.688 // $ = float 
$Y_2 = -350.5 // $ = float 
$Z_2 = 39.8125 // $ = float 
$X_3 = 1473.0 // $ = float 
$Y_3 = -602.5 // $ = float 
$Z_3 = 3.1875 // $ = float 
$X_4 = 1508.688 // $ = float 
$Y_4 = -150.375 // $ = float 
$Z_4 = 40.25 // $ = float 
$X_5 = 1417.375 // $ = float 
$Y_5 = -108.1875 // $ = float 
$Z_5 = 46.0 // $ = float 
$X_6 = 1619.438 // $ = float 
$Y_6 = -263.75 // $ = float 
$Z_6 = 27.4375 // $ = float 
$X_7 = 1414.313 // $ = float 
$Y_7 = -58.3125 // $ = float 
$Z_7 = 25.625 // $ = float 
$X_8 = 1481.313 // $ = float 
$Y_8 = -146.5625 // $ = float 
$Z_8 = 26.8125 // $ = float 
$X_9 = 1547.188 // $ = float 
$Y_9 = -196.875 // $ = float 
$Z_9 = 18.4375 // $ = float 
$X_10 = 1557.438 // $ = float 
$Y_10 = -60.875 // $ = float 
$Z_10 = 17.5625 // $ = float 
$X_11 = 1436.125 // $ = float 
$Y_11 = -210.9375 // $ = float 
$Z_11 = 31.6875 // $ = float 
$X_12 = 1520.563 // $ = float 
$Y_12 = -293.4375 // $ = float 
$Z_12 = 3.0 // $ = float 
$X_13 = 1417.25 // $ = float 
$Y_13 = -571.9375 // $ = float 
$Z_13 = 20.0 // $ = float 
$X_14 = 1423.625 // $ = float 
$Y_14 = -488.4375 // $ = float 
$Z_14 = 36.5625 // $ = float 
$X_15 = 1320.938 // $ = float 
$Y_15 = -541.625 // $ = float 
$Z_15 = 37.8125 // $ = float 
01C0: $WANTED_4X4 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
00DA: $PLAYER_4X4 = player $PLAYER_CHAR car 
if 
8119:   not car $PLAYER_4X4 wrecked 
jf @T4X4_1_612 
020A: set_car $PLAYER_4X4 door_status_to 2 

:T4X4_1_612
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
018A: $BLIP_1 = create_checkpoint_at $X_1 $Y_1 $Z_1 
018A: $BLIP_2 = create_checkpoint_at $X_2 $Y_2 $Z_2 
018A: $BLIP_3 = create_checkpoint_at $X_3 $Y_3 $Z_3 
018A: $BLIP_4 = create_checkpoint_at $X_4 $Y_4 $Z_4 
018A: $BLIP_5 = create_checkpoint_at $X_5 $Y_5 $Z_5 
018A: $BLIP_6 = create_checkpoint_at $X_6 $Y_6 $Z_6 
018A: $BLIP_7 = create_checkpoint_at $X_7 $Y_7 $Z_7 
018A: $BLIP_8 = create_checkpoint_at $X_8 $Y_8 $Z_8 
018A: $BLIP_9 = create_checkpoint_at $X_9 $Y_9 $Z_9 
018A: $BLIP_10 = create_checkpoint_at $X_10 $Y_10 $Z_10 
018A: $BLIP_11 = create_checkpoint_at $X_11 $Y_11 $Z_11 
018A: $BLIP_12 = create_checkpoint_at $X_12 $Y_12 $Z_12 
018A: $BLIP_13 = create_checkpoint_at $X_13 $Y_13 $Z_13 
018A: $BLIP_14 = create_checkpoint_at $X_14 $Y_14 $Z_14 
018A: $BLIP_15 = create_checkpoint_at $X_15 $Y_15 $Z_15 

:T4X4_1_833
if 
  15 > $COUNTER_4X4_PICKUPS // int > $ 
jf @T4X4_1_3646 
wait 0 
if and
  $COUNTER_4X4_PICKUPS == 1 // $ == int 
  $FLAG_TIMER == 0 // $ == int 
jf @T4X4_1_892 
014E: set_timer_to $TIMER_4X4 
$FLAG_TIMER = 1 // $ = int 

:T4X4_1_892
if 
  $FLAG_BLIP_1 == 0 // $ == int 
jf @T4X4_1_1030 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_1 $Y_1 $Z_1 
if 
00F7:   player $PLAYER_CHAR 0 $X_1 $Y_1 $Z_1 radius 2.5 2.5 3.5 
jf @T4X4_1_1030 
0164: disable_marker $BLIP_1 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_1 $Y_1 $Z_1 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_1 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_1030
if 
  $FLAG_BLIP_2 == 0 // $ == int 
jf @T4X4_1_1168 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_2 $Y_2 $Z_2 
if 
00F7:   player $PLAYER_CHAR 0 $X_2 $Y_2 $Z_2 radius 2.5 2.5 3.5 
jf @T4X4_1_1168 
0164: disable_marker $BLIP_2 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_2 $Y_2 $Z_2 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_2 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_1168
if 
  $FLAG_BLIP_3 == 0 // $ == int 
jf @T4X4_1_1306 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_3 $Y_3 $Z_3 
if 
00F7:   player $PLAYER_CHAR 0 $X_3 $Y_3 $Z_3 radius 2.5 2.5 3.5 
jf @T4X4_1_1306 
0164: disable_marker $BLIP_3 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_3 $Y_3 $Z_3 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_3 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_1306
if 
  $FLAG_BLIP_4 == 0 // $ == int 
jf @T4X4_1_1444 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_4 $Y_4 $Z_4 
if 
00F7:   player $PLAYER_CHAR 0 $X_4 $Y_4 $Z_4 radius 2.5 2.5 3.5 
jf @T4X4_1_1444 
0164: disable_marker $BLIP_4 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_4 $Y_4 $Z_4 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_4 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_1444
if 
  $FLAG_BLIP_5 == 0 // $ == int 
jf @T4X4_1_1582 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_5 $Y_5 $Z_5 
if 
00F7:   player $PLAYER_CHAR 0 $X_5 $Y_5 $Z_5 radius 2.5 2.5 3.5 
jf @T4X4_1_1582 
0164: disable_marker $BLIP_5 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_5 $Y_5 $Z_5 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_5 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_1582
if 
  $FLAG_BLIP_6 == 0 // $ == int 
jf @T4X4_1_1720 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_6 $Y_6 $Z_6 
if 
00F7:   player $PLAYER_CHAR 0 $X_6 $Y_6 $Z_6 radius 2.5 2.5 3.5 
jf @T4X4_1_1720 
0164: disable_marker $BLIP_6 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_6 $Y_6 $Z_6 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_6 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_1720
if 
  $FLAG_BLIP_7 == 0 // $ == int 
jf @T4X4_1_1858 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_7 $Y_7 $Z_7 
if 
00F7:   player $PLAYER_CHAR 0 $X_7 $Y_7 $Z_7 radius 2.5 2.5 3.5 
jf @T4X4_1_1858 
0164: disable_marker $BLIP_7 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_7 $Y_7 $Z_7 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_7 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_1858
if 
  $FLAG_BLIP_8 == 0 // $ == int 
jf @T4X4_1_1996 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_8 $Y_8 $Z_8 
if 
00F7:   player $PLAYER_CHAR 0 $X_8 $Y_8 $Z_8 radius 2.5 2.5 3.5 
jf @T4X4_1_1996 
0164: disable_marker $BLIP_8 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_8 $Y_8 $Z_8 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_8 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_1996
if 
  $FLAG_BLIP_9 == 0 // $ == int 
jf @T4X4_1_2134 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_9 $Y_9 $Z_9 
if 
00F7:   player $PLAYER_CHAR 0 $X_9 $Y_9 $Z_9 radius 2.5 2.5 3.5 
jf @T4X4_1_2134 
0164: disable_marker $BLIP_9 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_9 $Y_9 $Z_9 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_9 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_2134
if 
  $FLAG_BLIP_10 == 0 // $ == int 
jf @T4X4_1_2272 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_10 $Y_10 $Z_10 
if 
00F7:   player $PLAYER_CHAR 0 $X_10 $Y_10 $Z_10 radius 2.5 2.5 3.5 
jf @T4X4_1_2272 
0164: disable_marker $BLIP_10 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_10 $Y_10 $Z_10 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_10 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_2272
if 
  $FLAG_BLIP_11 == 0 // $ == int 
jf @T4X4_1_2410 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_11 $Y_11 $Z_11 
if 
00F7:   player $PLAYER_CHAR 0 $X_11 $Y_11 $Z_11 radius 2.5 2.5 3.5 
jf @T4X4_1_2410 
0164: disable_marker $BLIP_11 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_11 $Y_11 $Z_11 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_11 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_2410
if 
  $FLAG_BLIP_12 == 0 // $ == int 
jf @T4X4_1_2548 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_12 $Y_12 $Z_12 
if 
00F7:   player $PLAYER_CHAR 0 $X_12 $Y_12 $Z_12 radius 2.5 2.5 3.5 
jf @T4X4_1_2548 
0164: disable_marker $BLIP_12 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_12 $Y_12 $Z_12 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_12 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_2548
if 
  $FLAG_BLIP_13 == 0 // $ == int 
jf @T4X4_1_2686 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_13 $Y_13 $Z_13 
if 
00F7:   player $PLAYER_CHAR 0 $X_13 $Y_13 $Z_13 radius 2.5 2.5 3.5 
jf @T4X4_1_2686 
0164: disable_marker $BLIP_13 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_13 $Y_13 $Z_13 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_13 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_2686
if 
  $FLAG_BLIP_14 == 0 // $ == int 
jf @T4X4_1_2824 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_14 $Y_14 $Z_14 
if 
00F7:   player $PLAYER_CHAR 0 $X_14 $Y_14 $Z_14 radius 2.5 2.5 3.5 
jf @T4X4_1_2824 
0164: disable_marker $BLIP_14 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_14 $Y_14 $Z_14 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_14 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_2824
if 
  $FLAG_BLIP_15 == 0 // $ == int 
jf @T4X4_1_2962 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_15 $Y_15 $Z_15 
if 
00F7:   player $PLAYER_CHAR 0 $X_15 $Y_15 $Z_15 radius 2.5 2.5 3.5 
jf @T4X4_1_2962 
0164: disable_marker $BLIP_15 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_15 $Y_15 $Z_15 
$TIMER_4X4 += 20000 // $ += int 
$FLAG_BLIP_15 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_1B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 15!

:T4X4_1_2962
if 
  $FLAG_INTRO1_BEFORE == 1 // $ == int 
jf @T4X4_1_3044 
if and
  $FLAG_INTRO_JUMP == 0 // $ == int 
  5 > $FLAG_INTRO // int > $ 
jf @T4X4_1_3044 
if 
00E1:   pad 0 key_pressed 16 
jf @T4X4_1_3044 
$INTRO_TIME_LAPSED = 10501 // $ = int 
$FLAG_INTRO = 4 // $ = int 
$FLAG_INTRO_JUMP = 1 // $ = int 

:T4X4_1_3044
if 
  $FLAG_INTRO == 0 // $ == int 
jf @T4X4_1_3199 
01BD: $TIMER_INTRO_START = current_time_in_ms 
015F: set_camera_position 1458.0 -564.0 28.0 rotation 0.0 0.0 0.0 
043C: set_game_sounds_disable_on_fade 0 
fade 0 1500 

:T4X4_1_3098
if 
  fading 
jf @T4X4_1_3122 
wait 0 
jump @T4X4_1_3098 

:T4X4_1_3122
03CB: load_scene 1458.0 -564.0 28.0 
0160: point_camera $X_3 $Y_3 $Z_3 switchstyle 2 
fade 1 1500 

:T4X4_1_3153
if 
  fading 
jf @T4X4_1_3177 
wait 0 
jump @T4X4_1_3153 

:T4X4_1_3177
00BC: text_highpriority 'T4X4_1A' time 5500 1  // ~g~You have ~y~5 minutes~g~ to collect ~y~15~g~ checkpoints. ~g~You may collect them in ~y~ANY ORDER.
$FLAG_INTRO = 1 // $ = int 

:T4X4_1_3199
if 
  $FLAG_INTRO_JUMP == 0 // $ == int 
jf @T4X4_1_3238 
01BD: $TIMER_INTRO_NOW = current_time_in_ms 
0084: $INTRO_TIME_LAPSED = $TIMER_INTRO_NOW // $ = $ int 
0060: $INTRO_TIME_LAPSED -= $TIMER_INTRO_START // $ -= $ int 

:T4X4_1_3238
if and
  $INTRO_TIME_LAPSED > 3500 // $ > int 
  $FLAG_INTRO == 1 // $ == int 
jf @T4X4_1_3284 
0160: point_camera $X_14 $Y_14 $Z_14 switchstyle 1 
$FLAG_INTRO = 2 // $ = int 

:T4X4_1_3284
if and
  $INTRO_TIME_LAPSED > 6500 // $ > int 
  $FLAG_INTRO == 2 // $ == int 
jf @T4X4_1_3332 
00BC: text_highpriority 'T4X4_1C' time 5500 1  // ~y~PASS THROUGH~g~ the first checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~20 SECONDS~g~.
$FLAG_INTRO = 3 // $ = int 

:T4X4_1_3332
if and
  $INTRO_TIME_LAPSED > 7000 // $ > int 
  $FLAG_INTRO == 3 // $ == int 
jf @T4X4_1_3378 
0160: point_camera $X_13 $Y_13 $Z_13 switchstyle 1 
$FLAG_INTRO = 4 // $ = int 

:T4X4_1_3378
if and
  $INTRO_TIME_LAPSED > 10500 // $ > int 
  $FLAG_INTRO == 4 // $ == int 
jf @T4X4_1_3541 
fade 0 1500 

:T4X4_1_3411
if 
  fading 
jf @T4X4_1_3435 
wait 0 
jump @T4X4_1_3411 

:T4X4_1_3435
00BE: text_clear_all 
03CB: load_scene 1301.0 -650.0 12.0 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car $PLAYER_4X4 wrecked 
jf @T4X4_1_3484 
020A: set_car $PLAYER_4X4 door_status_to 1 

:T4X4_1_3484
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_4X4 
fade 1 1500 

:T4X4_1_3499
if 
  fading 
jf @T4X4_1_3523 
wait 0 
jump @T4X4_1_3499 

:T4X4_1_3523
043C: set_game_sounds_disable_on_fade 1 
$FLAG_INTRO = 5 // $ = int 
$FLAG_INTRO1_BEFORE = 1 // $ = int 

:T4X4_1_3541
if 
  $FLAG_TIMER == 1 // $ == int 
jf @T4X4_1_3599 
if 
  1 > $TIMER_4X4 // int > $ 
jf @T4X4_1_3599 
00BC: text_highpriority 'TAXI2' time 3000 1  // ~r~You're out of time!
jump @T4X4_1_3671 

:T4X4_1_3599
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PATRIOT 
jf @T4X4_1_3639 
00BC: text_highpriority 'T4X4_F' time 3000 1  // ~r~You bailed! Too tough for you?!
jump @T4X4_1_3671 

:T4X4_1_3639
jump @T4X4_1_833 

:T4X4_1_3646
if 
  $COUNTER_4X4_PICKUPS == 15 // $ == int 
jf @T4X4_1_3671 
jump @T4X4_1_3688 

:T4X4_1_3671
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:T4X4_1_3688
if 
  $FLAG_4X4_MISSION1_PASSED == 0 // $ == int 
jf @T4X4_1_3732 
$RECORD_4X4_ONE = 300000 // $ = int 
0060: $RECORD_4X4_ONE -= $TIMER_4X4 // $ -= $ int 
$RECORD_4X4_ONE /= 1000 // $ /= int 

:T4X4_1_3732
if 
  $FLAG_4X4_MISSION1_PASSED == 1 // $ == int 
jf @T4X4_1_3803 
$RECORD_TEMP = 300000 // $ = int 
0060: $RECORD_TEMP -= $TIMER_4X4 // $ -= $ int 
$RECORD_TEMP /= 1000 // $ /= int 
if 
001C:   $RECORD_4X4_ONE > $RECORD_TEMP // $ > $ int 
jf @T4X4_1_3803 
0084: $RECORD_4X4_ONE = $RECORD_TEMP // $ = $ int 

:T4X4_1_3803
01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 20000 
03FD: save_offroad_time $RECORD_4X4_ONE 
if 
  $FLAG_4X4_MISSION1_PASSED == 0 // $ == int 
jf @T4X4_1_3882 
0318: set_latest_mission_passed 'T4X4_1'  // 'PATRIOT PLAYGROUND'
$FLAG_4X4_MISSION1_PASSED = 1 // $ = int 
030C: progress_made += 1 

:T4X4_1_3882
return 

:T4X4_1_3884
0164: disable_marker $BLIP_1 
0164: disable_marker $BLIP_2 
0164: disable_marker $BLIP_3 
0164: disable_marker $BLIP_4 
0164: disable_marker $BLIP_5 
0164: disable_marker $BLIP_6 
0164: disable_marker $BLIP_7 
0164: disable_marker $BLIP_8 
0164: disable_marker $BLIP_9 
0164: disable_marker $BLIP_10 
0164: disable_marker $BLIP_11 
0164: disable_marker $BLIP_12 
0164: disable_marker $BLIP_13 
0164: disable_marker $BLIP_14 
0164: disable_marker $BLIP_15 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
014F: stop_timer $TIMER_4X4 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 8---------------
// Originally: A Ride In The Park

:T4X4_2
gosub @T4X4_2_36 
if 
  wasted_or_busted 
jf @T4X4_2_27 
gosub @T4X4_2_3142 

:T4X4_2_27
gosub @T4X4_2_3355 
terminate_this_script 

:T4X4_2_36
increment_mission_attempts 
script_name 'T4X4_2' 
$ONMISSION = 1 // $ = int 
00BA: text_styled 'T4X4_2' 15000 ms 2  // 'A RIDE IN THE PARK'
wait 0 
$COUNTER_4X4_PICKUPS = 0 // $ = int 
$TIMER_4X4 = 0 // $ = int 
$FLAG_INTRO = 0 // $ = int 
$FLAG_4X4TWO_TRIGGER = 1 // $ = int 
$FLAG_TIMER = 0 // $ = int 
$FLAG_INTRO_JUMP = 0 // $ = int 
$FLAG_BLIP_1 = 0 // $ = int 
$FLAG_BLIP_2 = 0 // $ = int 
$FLAG_BLIP_3 = 0 // $ = int 
$FLAG_BLIP_4 = 0 // $ = int 
$FLAG_BLIP_5 = 0 // $ = int 
$FLAG_BLIP_6 = 0 // $ = int 
$FLAG_BLIP_7 = 0 // $ = int 
$FLAG_BLIP_8 = 0 // $ = int 
$FLAG_BLIP_9 = 0 // $ = int 
$FLAG_BLIP_10 = 0 // $ = int 
$FLAG_BLIP_11 = 0 // $ = int 
$FLAG_BLIP_12 = 0 // $ = int 
$RECORD_TEMP = 0 // $ = int 
$X_1 = 6.5 // $ = float 
$Y_1 = -701.3125 // $ = float 
$Z_1 = 29.0 // $ = float 
$X_2 = 6.5 // $ = float 
$Y_2 = -745.0625 // $ = float 
$Z_2 = 29.0 // $ = float 
$X_3 = 51.8125 // $ = float 
$Y_3 = -605.1875 // $ = float 
$Z_3 = 25.9375 // $ = float 
$X_4 = 52.8125 // $ = float 
$Y_4 = -639.1875 // $ = float 
$Z_4 = 28.5 // $ = float 
$X_5 = 53.875 // $ = float 
$Y_5 = -885.3125 // $ = float 
$Z_5 = 31.9375 // $ = float 
$X_6 = 81.625 // $ = float 
$Y_6 = -779.25 // $ = float 
$Z_6 = 26.625 // $ = float 
$X_7 = 64.25 // $ = float 
$Y_7 = -777.5 // $ = float 
$Z_7 = 25.6875 // $ = float 
$X_8 = 90.25 // $ = float 
$Y_8 = -732.4375 // $ = float 
$Z_8 = 31.1875 // $ = float 
$X_9 = 83.4375 // $ = float 
$Y_9 = -724.5 // $ = float 
$Z_9 = 31.5625 // $ = float 
$X_10 = 39.5625 // $ = float 
$Y_10 = -724.375 // $ = float 
$Z_10 = 22.75 // $ = float 
$X_11 = 11.625 // $ = float 
$Y_11 = -743.0625 // $ = float 
$Z_11 = 28.5 // $ = float 
$X_12 = 68.5 // $ = float 
$Y_12 = -773.125 // $ = float 
$Z_12 = 22.875 // $ = float 
01C0: $WANTED_4X4 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
00DA: $PLAYER_4X4 = player $PLAYER_CHAR car 
if 
8119:   not car $PLAYER_4X4 wrecked 
jf @T4X4_2_539 
020A: set_car $PLAYER_4X4 door_status_to 1 

:T4X4_2_539
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
018A: $BLIP_1 = create_checkpoint_at $X_1 $Y_1 $Z_1 
018A: $BLIP_2 = create_checkpoint_at $X_2 $Y_2 $Z_2 
018A: $BLIP_3 = create_checkpoint_at $X_3 $Y_3 $Z_3 
018A: $BLIP_4 = create_checkpoint_at $X_4 $Y_4 $Z_4 
018A: $BLIP_5 = create_checkpoint_at $X_5 $Y_5 $Z_5 
018A: $BLIP_6 = create_checkpoint_at $X_6 $Y_6 $Z_6 
018A: $BLIP_7 = create_checkpoint_at $X_7 $Y_7 $Z_7 
018A: $BLIP_8 = create_checkpoint_at $X_8 $Y_8 $Z_8 
018A: $BLIP_9 = create_checkpoint_at $X_9 $Y_9 $Z_9 
018A: $BLIP_10 = create_checkpoint_at $X_10 $Y_10 $Z_10 
018A: $BLIP_11 = create_checkpoint_at $X_11 $Y_11 $Z_11 
018A: $BLIP_12 = create_checkpoint_at $X_12 $Y_12 $Z_12 

:T4X4_2_718
if 
  12 > $COUNTER_4X4_PICKUPS // int > $ 
jf @T4X4_2_3117 
wait 0 
if and
  $COUNTER_4X4_PICKUPS == 1 // $ == int 
  $FLAG_TIMER == 0 // $ == int 
jf @T4X4_2_777 
014E: set_timer_to $TIMER_4X4 
$FLAG_TIMER = 1 // $ = int 

:T4X4_2_777
if 
  $FLAG_BLIP_1 == 0 // $ == int 
jf @T4X4_2_915 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_1 $Y_1 $Z_1 
if 
00F7:   player $PLAYER_CHAR 0 $X_1 $Y_1 $Z_1 radius 2.5 2.5 3.5 
jf @T4X4_2_915 
0164: disable_marker $BLIP_1 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_1 $Y_1 $Z_1 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_1 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_915
if 
  $FLAG_BLIP_2 == 0 // $ == int 
jf @T4X4_2_1053 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_2 $Y_2 $Z_2 
if 
00F7:   player $PLAYER_CHAR 0 $X_2 $Y_2 $Z_2 radius 2.5 2.5 3.5 
jf @T4X4_2_1053 
0164: disable_marker $BLIP_2 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_2 $Y_2 $Z_2 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_2 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_1053
if 
  $FLAG_BLIP_3 == 0 // $ == int 
jf @T4X4_2_1191 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_3 $Y_3 $Z_3 
if 
00F7:   player $PLAYER_CHAR 0 $X_3 $Y_3 $Z_3 radius 2.5 2.5 3.5 
jf @T4X4_2_1191 
0164: disable_marker $BLIP_3 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_3 $Y_3 $Z_3 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_3 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_1191
if 
  $FLAG_BLIP_4 == 0 // $ == int 
jf @T4X4_2_1329 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_4 $Y_4 $Z_4 
if 
00F7:   player $PLAYER_CHAR 0 $X_4 $Y_4 $Z_4 radius 2.5 2.5 3.5 
jf @T4X4_2_1329 
0164: disable_marker $BLIP_4 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_4 $Y_4 $Z_4 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_4 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_1329
if 
  $FLAG_BLIP_5 == 0 // $ == int 
jf @T4X4_2_1467 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_5 $Y_5 $Z_5 
if 
00F7:   player $PLAYER_CHAR 0 $X_5 $Y_5 $Z_5 radius 2.5 2.5 3.5 
jf @T4X4_2_1467 
0164: disable_marker $BLIP_5 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_5 $Y_5 $Z_5 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_5 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_1467
if 
  $FLAG_BLIP_6 == 0 // $ == int 
jf @T4X4_2_1605 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_6 $Y_6 $Z_6 
if 
00F7:   player $PLAYER_CHAR 0 $X_6 $Y_6 $Z_6 radius 2.5 2.5 3.5 
jf @T4X4_2_1605 
0164: disable_marker $BLIP_6 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_6 $Y_6 $Z_6 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_6 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_1605
if 
  $FLAG_BLIP_7 == 0 // $ == int 
jf @T4X4_2_1743 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_7 $Y_7 $Z_7 
if 
00F7:   player $PLAYER_CHAR 0 $X_7 $Y_7 $Z_7 radius 2.5 2.5 3.5 
jf @T4X4_2_1743 
0164: disable_marker $BLIP_7 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_7 $Y_7 $Z_7 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_7 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_1743
if 
  $FLAG_BLIP_8 == 0 // $ == int 
jf @T4X4_2_1881 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_8 $Y_8 $Z_8 
if 
00F7:   player $PLAYER_CHAR 0 $X_8 $Y_8 $Z_8 radius 2.5 2.5 3.5 
jf @T4X4_2_1881 
0164: disable_marker $BLIP_8 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_8 $Y_8 $Z_8 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_8 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_1881
if 
  $FLAG_BLIP_9 == 0 // $ == int 
jf @T4X4_2_2019 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_9 $Y_9 $Z_9 
if 
00F7:   player $PLAYER_CHAR 0 $X_9 $Y_9 $Z_9 radius 2.5 2.5 3.5 
jf @T4X4_2_2019 
0164: disable_marker $BLIP_9 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_9 $Y_9 $Z_9 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_9 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_2019
if 
  $FLAG_BLIP_10 == 0 // $ == int 
jf @T4X4_2_2157 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_10 $Y_10 $Z_10 
if 
00F7:   player $PLAYER_CHAR 0 $X_10 $Y_10 $Z_10 radius 2.5 2.5 3.5 
jf @T4X4_2_2157 
0164: disable_marker $BLIP_10 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_10 $Y_10 $Z_10 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_10 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_2157
if 
  $FLAG_BLIP_11 == 0 // $ == int 
jf @T4X4_2_2295 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_11 $Y_11 $Z_11 
if 
00F7:   player $PLAYER_CHAR 0 $X_11 $Y_11 $Z_11 radius 2.5 2.5 3.5 
jf @T4X4_2_2295 
0164: disable_marker $BLIP_11 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_11 $Y_11 $Z_11 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_11 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_2295
if 
  $FLAG_BLIP_12 == 0 // $ == int 
jf @T4X4_2_2433 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_12 $Y_12 $Z_12 
if 
00F7:   player $PLAYER_CHAR 0 $X_12 $Y_12 $Z_12 radius 2.5 2.5 3.5 
jf @T4X4_2_2433 
0164: disable_marker $BLIP_12 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_12 $Y_12 $Z_12 
$TIMER_4X4 += 10000 // $ += int 
$FLAG_BLIP_12 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_2B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 12!

:T4X4_2_2433
if 
  $FLAG_INTRO2_BEFORE == 1 // $ == int 
jf @T4X4_2_2515 
if and
  $FLAG_INTRO_JUMP == 0 // $ == int 
  5 > $FLAG_INTRO // int > $ 
jf @T4X4_2_2515 
if 
00E1:   pad 0 key_pressed 16 
jf @T4X4_2_2515 
$INTRO_TIME_LAPSED = 10501 // $ = int 
$FLAG_INTRO = 4 // $ = int 
$FLAG_INTRO_JUMP = 1 // $ = int 

:T4X4_2_2515
if 
  $FLAG_INTRO == 0 // $ == int 
jf @T4X4_2_2670 
01BD: $TIMER_INTRO_START = current_time_in_ms 
015F: set_camera_position 50.4375 -727.5 27.0 rotation 0.0 0.0 0.0 
043C: set_game_sounds_disable_on_fade 0 
fade 0 1500 

:T4X4_2_2569
if 
  fading 
jf @T4X4_2_2593 
wait 0 
jump @T4X4_2_2569 

:T4X4_2_2593
03CB: load_scene 50.4375 -727.5 27.0 
0160: point_camera $X_8 $Y_8 $Z_8 switchstyle 2 
fade 1 1500 

:T4X4_2_2624
if 
  fading 
jf @T4X4_2_2648 
wait 0 
jump @T4X4_2_2624 

:T4X4_2_2648
00BC: text_highpriority 'T4X4_2A' time 5000 1  // ~g~You have ~y~2 minutes~g~ to collect ~y~12~g~ checkpoints!! ~g~You may collect them in ~y~ANY ORDER.
$FLAG_INTRO = 1 // $ = int 

:T4X4_2_2670
if 
  $FLAG_INTRO_JUMP == 0 // $ == int 
jf @T4X4_2_2709 
01BD: $TIMER_INTRO_NOW = current_time_in_ms 
0084: $INTRO_TIME_LAPSED = $TIMER_INTRO_NOW // $ = $ int 
0060: $INTRO_TIME_LAPSED -= $TIMER_INTRO_START // $ -= $ int 

:T4X4_2_2709
if and
  $INTRO_TIME_LAPSED > 3500 // $ > int 
  $FLAG_INTRO == 1 // $ == int 
jf @T4X4_2_2755 
0160: point_camera $X_9 $Y_9 $Z_9 switchstyle 1 
$FLAG_INTRO = 2 // $ = int 

:T4X4_2_2755
if and
  $INTRO_TIME_LAPSED > 6500 // $ > int 
  $FLAG_INTRO == 2 // $ == int 
jf @T4X4_2_2803 
00BC: text_highpriority 'T4X4_2C' time 5500 1  // ~y~PASS THROUGH~g~ the first checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~10 SECONDS~g~.
$FLAG_INTRO = 3 // $ = int 

:T4X4_2_2803
if and
  $INTRO_TIME_LAPSED > 7000 // $ > int 
  $FLAG_INTRO == 3 // $ == int 
jf @T4X4_2_2849 
0160: point_camera $X_10 $Y_10 $Z_10 switchstyle 1 
$FLAG_INTRO = 4 // $ = int 

:T4X4_2_2849
if and
  $INTRO_TIME_LAPSED > 10500 // $ > int 
  $FLAG_INTRO == 4 // $ == int 
jf @T4X4_2_3012 
fade 0 1500 

:T4X4_2_2882
if 
  fading 
jf @T4X4_2_2906 
wait 0 
jump @T4X4_2_2882 

:T4X4_2_2906
00BE: text_clear_all 
03CB: load_scene 50.0 -930.0 20.0 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car $PLAYER_4X4 wrecked 
jf @T4X4_2_2955 
020A: set_car $PLAYER_4X4 door_status_to 1 

:T4X4_2_2955
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_4X4 
fade 1 1500 

:T4X4_2_2970
if 
  fading 
jf @T4X4_2_2994 
wait 0 
jump @T4X4_2_2970 

:T4X4_2_2994
043C: set_game_sounds_disable_on_fade 1 
$FLAG_INTRO = 5 // $ = int 
$FLAG_INTRO2_BEFORE = 1 // $ = int 

:T4X4_2_3012
if 
  $FLAG_TIMER == 1 // $ == int 
jf @T4X4_2_3070 
if 
  1 > $TIMER_4X4 // int > $ 
jf @T4X4_2_3070 
00BC: text_highpriority 'TAXI2' time 3000 1  // ~r~You're out of time!
jump @T4X4_2_3142 

:T4X4_2_3070
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
jf @T4X4_2_3110 
00BC: text_highpriority 'T4X4_F' time 3000 1  // ~r~You bailed! Too tough for you?!
jump @T4X4_2_3142 

:T4X4_2_3110
jump @T4X4_2_718 

:T4X4_2_3117
if 
  $COUNTER_4X4_PICKUPS == 12 // $ == int 
jf @T4X4_2_3142 
jump @T4X4_2_3159 

:T4X4_2_3142
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:T4X4_2_3159
if 
  $FLAG_4X4_MISSION2_PASSED == 0 // $ == int 
jf @T4X4_2_3203 
$RECORD_4X4_TWO = 120000 // $ = int 
0060: $RECORD_4X4_TWO -= $TIMER_4X4 // $ -= $ int 
$RECORD_4X4_TWO /= 1000 // $ /= int 

:T4X4_2_3203
if 
  $FLAG_4X4_MISSION2_PASSED == 1 // $ == int 
jf @T4X4_2_3274 
$RECORD_TEMP = 120000 // $ = int 
0060: $RECORD_TEMP -= $TIMER_4X4 // $ -= $ int 
$RECORD_TEMP /= 1000 // $ /= int 
if 
001C:   $RECORD_4X4_TWO > $RECORD_TEMP // $ > $ int 
jf @T4X4_2_3274 
0084: $RECORD_4X4_TWO = $RECORD_TEMP // $ = $ int 

:T4X4_2_3274
01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 30000 
03FE: save_offroadII_time $RECORD_4X4_TWO 
if 
  $FLAG_4X4_MISSION2_PASSED == 0 // $ == int 
jf @T4X4_2_3353 
0318: set_latest_mission_passed 'T4X4_2'  // 'A RIDE IN THE PARK'
$FLAG_4X4_MISSION2_PASSED = 1 // $ = int 
030C: progress_made += 1 

:T4X4_2_3353
return 

:T4X4_2_3355
014F: stop_timer $TIMER_4X4 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0164: disable_marker $BLIP_1 
0164: disable_marker $BLIP_2 
0164: disable_marker $BLIP_3 
0164: disable_marker $BLIP_4 
0164: disable_marker $BLIP_5 
0164: disable_marker $BLIP_6 
0164: disable_marker $BLIP_7 
0164: disable_marker $BLIP_8 
0164: disable_marker $BLIP_9 
0164: disable_marker $BLIP_10 
0164: disable_marker $BLIP_11 
0164: disable_marker $BLIP_12 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 9---------------
// Originally: Gripped!

:T4X4_3
gosub @T4X4_3_16 
gosub @T4X4_3_4766 
terminate_this_script 

:T4X4_3_16
increment_mission_attempts 
script_name 'T4X4_3' 
$ONMISSION = 1 // $ = int 
00BA: text_styled 'T4X4_3' 5000 ms 2  // 'GRIPPED!'
wait 0 
$COUNTER_4X4_PICKUPS = 0 // $ = int 
$TIMER_4X4 = 0 // $ = int 
$FLAG_INTRO = 0 // $ = int 
$FLAG_TIMER = 0 // $ = int 
$FLAG_4X4THREE_TRIGGER = 1 // $ = int 
$FLAG_INTRO_JUMP = 0 // $ = int 
$FLAG_BLIP_1 = 0 // $ = int 
$FLAG_BLIP_2 = 0 // $ = int 
$FLAG_BLIP_3 = 0 // $ = int 
$FLAG_BLIP_4 = 0 // $ = int 
$FLAG_BLIP_5 = 0 // $ = int 
$FLAG_BLIP_6 = 0 // $ = int 
$FLAG_BLIP_7 = 0 // $ = int 
$FLAG_BLIP_8 = 0 // $ = int 
$FLAG_BLIP_9 = 0 // $ = int 
$FLAG_BLIP_10 = 0 // $ = int 
$FLAG_BLIP_11 = 0 // $ = int 
$FLAG_BLIP_12 = 0 // $ = int 
$FLAG_BLIP_13 = 0 // $ = int 
$FLAG_BLIP_14 = 0 // $ = int 
$FLAG_BLIP_15 = 0 // $ = int 
$FLAG_BLIP_16 = 0 // $ = int 
$FLAG_BLIP_17 = 0 // $ = int 
$FLAG_BLIP_18 = 0 // $ = int 
$FLAG_BLIP_19 = 0 // $ = int 
$FLAG_BLIP_20 = 0 // $ = int 
$RECORD_TEMP = 0 // $ = int 
$X_1 = -236.5 // $ = float 
$Y_1 = 188.75 // $ = float 
$Z_1 = 11.5625 // $ = float 
$X_2 = -288.5625 // $ = float 
$Y_2 = 153.6875 // $ = float 
$Z_2 = 8.375 // $ = float 
$X_3 = -346.75 // $ = float 
$Y_3 = 158.0 // $ = float 
$Z_3 = 25.0 // $ = float 
$X_4 = -399.75 // $ = float 
$Y_4 = 194.5625 // $ = float 
$Z_4 = 50.6875 // $ = float 
$X_5 = -389.375 // $ = float 
$Y_5 = 195.6875 // $ = float 
$Z_5 = 50.25 // $ = float 
$X_6 = -335.875 // $ = float 
$Y_6 = 202.1875 // $ = float 
$Z_6 = 54.6875 // $ = float 
$X_7 = -445.25 // $ = float 
$Y_7 = 205.5625 // $ = float 
$Z_7 = 63.75 // $ = float 
$X_8 = -296.875 // $ = float 
$Y_8 = 262.375 // $ = float 
$Z_8 = 66.6875 // $ = float 
$X_9 = -210.1875 // $ = float 
$Y_9 = 399.875 // $ = float 
$Z_9 = 98.25 // $ = float 
$X_10 = -187.5625 // $ = float 
$Y_10 = 557.5625 // $ = float 
$Z_10 = 141.5625 // $ = float 
$X_11 = -230.0625 // $ = float 
$Y_11 = 609.25 // $ = float 
$Z_11 = 138.1875 // $ = float 
$X_12 = -393.5 // $ = float 
$Y_12 = 502.75 // $ = float 
$Z_12 = 150.25 // $ = float 
$X_13 = -526.5 // $ = float 
$Y_13 = 497.1875 // $ = float 
$Z_13 = 165.375 // $ = float 
$X_14 = -393.1875 // $ = float 
$Y_14 = 403.75 // $ = float 
$Z_14 = 133.875 // $ = float 
$X_15 = -499.375 // $ = float 
$Y_15 = 407.875 // $ = float 
$Z_15 = 116.1875 // $ = float 
$X_16 = -686.5625 // $ = float 
$Y_16 = 386.25 // $ = float 
$Z_16 = 103.0625 // $ = float 
$X_17 = -744.375 // $ = float 
$Y_17 = 507.75 // $ = float 
$Z_17 = 159.0 // $ = float 
$X_18 = -814.875 // $ = float 
$Y_18 = 563.0625 // $ = float 
$Z_18 = 120.5 // $ = float 
$X_19 = -879.875 // $ = float 
$Y_19 = 585.6875 // $ = float 
$Z_19 = 94.0 // $ = float 
$X_20 = -829.25 // $ = float 
$Y_20 = 412.25 // $ = float 
$Z_20 = 93.5 // $ = float 
01C0: $WANTED_4X4 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
00DA: $PLAYER_4X4 = player $PLAYER_CHAR car 
if 
8119:   not car $PLAYER_4X4 wrecked 
jf @T4X4_3_767 
020A: set_car $PLAYER_4X4 door_status_to 1 

:T4X4_3_767
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
018A: $BLIP_1 = create_checkpoint_at $X_1 $Y_1 $Z_1 
018A: $BLIP_2 = create_checkpoint_at $X_2 $Y_2 $Z_2 
018A: $BLIP_3 = create_checkpoint_at $X_3 $Y_3 $Z_3 
018A: $BLIP_4 = create_checkpoint_at $X_4 $Y_4 $Z_4 
018A: $BLIP_5 = create_checkpoint_at $X_5 $Y_5 $Z_5 
018A: $BLIP_6 = create_checkpoint_at $X_6 $Y_6 $Z_6 
018A: $BLIP_7 = create_checkpoint_at $X_7 $Y_7 $Z_7 
018A: $BLIP_8 = create_checkpoint_at $X_8 $Y_8 $Z_8 
018A: $BLIP_9 = create_checkpoint_at $X_9 $Y_9 $Z_9 
018A: $BLIP_10 = create_checkpoint_at $X_10 $Y_10 $Z_10 
018A: $BLIP_11 = create_checkpoint_at $X_11 $Y_11 $Z_11 
018A: $BLIP_12 = create_checkpoint_at $X_12 $Y_12 $Z_12 
018A: $BLIP_13 = create_checkpoint_at $X_13 $Y_13 $Z_13 
018A: $BLIP_14 = create_checkpoint_at $X_14 $Y_14 $Z_14 
018A: $BLIP_15 = create_checkpoint_at $X_15 $Y_15 $Z_15 
018A: $BLIP_16 = create_checkpoint_at $X_16 $Y_16 $Z_16 
018A: $BLIP_17 = create_checkpoint_at $X_17 $Y_17 $Z_17 
018A: $BLIP_18 = create_checkpoint_at $X_18 $Y_18 $Z_18 
018A: $BLIP_19 = create_checkpoint_at $X_19 $Y_19 $Z_19 
018A: $BLIP_20 = create_checkpoint_at $X_20 $Y_20 $Z_20 

:T4X4_3_1058
if 
  20 > $COUNTER_4X4_PICKUPS // int > $ 
jf @T4X4_3_4528 
wait 0 
if and
  $COUNTER_4X4_PICKUPS == 1 // $ == int 
  $FLAG_TIMER == 0 // $ == int 
jf @T4X4_3_1117 
014E: set_timer_to $TIMER_4X4 
$FLAG_TIMER = 1 // $ = int 

:T4X4_3_1117
if 
  $FLAG_BLIP_1 == 0 // $ == int 
jf @T4X4_3_1255 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_1 $Y_1 $Z_1 
if 
00F7:   player $PLAYER_CHAR 0 $X_1 $Y_1 $Z_1 radius 2.5 2.5 3.5 
jf @T4X4_3_1255 
0164: disable_marker $BLIP_1 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_1 $Y_1 $Z_1 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_1 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_1255
if 
  $FLAG_BLIP_2 == 0 // $ == int 
jf @T4X4_3_1393 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_2 $Y_2 $Z_2 
if 
00F7:   player $PLAYER_CHAR 0 $X_2 $Y_2 $Z_2 radius 2.5 2.5 3.5 
jf @T4X4_3_1393 
0164: disable_marker $BLIP_2 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_2 $Y_2 $Z_2 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_2 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_1393
if 
  $FLAG_BLIP_3 == 0 // $ == int 
jf @T4X4_3_1531 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_3 $Y_3 $Z_3 
if 
00F7:   player $PLAYER_CHAR 0 $X_3 $Y_3 $Z_3 radius 2.5 2.5 3.5 
jf @T4X4_3_1531 
0164: disable_marker $BLIP_3 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_3 $Y_3 $Z_3 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_3 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_1531
if 
  $FLAG_BLIP_4 == 0 // $ == int 
jf @T4X4_3_1669 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_4 $Y_4 $Z_4 
if 
00F7:   player $PLAYER_CHAR 0 $X_4 $Y_4 $Z_4 radius 2.5 2.5 3.5 
jf @T4X4_3_1669 
0164: disable_marker $BLIP_4 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_4 $Y_4 $Z_4 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_4 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_1669
if 
  $FLAG_BLIP_5 == 0 // $ == int 
jf @T4X4_3_1807 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_5 $Y_5 $Z_5 
if 
00F7:   player $PLAYER_CHAR 0 $X_5 $Y_5 $Z_5 radius 2.5 2.5 3.5 
jf @T4X4_3_1807 
0164: disable_marker $BLIP_5 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_12 $Y_12 $Z_12 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_5 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_1807
if 
  $FLAG_BLIP_6 == 0 // $ == int 
jf @T4X4_3_1945 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_6 $Y_6 $Z_6 
if 
00F7:   player $PLAYER_CHAR 0 $X_6 $Y_6 $Z_6 radius 2.5 2.5 3.5 
jf @T4X4_3_1945 
0164: disable_marker $BLIP_6 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_6 $Y_6 $Z_6 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_6 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_1945
if 
  $FLAG_BLIP_7 == 0 // $ == int 
jf @T4X4_3_2083 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_7 $Y_7 $Z_7 
if 
00F7:   player $PLAYER_CHAR 0 $X_7 $Y_7 $Z_7 radius 2.5 2.5 3.5 
jf @T4X4_3_2083 
0164: disable_marker $BLIP_7 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_7 $Y_7 $Z_7 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_7 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_2083
if 
  $FLAG_BLIP_8 == 0 // $ == int 
jf @T4X4_3_2221 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_8 $Y_8 $Z_8 
if 
00F7:   player $PLAYER_CHAR 0 $X_8 $Y_8 $Z_8 radius 2.5 2.5 3.5 
jf @T4X4_3_2221 
0164: disable_marker $BLIP_8 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_8 $Y_8 $Z_8 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_8 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_2221
if 
  $FLAG_BLIP_9 == 0 // $ == int 
jf @T4X4_3_2359 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_9 $Y_9 $Z_9 
if 
00F7:   player $PLAYER_CHAR 0 $X_9 $Y_9 $Z_9 radius 2.5 2.5 3.5 
jf @T4X4_3_2359 
0164: disable_marker $BLIP_9 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_9 $Y_9 $Z_9 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_9 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_2359
if 
  $FLAG_BLIP_10 == 0 // $ == int 
jf @T4X4_3_2497 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_10 $Y_10 $Z_10 
if 
00F7:   player $PLAYER_CHAR 0 $X_10 $Y_10 $Z_10 radius 2.5 2.5 3.5 
jf @T4X4_3_2497 
0164: disable_marker $BLIP_10 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_10 $Y_10 $Z_10 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_10 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_2497
if 
  $FLAG_BLIP_11 == 0 // $ == int 
jf @T4X4_3_2635 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_11 $Y_11 $Z_11 
if 
00F7:   player $PLAYER_CHAR 0 $X_11 $Y_11 $Z_11 radius 2.5 2.5 3.5 
jf @T4X4_3_2635 
0164: disable_marker $BLIP_11 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_11 $Y_11 $Z_11 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_11 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_2635
if 
  $FLAG_BLIP_12 == 0 // $ == int 
jf @T4X4_3_2773 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_12 $Y_12 $Z_12 
if 
00F7:   player $PLAYER_CHAR 0 $X_12 $Y_12 $Z_12 radius 2.5 2.5 3.5 
jf @T4X4_3_2773 
0164: disable_marker $BLIP_12 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_12 $Y_12 $Z_12 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_12 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_2773
if 
  $FLAG_BLIP_13 == 0 // $ == int 
jf @T4X4_3_2911 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_13 $Y_13 $Z_13 
if 
00F7:   player $PLAYER_CHAR 0 $X_13 $Y_13 $Z_13 radius 2.5 2.5 3.5 
jf @T4X4_3_2911 
0164: disable_marker $BLIP_13 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_13 $Y_13 $Z_13 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_13 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_2911
if 
  $FLAG_BLIP_14 == 0 // $ == int 
jf @T4X4_3_3049 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_14 $Y_14 $Z_14 
if 
00F7:   player $PLAYER_CHAR 0 $X_14 $Y_14 $Z_14 radius 2.5 2.5 3.5 
jf @T4X4_3_3049 
0164: disable_marker $BLIP_14 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_14 $Y_14 $Z_14 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_14 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_3049
if 
  $FLAG_BLIP_15 == 0 // $ == int 
jf @T4X4_3_3187 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_15 $Y_15 $Z_15 
if 
00F7:   player $PLAYER_CHAR 0 $X_15 $Y_15 $Z_15 radius 2.5 2.5 3.5 
jf @T4X4_3_3187 
0164: disable_marker $BLIP_15 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_15 $Y_15 $Z_15 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_15 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_3187
if 
  $FLAG_BLIP_16 == 0 // $ == int 
jf @T4X4_3_3325 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_16 $Y_16 $Z_16 
if 
00F7:   player $PLAYER_CHAR 0 $X_16 $Y_16 $Z_16 radius 2.5 2.5 3.5 
jf @T4X4_3_3325 
0164: disable_marker $BLIP_16 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_16 $Y_16 $Z_16 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_16 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_3325
if 
  $FLAG_BLIP_17 == 0 // $ == int 
jf @T4X4_3_3463 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_17 $Y_17 $Z_17 
if 
00F7:   player $PLAYER_CHAR 0 $X_17 $Y_17 $Z_17 radius 2.5 2.5 3.5 
jf @T4X4_3_3463 
0164: disable_marker $BLIP_17 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_17 $Y_17 $Z_17 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_17 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_3463
if 
  $FLAG_BLIP_18 == 0 // $ == int 
jf @T4X4_3_3601 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_18 $Y_18 $Z_18 
if 
00F7:   player $PLAYER_CHAR 0 $X_18 $Y_18 $Z_18 radius 2.5 2.5 3.5 
jf @T4X4_3_3601 
0164: disable_marker $BLIP_18 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_18 $Y_18 $Z_18 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_18 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_3601
if 
  $FLAG_BLIP_19 == 0 // $ == int 
jf @T4X4_3_3739 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_19 $Y_19 $Z_19 
if 
00F7:   player $PLAYER_CHAR 0 $X_19 $Y_19 $Z_19 radius 2.5 2.5 3.5 
jf @T4X4_3_3739 
0164: disable_marker $BLIP_19 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_19 $Y_19 $Z_19 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_19 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_3739
if 
  $FLAG_BLIP_20 == 0 // $ == int 
jf @T4X4_3_3877 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_20 $Y_20 $Z_20 
if 
00F7:   player $PLAYER_CHAR 0 $X_20 $Y_20 $Z_20 radius 2.5 2.5 3.5 
jf @T4X4_3_3877 
0164: disable_marker $BLIP_20 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_20 $Y_20 $Z_20 
$TIMER_4X4 += 15000 // $ += int 
$FLAG_BLIP_20 = 1 // $ = int 
01E5: text_1number_highpriority 'T4X4_3C' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:T4X4_3_3877
if 
  $FLAG_INTRO3_BEFORE == 1 // $ == int 
jf @T4X4_3_3959 
if and
  $FLAG_INTRO_JUMP == 0 // $ == int 
  4 > $FLAG_INTRO // int > $ 
jf @T4X4_3_3959 
if 
00E1:   pad 0 key_pressed 16 
jf @T4X4_3_3959 
$INTRO_TIME_LAPSED = 8501 // $ = int 
$FLAG_INTRO = 3 // $ = int 
$FLAG_INTRO_JUMP = 1 // $ = int 

:T4X4_3_3959
if 
  $FLAG_INTRO == 0 // $ == int 
jf @T4X4_3_4114 
01BD: $TIMER_INTRO_START = current_time_in_ms 
015F: set_camera_position -328.0 132.0 25.0 rotation 0.0 0.0 0.0 
043C: set_game_sounds_disable_on_fade 0 
fade 0 1500 

:T4X4_3_4013
if 
  fading 
jf @T4X4_3_4037 
wait 0 
jump @T4X4_3_4013 

:T4X4_3_4037
03CB: load_scene -328.0 132.0 25.0 
0160: point_camera $X_2 $Y_2 $Z_2 switchstyle 2 
fade 1 1500 

:T4X4_3_4068
if 
  fading 
jf @T4X4_3_4092 
wait 0 
jump @T4X4_3_4068 

:T4X4_3_4092
00BC: text_highpriority 'T4X4_3A' time 5000 1  // ~g~You have ~y~5 minutes~g~ to collect ~y~20~g~ checkpoints. ~g~You may collect them in ~y~ANY ORDER.
$FLAG_INTRO = 1 // $ = int 

:T4X4_3_4114
if 
  $FLAG_INTRO_JUMP == 0 // $ == int 
jf @T4X4_3_4153 
01BD: $TIMER_INTRO_NOW = current_time_in_ms 
0084: $INTRO_TIME_LAPSED = $TIMER_INTRO_NOW // $ = $ int 
0060: $INTRO_TIME_LAPSED -= $TIMER_INTRO_START // $ -= $ int 

:T4X4_3_4153
if and
  $INTRO_TIME_LAPSED > 4500 // $ > int 
  $FLAG_INTRO == 1 // $ == int 
jf @T4X4_3_4199 
0160: point_camera $X_3 $Y_3 $Z_3 switchstyle 1 
$FLAG_INTRO = 2 // $ = int 

:T4X4_3_4199
if and
  $INTRO_TIME_LAPSED > 6000 // $ > int 
  $FLAG_INTRO == 2 // $ == int 
jf @T4X4_3_4260 
0160: point_camera $X_4 $Y_4 $Z_4 switchstyle 1 
00BC: text_highpriority 'T4X4_3B' time 5000 1  // ~y~PASS THROUGH~g~ the first checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~15 SECONDS~g~.
$FLAG_INTRO = 3 // $ = int 

:T4X4_3_4260
if and
  $INTRO_TIME_LAPSED > 8500 // $ > int 
  $FLAG_INTRO == 3 // $ == int 
jf @T4X4_3_4423 
fade 0 1500 

:T4X4_3_4293
if 
  fading 
jf @T4X4_3_4317 
wait 0 
jump @T4X4_3_4293 

:T4X4_3_4317
00BE: text_clear_all 
03CB: load_scene -230.0 270.0 20.0 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
8119:   not car $PLAYER_4X4 wrecked 
jf @T4X4_3_4366 
020A: set_car $PLAYER_4X4 door_status_to 1 

:T4X4_3_4366
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_4X4 
fade 1 1500 

:T4X4_3_4381
if 
  fading 
jf @T4X4_3_4405 
wait 0 
jump @T4X4_3_4381 

:T4X4_3_4405
043C: set_game_sounds_disable_on_fade 1 
$FLAG_INTRO = 4 // $ = int 
$FLAG_INTRO3_BEFORE = 1 // $ = int 

:T4X4_3_4423
if 
  $FLAG_TIMER == 1 // $ == int 
jf @T4X4_3_4481 
if 
  1 > $TIMER_4X4 // int > $ 
jf @T4X4_3_4481 
00BC: text_highpriority 'TAXI2' time 3000 1  // ~r~You're out of time!
jump @T4X4_3_4553 

:T4X4_3_4481
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PATRIOT 
jf @T4X4_3_4521 
00BC: text_highpriority 'T4X4_F' time 3000 1  // ~r~You bailed! Too tough for you?!
jump @T4X4_3_4553 

:T4X4_3_4521
jump @T4X4_3_1058 

:T4X4_3_4528
if 
  $COUNTER_4X4_PICKUPS == 20 // $ == int 
jf @T4X4_3_4553 
jump @T4X4_3_4570 

:T4X4_3_4553
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:T4X4_3_4570
if 
  $FLAG_4X4_MISSION3_PASSED == 0 // $ == int 
jf @T4X4_3_4614 
$RECORD_4X4_THREE = 300000 // $ = int 
0060: $RECORD_4X4_THREE -= $TIMER_4X4 // $ -= $ int 
$RECORD_4X4_THREE /= 1000 // $ /= int 

:T4X4_3_4614
if 
  $FLAG_4X4_MISSION3_PASSED == 1 // $ == int 
jf @T4X4_3_4685 
$RECORD_TEMP = 300000 // $ = int 
0060: $RECORD_TEMP -= $TIMER_4X4 // $ -= $ int 
$RECORD_TEMP /= 1000 // $ /= int 
if 
001C:   $RECORD_4X4_THREE > $RECORD_TEMP // $ > $ int 
jf @T4X4_3_4685 
0084: $RECORD_4X4_THREE = $RECORD_TEMP // $ = $ int 

:T4X4_3_4685
01E3: text_1number_styled 'M_PASS' 40000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 40000 
03FF: save_offroadIII_time $RECORD_4X4_THREE 
if 
  $FLAG_4X4_MISSION3_PASSED == 0 // $ == int 
jf @T4X4_3_4764 
0318: set_latest_mission_passed 'T4X4_3'  // 'GRIPPED!'
$FLAG_4X4_MISSION3_PASSED = 1 // $ = int 
030C: progress_made += 1 

:T4X4_3_4764
return 

:T4X4_3_4766
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0164: disable_marker $BLIP_1 
0164: disable_marker $BLIP_2 
0164: disable_marker $BLIP_3 
0164: disable_marker $BLIP_4 
0164: disable_marker $BLIP_5 
0164: disable_marker $BLIP_6 
0164: disable_marker $BLIP_7 
0164: disable_marker $BLIP_8 
0164: disable_marker $BLIP_9 
0164: disable_marker $BLIP_10 
0164: disable_marker $BLIP_11 
0164: disable_marker $BLIP_12 
0164: disable_marker $BLIP_13 
0164: disable_marker $BLIP_14 
0164: disable_marker $BLIP_15 
0164: disable_marker $BLIP_16 
0164: disable_marker $BLIP_17 
0164: disable_marker $BLIP_18 
0164: disable_marker $BLIP_19 
0164: disable_marker $BLIP_20 
014F: stop_timer $TIMER_4X4 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 10---------------
// Originally: Multistorey Mayhem

:MAYHEM
gosub @MAYHEM_36 
if 
  wasted_or_busted 
jf @MAYHEM_27 
gosub @MAYHEM_4529 

:MAYHEM_27
gosub @MAYHEM_4742 
terminate_this_script 

:MAYHEM_36
increment_mission_attempts 
script_name 'MAYHEM' 
$ONMISSION = 1 // $ = int 
00BA: text_styled 'MM_1' 15000 ms 2  // 'MULTISTOREY MAYHEM'
wait 0 
$COUNTER_4X4_PICKUPS = 0 // $ = int 
$TIMER_4X4 = 20000 // $ = int 
$FLAG_INTRO = 0 // $ = int 
$FLAG_MAYHEM_TRIGGER = 1 // $ = int 
$RECORD_TEMP = 0 // $ = int 
$FLAG_INTRO_JUMP = 0 // $ = int 
$FLAG_BLIP_1 = 0 // $ = int 
$FLAG_BLIP_2 = 0 // $ = int 
$FLAG_BLIP_3 = 0 // $ = int 
$FLAG_BLIP_4 = 0 // $ = int 
$FLAG_BLIP_5 = 0 // $ = int 
$FLAG_BLIP_6 = 0 // $ = int 
$FLAG_BLIP_7 = 0 // $ = int 
$FLAG_BLIP_8 = 0 // $ = int 
$FLAG_BLIP_9 = 0 // $ = int 
$FLAG_BLIP_10 = 0 // $ = int 
$FLAG_BLIP_11 = 0 // $ = int 
$FLAG_BLIP_12 = 0 // $ = int 
$FLAG_BLIP_13 = 0 // $ = int 
$FLAG_BLIP_14 = 0 // $ = int 
$FLAG_BLIP_15 = 0 // $ = int 
$FLAG_BLIP_16 = 0 // $ = int 
$FLAG_BLIP_17 = 0 // $ = int 
$FLAG_BLIP_18 = 0 // $ = int 
$FLAG_BLIP_19 = 0 // $ = int 
$FLAG_BLIP_20 = 0 // $ = int 
$X_1 = 286.0 // $ = float 
$Y_1 = -519.0 // $ = float 
$Z_1 = 26.1875 // $ = float 
$X_2 = 302.0 // $ = float 
$Y_2 = -532.0 // $ = float 
$Z_2 = 26.1875 // $ = float 
$X_3 = 271.0 // $ = float 
$Y_3 = -547.0 // $ = float 
$Z_3 = 26.1875 // $ = float 
$X_4 = 303.0 // $ = float 
$Y_4 = -577.0 // $ = float 
$Z_4 = 26.1875 // $ = float 
$X_5 = 327.5 // $ = float 
$Y_5 = -583.0 // $ = float 
$Z_5 = 29.1875 // $ = float 
$X_6 = 324.5 // $ = float 
$Y_6 = -536.5 // $ = float 
$Z_6 = 29.1875 // $ = float 
$X_7 = 340.0 // $ = float 
$Y_7 = -492.0 // $ = float 
$Z_7 = 29.1875 // $ = float 
$X_8 = 311.0 // $ = float 
$Y_8 = -510.0 // $ = float 
$Z_8 = 29.1875 // $ = float 
$X_9 = 293.0 // $ = float 
$Y_9 = -484.0 // $ = float 
$Z_9 = 31.5625 // $ = float 
$X_10 = 302.0 // $ = float 
$Y_10 = -511.0 // $ = float 
$Z_10 = 31.5625 // $ = float 
$X_11 = 301.0 // $ = float 
$Y_11 = -560.0 // $ = float 
$Z_11 = 31.5625 // $ = float 
$X_12 = 301.0 // $ = float 
$Y_12 = -606.0 // $ = float 
$Z_12 = 31.5625 // $ = float 
$X_13 = 314.5 // $ = float 
$Y_13 = -595.0 // $ = float 
$Z_13 = 33.875 // $ = float 
$X_14 = 338.0 // $ = float 
$Y_14 = -565.0 // $ = float 
$Z_14 = 33.875 // $ = float 
$X_15 = 317.0 // $ = float 
$Y_15 = -545.0 // $ = float 
$Z_15 = 33.875 // $ = float 
$X_16 = 337.0 // $ = float 
$Y_16 = -523.0 // $ = float 
$Z_16 = 33.875 // $ = float 
$X_17 = 302.0 // $ = float 
$Y_17 = -606.5 // $ = float 
$Z_17 = 36.25 // $ = float 
$X_18 = 304.0 // $ = float 
$Y_18 = -544.5 // $ = float 
$Z_18 = 36.25 // $ = float 
$X_19 = 266.1875 // $ = float 
$Y_19 = -627.0 // $ = float 
$Z_19 = 40.5 // $ = float 
$X_20 = 272.0 // $ = float 
$Y_20 = -537.0 // $ = float 
$Z_20 = 36.25 // $ = float 
01C0: $WANTED_4X4 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
00DA: $PLAYER_4X4 = player $PLAYER_CHAR car 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
if 
8119:   not car $PLAYER_4X4 wrecked 
jf @MAYHEM_792 
020A: set_car $PLAYER_4X4 door_status_to 2 

:MAYHEM_792
018A: $BLIP_1 = create_checkpoint_at $X_1 $Y_1 $Z_1 
018A: $BLIP_2 = create_checkpoint_at $X_2 $Y_2 $Z_2 
018A: $BLIP_3 = create_checkpoint_at $X_3 $Y_3 $Z_3 
018A: $BLIP_4 = create_checkpoint_at $X_4 $Y_4 $Z_4 
018A: $BLIP_5 = create_checkpoint_at $X_5 $Y_5 $Z_5 
018A: $BLIP_6 = create_checkpoint_at $X_6 $Y_6 $Z_6 
018A: $BLIP_7 = create_checkpoint_at $X_7 $Y_7 $Z_7 
018A: $BLIP_8 = create_checkpoint_at $X_8 $Y_8 $Z_8 
018A: $BLIP_9 = create_checkpoint_at $X_9 $Y_9 $Z_9 
018A: $BLIP_10 = create_checkpoint_at $X_10 $Y_10 $Z_10 
018A: $BLIP_11 = create_checkpoint_at $X_11 $Y_11 $Z_11 
018A: $BLIP_12 = create_checkpoint_at $X_12 $Y_12 $Z_12 
018A: $BLIP_13 = create_checkpoint_at $X_13 $Y_13 $Z_13 
018A: $BLIP_14 = create_checkpoint_at $X_14 $Y_14 $Z_14 
018A: $BLIP_15 = create_checkpoint_at $X_15 $Y_15 $Z_15 
018A: $BLIP_16 = create_checkpoint_at $X_16 $Y_16 $Z_16 
018A: $BLIP_17 = create_checkpoint_at $X_17 $Y_17 $Z_17 
018A: $BLIP_18 = create_checkpoint_at $X_18 $Y_18 $Z_18 
018A: $BLIP_19 = create_checkpoint_at $X_19 $Y_19 $Z_19 
018A: $BLIP_20 = create_checkpoint_at $X_20 $Y_20 $Z_20 

:MAYHEM_1072
if 
  20 > $COUNTER_4X4_PICKUPS // int > $ 
jf @MAYHEM_4504 
wait 0 
if 
  $FLAG_BLIP_1 == 0 // $ == int 
jf @MAYHEM_1232 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_1 $Y_1 $Z_1 
if 
00F7:   player $PLAYER_CHAR 0 $X_1 $Y_1 $Z_1 radius 2.0 2.0 2.0 
jf @MAYHEM_1232 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_1 $Y_1 $Z_1 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_1 
$FLAG_BLIP_1 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_1232
if 
  $FLAG_BLIP_2 == 0 // $ == int 
jf @MAYHEM_1370 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_2 $Y_2 $Z_2 
if 
00F7:   player $PLAYER_CHAR 0 $X_2 $Y_2 $Z_2 radius 2.0 2.0 2.0 
jf @MAYHEM_1370 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_2 $Y_2 $Z_2 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_2 
$FLAG_BLIP_2 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_1370
if 
  $FLAG_BLIP_3 == 0 // $ == int 
jf @MAYHEM_1508 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_3 $Y_3 $Z_3 
if 
00F7:   player $PLAYER_CHAR 0 $X_3 $Y_3 $Z_3 radius 2.0 2.0 2.0 
jf @MAYHEM_1508 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_3 $Y_3 $Z_3 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_3 
$FLAG_BLIP_3 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_1508
if 
  $FLAG_BLIP_4 == 0 // $ == int 
jf @MAYHEM_1646 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_4 $Y_4 $Z_4 
if 
00F7:   player $PLAYER_CHAR 0 $X_4 $Y_4 $Z_4 radius 2.0 2.0 2.0 
jf @MAYHEM_1646 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_4 $Y_4 $Z_4 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_4 
$FLAG_BLIP_4 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_1646
if 
  $FLAG_BLIP_5 == 0 // $ == int 
jf @MAYHEM_1784 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_5 $Y_5 $Z_5 
if 
00F7:   player $PLAYER_CHAR 0 $X_5 $Y_5 $Z_5 radius 2.0 2.0 2.0 
jf @MAYHEM_1784 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_5 $Y_5 $Z_5 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_5 
$FLAG_BLIP_5 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_1784
if 
  $FLAG_BLIP_6 == 0 // $ == int 
jf @MAYHEM_1922 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_6 $Y_6 $Z_6 
if 
00F7:   player $PLAYER_CHAR 0 $X_6 $Y_6 $Z_6 radius 2.0 2.0 2.0 
jf @MAYHEM_1922 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_6 $Y_6 $Z_6 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_6 
$FLAG_BLIP_6 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_1922
if 
  $FLAG_BLIP_7 == 0 // $ == int 
jf @MAYHEM_2060 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_7 $Y_7 $Z_7 
if 
00F7:   player $PLAYER_CHAR 0 $X_7 $Y_7 $Z_7 radius 2.0 2.0 2.0 
jf @MAYHEM_2060 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_7 $Y_7 $Z_7 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_7 
$FLAG_BLIP_7 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_2060
if 
  $FLAG_BLIP_8 == 0 // $ == int 
jf @MAYHEM_2198 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_8 $Y_8 $Z_8 
if 
00F7:   player $PLAYER_CHAR 0 $X_8 $Y_8 $Z_8 radius 2.0 2.0 2.0 
jf @MAYHEM_2198 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_8 $Y_8 $Z_8 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_8 
$FLAG_BLIP_8 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_2198
if 
  $FLAG_BLIP_9 == 0 // $ == int 
jf @MAYHEM_2336 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_9 $Y_9 $Z_9 
if 
00F7:   player $PLAYER_CHAR 0 $X_9 $Y_9 $Z_9 radius 2.0 2.0 2.0 
jf @MAYHEM_2336 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_9 $Y_9 $Z_9 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_9 
$FLAG_BLIP_9 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_2336
if 
  $FLAG_BLIP_10 == 0 // $ == int 
jf @MAYHEM_2474 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_10 $Y_10 $Z_10 
if 
00F7:   player $PLAYER_CHAR 0 $X_10 $Y_10 $Z_10 radius 2.0 2.0 2.0 
jf @MAYHEM_2474 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_10 $Y_10 $Z_10 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_10 
$FLAG_BLIP_10 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_2474
if 
  $FLAG_BLIP_11 == 0 // $ == int 
jf @MAYHEM_2612 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_11 $Y_11 $Z_11 
if 
00F7:   player $PLAYER_CHAR 0 $X_11 $Y_11 $Z_11 radius 2.0 2.0 2.0 
jf @MAYHEM_2612 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_11 $Y_11 $Z_11 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_11 
$FLAG_BLIP_11 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_2612
if 
  $FLAG_BLIP_12 == 0 // $ == int 
jf @MAYHEM_2750 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_12 $Y_12 $Z_12 
if 
00F7:   player $PLAYER_CHAR 0 $X_12 $Y_12 $Z_12 radius 2.0 2.0 2.0 
jf @MAYHEM_2750 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_12 $Y_12 $Z_12 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_12 
$FLAG_BLIP_12 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_2750
if 
  $FLAG_BLIP_13 == 0 // $ == int 
jf @MAYHEM_2888 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_13 $Y_13 $Z_13 
if 
00F7:   player $PLAYER_CHAR 0 $X_13 $Y_13 $Z_13 radius 2.0 2.0 2.0 
jf @MAYHEM_2888 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_13 $Y_13 $Z_13 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_13 
$FLAG_BLIP_13 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_2888
if 
  $FLAG_BLIP_14 == 0 // $ == int 
jf @MAYHEM_3026 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_14 $Y_14 $Z_14 
if 
00F7:   player $PLAYER_CHAR 0 $X_14 $Y_14 $Z_14 radius 2.0 2.0 2.0 
jf @MAYHEM_3026 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_14 $Y_14 $Z_14 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_14 
$FLAG_BLIP_14 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_3026
if 
  $FLAG_BLIP_15 == 0 // $ == int 
jf @MAYHEM_3164 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_15 $Y_15 $Z_15 
if 
00F7:   player $PLAYER_CHAR 0 $X_15 $Y_15 $Z_15 radius 2.0 2.0 2.0 
jf @MAYHEM_3164 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_15 $Y_15 $Z_15 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_15 
$FLAG_BLIP_15 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_3164
if 
  $FLAG_BLIP_16 == 0 // $ == int 
jf @MAYHEM_3302 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_16 $Y_16 $Z_16 
if 
00F7:   player $PLAYER_CHAR 0 $X_16 $Y_16 $Z_16 radius 2.0 2.0 2.0 
jf @MAYHEM_3302 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_16 $Y_16 $Z_16 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_16 
$FLAG_BLIP_16 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_3302
if 
  $FLAG_BLIP_17 == 0 // $ == int 
jf @MAYHEM_3440 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_17 $Y_17 $Z_17 
if 
00F7:   player $PLAYER_CHAR 0 $X_17 $Y_17 $Z_17 radius 2.0 2.0 2.0 
jf @MAYHEM_3440 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_17 $Y_17 $Z_17 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_17 
$FLAG_BLIP_17 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_3440
if 
  $FLAG_BLIP_18 == 0 // $ == int 
jf @MAYHEM_3578 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_18 $Y_18 $Z_18 
if 
00F7:   player $PLAYER_CHAR 0 $X_18 $Y_18 $Z_18 radius 2.0 2.0 2.0 
jf @MAYHEM_3578 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_18 $Y_18 $Z_18 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_18 
$FLAG_BLIP_18 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_3578
if 
  $FLAG_BLIP_19 == 0 // $ == int 
jf @MAYHEM_3716 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_19 $Y_19 $Z_19 
if 
00F7:   player $PLAYER_CHAR 0 $X_19 $Y_19 $Z_19 radius 2.0 2.0 2.0 
jf @MAYHEM_3716 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_19 $Y_19 $Z_19 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_19 
$FLAG_BLIP_19 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_3716
if 
  $FLAG_BLIP_20 == 0 // $ == int 
jf @MAYHEM_3854 
024F: create_corona 1.0 5 0 with_color 0 200 200 at_point $X_20 $Y_20 $Z_20 
if 
00F7:   player $PLAYER_CHAR 0 $X_20 $Y_20 $Z_20 radius 2.0 2.0 2.0 
jf @MAYHEM_3854 
$COUNTER_4X4_PICKUPS += 1 // $ += int 
018C: play_sound 94 at $X_20 $Y_20 $Z_20 
$TIMER_4X4 += 5000 // $ += int 
0164: disable_marker $BLIP_20 
$FLAG_BLIP_20 = 1 // $ = int 
01E5: text_1number_highpriority 'MM_1_B' $COUNTER_4X4_PICKUPS time 3000 1  // ~1~ of 20!

:MAYHEM_3854
if 
  $FLAG_INTRO_MAYHEM_BEFORE == 1 // $ == int 
jf @MAYHEM_3936 
if and
  $FLAG_INTRO_JUMP == 0 // $ == int 
  5 > $FLAG_INTRO // int > $ 
jf @MAYHEM_3936 
if 
00E1:   pad 0 key_pressed 16 
jf @MAYHEM_3936 
$INTRO_TIME_LAPSED = 10501 // $ = int 
$FLAG_INTRO = 4 // $ = int 
$FLAG_INTRO_JUMP = 1 // $ = int 

:MAYHEM_3936
if 
  $FLAG_INTRO == 0 // $ == int 
jf @MAYHEM_4080 
01BD: $TIMER_INTRO_START = current_time_in_ms 
015F: set_camera_position 281.4375 -526.25 26.375 rotation 0.0 0.0 0.0 
043C: set_game_sounds_disable_on_fade 0 
fade 0 1500 

:MAYHEM_3990
if 
  fading 
jf @MAYHEM_4014 
wait 0 
jump @MAYHEM_3990 

:MAYHEM_4014
0160: point_camera $X_1 $Y_1 $Z_1 switchstyle 2 
fade 1 1500 

:MAYHEM_4034
if 
  fading 
jf @MAYHEM_4058 
wait 0 
jump @MAYHEM_4034 

:MAYHEM_4058
00BC: text_highpriority 'MM_1_A' time 5500 1  // ~g~You have ~y~2 minutes~g~ to collect ~y~20 checkpoints~g~ in the multistorey! ~g~You may collect them in ~y~ANY ORDER.
$FLAG_INTRO = 1 // $ = int 

:MAYHEM_4080
if 
  $FLAG_INTRO_JUMP == 0 // $ == int 
jf @MAYHEM_4119 
01BD: $TIMER_INTRO_NOW = current_time_in_ms 
0084: $INTRO_TIME_LAPSED = $TIMER_INTRO_NOW // $ = $ int 
0060: $INTRO_TIME_LAPSED -= $TIMER_INTRO_START // $ -= $ int 

:MAYHEM_4119
if and
  $INTRO_TIME_LAPSED > 3500 // $ > int 
  $FLAG_INTRO == 1 // $ == int 
jf @MAYHEM_4165 
0160: point_camera $X_2 $Y_2 $Z_2 switchstyle 1 
$FLAG_INTRO = 2 // $ = int 

:MAYHEM_4165
if and
  $INTRO_TIME_LAPSED > 5500 // $ > int 
  $FLAG_INTRO == 2 // $ == int 
jf @MAYHEM_4213 
00BC: text_highpriority 'MM_1_C' time 5000 1  // ~g~That's 20 seconds, plus ~y~5 SECONDS~g~ for each checkpoint. ~g~The timer will start ~y~IMMEDIATELY.
$FLAG_INTRO = 3 // $ = int 

:MAYHEM_4213
if and
  $INTRO_TIME_LAPSED > 7000 // $ > int 
  $FLAG_INTRO == 3 // $ == int 
jf @MAYHEM_4259 
0160: point_camera $X_3 $Y_3 $Z_3 switchstyle 1 
$FLAG_INTRO = 4 // $ = int 

:MAYHEM_4259
if and
  $INTRO_TIME_LAPSED > 10500 // $ > int 
  $FLAG_INTRO == 4 // $ == int 
jf @MAYHEM_4416 
fade 0 1500 

:MAYHEM_4292
if 
  fading 
jf @MAYHEM_4316 
wait 0 
jump @MAYHEM_4292 

:MAYHEM_4316
00BE: text_clear_all 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_4X4 
if 
8119:   not car $PLAYER_4X4 wrecked 
jf @MAYHEM_4362 
020A: set_car $PLAYER_4X4 door_status_to 1 

:MAYHEM_4362
fade 1 1500 

:MAYHEM_4369
if 
  fading 
jf @MAYHEM_4393 
wait 0 
jump @MAYHEM_4369 

:MAYHEM_4393
014E: set_timer_to $TIMER_4X4 
043C: set_game_sounds_disable_on_fade 1 
$FLAG_INTRO = 5 // $ = int 
$FLAG_INTRO_MAYHEM_BEFORE = 1 // $ = int 

:MAYHEM_4416
if 
  1 > $TIMER_4X4 // int > $ 
jf @MAYHEM_4456 
00BC: text_highpriority 'TAXI2' time 3000 1  // ~r~You're out of time!
jump @MAYHEM_4529 

:MAYHEM_4456
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #STALLION 
jf @MAYHEM_4497 
00BC: text_highpriority 'T4X4_F' time 3000 1  // ~r~You bailed! Too tough for you?!
jump @MAYHEM_4529 

:MAYHEM_4497
jump @MAYHEM_1072 

:MAYHEM_4504
if 
  $COUNTER_4X4_PICKUPS == 20 // $ == int 
jf @MAYHEM_4529 
jump @MAYHEM_4546 

:MAYHEM_4529
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:MAYHEM_4546
if 
  $FLAG_MAYHEM_MISSION1_PASSED == 0 // $ == int 
jf @MAYHEM_4590 
$RECORD_MAYHEM = 120000 // $ = int 
0060: $RECORD_MAYHEM -= $TIMER_4X4 // $ -= $ int 
$RECORD_MAYHEM /= 1000 // $ /= int 

:MAYHEM_4590
if 
  $FLAG_MAYHEM_MISSION1_PASSED == 1 // $ == int 
jf @MAYHEM_4661 
$RECORD_TEMP = 120000 // $ = int 
0060: $RECORD_TEMP -= $TIMER_4X4 // $ -= $ int 
$RECORD_TEMP /= 1000 // $ /= int 
if 
001C:   $RECORD_MAYHEM > $RECORD_TEMP // $ > $ int 
jf @MAYHEM_4661 
0084: $RECORD_MAYHEM = $RECORD_TEMP // $ = $ int 

:MAYHEM_4661
01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 30000 
0400: save_mayhem_time $RECORD_MAYHEM 
if 
  $FLAG_MAYHEM_MISSION1_PASSED == 0 // $ == int 
jf @MAYHEM_4740 
0318: set_latest_mission_passed 'MM_1'  // 'MULTISTOREY MAYHEM'
$FLAG_MAYHEM_MISSION1_PASSED = 1 // $ = int 
030C: progress_made += 1 

:MAYHEM_4740
return 

:MAYHEM_4742
01B4: set_player $PLAYER_CHAR can_move 1 
014F: stop_timer $TIMER_4X4 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0164: disable_marker $BLIP_1 
0164: disable_marker $BLIP_2 
0164: disable_marker $BLIP_3 
0164: disable_marker $BLIP_4 
0164: disable_marker $BLIP_5 
0164: disable_marker $BLIP_6 
0164: disable_marker $BLIP_7 
0164: disable_marker $BLIP_8 
0164: disable_marker $BLIP_9 
0164: disable_marker $BLIP_10 
0164: disable_marker $BLIP_11 
0164: disable_marker $BLIP_12 
0164: disable_marker $BLIP_13 
0164: disable_marker $BLIP_14 
0164: disable_marker $BLIP_15 
0164: disable_marker $BLIP_16 
0164: disable_marker $BLIP_17 
0164: disable_marker $BLIP_18 
0164: disable_marker $BLIP_19 
0164: disable_marker $BLIP_20 
$ONMISSION = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 11---------------
// Originally: Paramedic

:AMBULAN
gosub @AMBULAN_16 
gosub @AMBULAN_11763 
terminate_this_script 

:AMBULAN_16
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_AMBULANCE_MISSION = 1 // $ = int 
wait 0 
script_name 'AMBULAN' 
$PED_TIME_LIMIT = 0 // $ = int 
$PLAYERS_AMBULANCE = 0 // $ = int 
$FLAG_GOT_RANGE_MESSAGE = 0 // $ = int 
$AMBULANCE_HEALTH_LAST = 0 // $ = int 
$AMBULANCE_HEALTH_NOW = 0 // $ = int 
$TIME_DROP = 0 // $ = int 
$MAX_PEDS_IN_CAR = 0 // $ = int 
$PEDS_IN_CAR = 0 // $ = int 
$PLAYER_IN_RANGE_FLAG = 0 // $ = int 
$NUMBER_OF_INJURED_PEDS = 1 // $ = int 
$PED_COUNTER = 0 // $ = int 
$INJURED_PED_1_FLAG = 0 // $ = int 
$INJURED_PED_2_FLAG = 0 // $ = int 
$INJURED_PED_3_FLAG = 0 // $ = int 
$INJURED_PED_4_FLAG = 0 // $ = int 
$INJURED_PED_5_FLAG = 0 // $ = int 
$INJURED_PED_6_FLAG = 0 // $ = int 
$INJURED_PED_7_FLAG = 0 // $ = int 
$INJURED_PED_8_FLAG = 0 // $ = int 
$INJURED_PED_9_FLAG = 0 // $ = int 
$INJURED_PED_10_FLAG = 0 // $ = int 
$INJURED_PED_11_FLAG = 0 // $ = int 
$INJURED_PED_12_FLAG = 0 // $ = int 
$SAVED_PEDS = 0 // $ = int 
$FIRST_RESCUE_FLAG = 0 // $ = int 
$FIRST_CHUNK_FLAG = 0 // $ = int 
$TIME_CHUNK_DIVIDER = 11.0 // $ = float 
$AMBULANCE_LEVEL = 1 // $ = int 
$TIME_CHUNK = 0 // $ = int 
$TIME_CHUNK_IN_SECS = 0 // $ = int 
$SCORE_AM = 0 // $ = int 
$BONUS_TIME_FLAG = 0 // $ = int 
$DROP_OFF_TIME_BONUS = 0 // $ = int 
$HOSPITAL_BLIP_FLAG = 0 // $ = int 
$MISSION_END_BUTTON_AMBULANCE = 0 // $ = int 
$CAR_FULL_FLAG = 0 // $ = int 
$SAVED_PEDS_THIS_GO = 0 // $ = int 
$PARAMEDIC_LOCATION = 0 // $ = int 
00BC: text_highpriority 'ATUTOR2' time 3000 1  // ~g~Drive the patients to Hospital CAREFULLY. Each bump reduces their chances of survival.
wait 3000 
03C7: set_sensitivity_to_crime_to 0.5 

:AMBULAN_336
01E5: text_1number_highpriority 'ALEVEL' $AMBULANCE_LEVEL time 5000 4  // Paramedic Mission Level ~1~
014F: stop_timer $PED_TIME_LIMIT 
$PED_TIME_LIMIT = 0 // $ = int 
03E6: remove_text_box 
if 
  $GOT_SIREN_HELP_BEFORE == 0 // $ == int 
jf @AMBULAN_510 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @AMBULAN_419 
03E5: text_box 'SIREN_1'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:AMBULAN_419
if 
  $CONTROLMODE == 1 // $ == int 
jf @AMBULAN_447 
03E5: text_box 'SIREN_2'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:AMBULAN_447
if 
  $CONTROLMODE == 2 // $ == int 
jf @AMBULAN_475 
03E5: text_box 'SIREN_3'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:AMBULAN_475
if 
  $CONTROLMODE == 3 // $ == int 
jf @AMBULAN_503 
03E5: text_box 'SIREN_4'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:AMBULAN_503
$GOT_SIREN_HELP_BEFORE = 1 // $ = int 

:AMBULAN_510
if 
001C:   $NUMBER_OF_INJURED_PEDS > $PED_COUNTER // $ > $ int 
jf @AMBULAN_564 
gosub @AMBULAN_1998 
gosub @AMBULAN_724 
gosub @AMBULAN_4650 
$PED_COUNTER += 1 // $ += int 
jump @AMBULAN_510 

:AMBULAN_564
if 
  $NUMBER_OF_INJURED_PEDS > 3 // $ > int 
jf @AMBULAN_596 
$BONUS_TIME_FLAG = 1 // $ = int 
jump @AMBULAN_603 

:AMBULAN_596
$BONUS_TIME_FLAG = 0 // $ = int 

:AMBULAN_603
0084: $TIME_CHUNK = $PED_TIME_LIMIT // $ = $ int 
0070: $TIME_CHUNK /= $NUMBER_OF_INJURED_PEDS // $ /= $ int 
$TIME_CHUNK /= 2 // $ /= int 
0084: $BRACKETS_VAR = $NUMBER_OF_INJURED_PEDS // $ = $ int 
$BRACKETS_VAR += 1 // $ += int 
0068: $TIME_CHUNK *= $BRACKETS_VAR // $ *= $ int 
0058: $PED_TIME_LIMIT += $TIME_CHUNK // $ += $ int 
0070: $PED_TIME_LIMIT /= $NUMBER_OF_INJURED_PEDS // $ /= $ int 
0084: $TIME_CHUNK = $PED_TIME_LIMIT // $ = $ int 
$TIME_CHUNK /= 2 // $ /= int 
014E: set_timer_to $PED_TIME_LIMIT 
if 
  $ONMISSION == 0 // $ == int 
jf @AMBULAN_717 
018A: $HOSPITAL_BLIP = create_checkpoint_at $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z 

:AMBULAN_717
jump @AMBULAN_4718 

:AMBULAN_724
if and
  $NUMBER_OF_INJURED_PEDS > 0 // $ > int 
  $INJURED_PED_1_FLAG == 0 // $ == int 
jf @AMBULAN_830 
0376: $INJURED_PED_1 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_1_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_1 bleeding_to 1 
02A9: set_actor $INJURED_PED_1 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_1 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_1 wander_state_to 1 
01ED: reset_actor $INJURED_PED_1 threat_search 
0187: $INJURED_PED_1_BLIP = create_marker_above_actor $INJURED_PED_1 
0192: set_actor $INJURED_PED_1 objective_to_stand_still 
return 

:AMBULAN_830
if and
  $NUMBER_OF_INJURED_PEDS > 1 // $ > int 
  $INJURED_PED_2_FLAG == 0 // $ == int 
jf @AMBULAN_936 
0376: $INJURED_PED_2 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_2_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_2 bleeding_to 1 
02A9: set_actor $INJURED_PED_2 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_2 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_2 wander_state_to 1 
01ED: reset_actor $INJURED_PED_2 threat_search 
0187: $INJURED_PED_2_BLIP = create_marker_above_actor $INJURED_PED_2 
0192: set_actor $INJURED_PED_2 objective_to_stand_still 
return 

:AMBULAN_936
if and
  $NUMBER_OF_INJURED_PEDS > 2 // $ > int 
  $INJURED_PED_3_FLAG == 0 // $ == int 
jf @AMBULAN_1042 
0376: $INJURED_PED_3 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_3_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_3 bleeding_to 1 
02A9: set_actor $INJURED_PED_3 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_3 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_3 wander_state_to 1 
01ED: reset_actor $INJURED_PED_3 threat_search 
0187: $INJURED_PED_3_BLIP = create_marker_above_actor $INJURED_PED_3 
0192: set_actor $INJURED_PED_3 objective_to_stand_still 
return 

:AMBULAN_1042
if and
  $NUMBER_OF_INJURED_PEDS > 3 // $ > int 
  $INJURED_PED_4_FLAG == 0 // $ == int 
jf @AMBULAN_1148 
0376: $INJURED_PED_4 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_4_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_4 bleeding_to 1 
02A9: set_actor $INJURED_PED_4 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_4 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_4 wander_state_to 1 
01ED: reset_actor $INJURED_PED_4 threat_search 
0187: $INJURED_PED_4_BLIP = create_marker_above_actor $INJURED_PED_4 
0192: set_actor $INJURED_PED_4 objective_to_stand_still 
return 

:AMBULAN_1148
if and
  $NUMBER_OF_INJURED_PEDS > 4 // $ > int 
  $INJURED_PED_5_FLAG == 0 // $ == int 
jf @AMBULAN_1254 
0376: $INJURED_PED_5 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_5_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_5 bleeding_to 1 
02A9: set_actor $INJURED_PED_5 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_5 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_5 wander_state_to 1 
01ED: reset_actor $INJURED_PED_5 threat_search 
0187: $INJURED_PED_5_BLIP = create_marker_above_actor $INJURED_PED_5 
0192: set_actor $INJURED_PED_5 objective_to_stand_still 
return 

:AMBULAN_1254
if and
  $NUMBER_OF_INJURED_PEDS > 5 // $ > int 
  $INJURED_PED_6_FLAG == 0 // $ == int 
jf @AMBULAN_1360 
0376: $INJURED_PED_6 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_6_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_6 bleeding_to 1 
02A9: set_actor $INJURED_PED_6 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_6 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_6 wander_state_to 1 
01ED: reset_actor $INJURED_PED_6 threat_search 
0187: $INJURED_PED_6_BLIP = create_marker_above_actor $INJURED_PED_6 
0192: set_actor $INJURED_PED_6 objective_to_stand_still 
return 

:AMBULAN_1360
if and
  $NUMBER_OF_INJURED_PEDS > 6 // $ > int 
  $INJURED_PED_7_FLAG == 0 // $ == int 
jf @AMBULAN_1466 
0376: $INJURED_PED_7 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_7_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_7 bleeding_to 1 
02A9: set_actor $INJURED_PED_7 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_7 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_7 wander_state_to 1 
01ED: reset_actor $INJURED_PED_7 threat_search 
0187: $INJURED_PED_7_BLIP = create_marker_above_actor $INJURED_PED_7 
0192: set_actor $INJURED_PED_7 objective_to_stand_still 
return 

:AMBULAN_1466
if and
  $NUMBER_OF_INJURED_PEDS > 7 // $ > int 
  $INJURED_PED_8_FLAG == 0 // $ == int 
jf @AMBULAN_1572 
0376: $INJURED_PED_8 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_8_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_8 bleeding_to 1 
02A9: set_actor $INJURED_PED_8 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_8 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_8 wander_state_to 1 
01ED: reset_actor $INJURED_PED_8 threat_search 
0187: $INJURED_PED_8_BLIP = create_marker_above_actor $INJURED_PED_8 
0192: set_actor $INJURED_PED_8 objective_to_stand_still 
return 

:AMBULAN_1572
if and
  $NUMBER_OF_INJURED_PEDS > 8 // $ > int 
  $INJURED_PED_9_FLAG == 0 // $ == int 
jf @AMBULAN_1678 
0376: $INJURED_PED_9 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_9_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_9 bleeding_to 1 
02A9: set_actor $INJURED_PED_9 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_9 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_9 wander_state_to 1 
01ED: reset_actor $INJURED_PED_9 threat_search 
0187: $INJURED_PED_9_BLIP = create_marker_above_actor $INJURED_PED_9 
0192: set_actor $INJURED_PED_9 objective_to_stand_still 
return 

:AMBULAN_1678
if and
  $NUMBER_OF_INJURED_PEDS > 9 // $ > int 
  $INJURED_PED_10_FLAG == 0 // $ == int 
jf @AMBULAN_1784 
0376: $INJURED_PED_10 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_10_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_10 bleeding_to 1 
02A9: set_actor $INJURED_PED_10 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_10 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_10 wander_state_to 1 
01ED: reset_actor $INJURED_PED_10 threat_search 
0187: $INJURED_PED_10_BLIP = create_marker_above_actor $INJURED_PED_10 
0192: set_actor $INJURED_PED_10 objective_to_stand_still 
return 

:AMBULAN_1784
if and
  $NUMBER_OF_INJURED_PEDS > 10 // $ > int 
  $INJURED_PED_11_FLAG == 0 // $ == int 
jf @AMBULAN_1890 
0376: $INJURED_PED_11 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_11_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_11 bleeding_to 1 
02A9: set_actor $INJURED_PED_11 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_11 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_11 wander_state_to 1 
01ED: reset_actor $INJURED_PED_11 threat_search 
0187: $INJURED_PED_11_BLIP = create_marker_above_actor $INJURED_PED_11 
0192: set_actor $INJURED_PED_11 objective_to_stand_still 
return 

:AMBULAN_1890
if and
  $NUMBER_OF_INJURED_PEDS > 11 // $ > int 
  $INJURED_PED_12_FLAG == 0 // $ == int 
jf @AMBULAN_1996 
0376: $INJURED_PED_12 = create_random_actor $PED_COORD_X $PED_COORD_Y $PED_COORD_Z 
$INJURED_PED_12_FLAG = 1 // $ = int 
0332: set_actor $INJURED_PED_12 bleeding_to 1 
02A9: set_actor $INJURED_PED_12 immune_to_nonplayer 1 
0208: $RANDOM_PED_HEADING = random_float 0.0 359.875 
0173: set_actor $INJURED_PED_12 z_angle_to $RANDOM_PED_HEADING 
0319: set_actor $INJURED_PED_12 wander_state_to 1 
01ED: reset_actor $INJURED_PED_12 threat_search 
0187: $INJURED_PED_12_BLIP = create_marker_above_actor $INJURED_PED_12 
0192: set_actor $INJURED_PED_12 objective_to_stand_still 
return 

:AMBULAN_1996
return 

:AMBULAN_1998
wait 0 
0054: store_player $PLAYER_CHAR position_to $PLAYER1_A_X $PLAYER1_A_Y $PLAYER1_A_Z 
if 
03C6:   current_island == 1 
jf @AMBULAN_2114 
0208: $RANDOM_X = random_float 778.0 1540.0 
0208: $RANDOM_Y = random_float -1110.0 0.0 
$HOSPITAL_X = 1141.5 // $ = float 
$HOSPITAL_Y = -595.1875 // $ = float 
$HOSPITAL_Z = 13.875 // $ = float 
$HOSPITAL_DOOR_X = 1149.125 // $ = float 
$HOSPITAL_DOOR_Y = -597.3125 // $ = float 
$FLAG_GOT_RANGE_MESSAGE = 0 // $ = int 
$PLAYER_IN_RANGE_FLAG = 1 // $ = int 
$PARAMEDIC_LOCATION = 1 // $ = int 

:AMBULAN_2114
if 
03C6:   current_island == 2 
jf @AMBULAN_2212 
0208: $RANDOM_X = random_float -192.0 545.0 
0208: $RANDOM_Y = random_float -1626.0 98.0 
$HOSPITAL_X = 178.5 // $ = float 
$HOSPITAL_Y = -23.5625 // $ = float 
$HOSPITAL_Z = 15.1875 // $ = float 
$HOSPITAL_DOOR_X = 182.75 // $ = float 
$HOSPITAL_DOOR_Y = -15.75 // $ = float 
$FLAG_GOT_RANGE_MESSAGE = 0 // $ = int 
$PLAYER_IN_RANGE_FLAG = 1 // $ = int 
$PARAMEDIC_LOCATION = 2 // $ = int 

:AMBULAN_2212
if 
03C6:   current_island == 3 
jf @AMBULAN_2310 
0208: $RANDOM_X = random_float -1300.0 -414.0 
0208: $RANDOM_Y = random_float -608.75 380.0 
$HOSPITAL_X = -1255.5 // $ = float 
$HOSPITAL_Y = -144.375 // $ = float 
$HOSPITAL_Z = 57.75 // $ = float 
$HOSPITAL_DOOR_X = -1246.75 // $ = float 
$HOSPITAL_DOOR_Y = -139.0625 // $ = float 
$FLAG_GOT_RANGE_MESSAGE = 0 // $ = int 
$PLAYER_IN_RANGE_FLAG = 1 // $ = int 
$PARAMEDIC_LOCATION = 3 // $ = int 

:AMBULAN_2310
if and
  $PLAYER_IN_RANGE_FLAG == 0 // $ == int 
  $FLAG_GOT_RANGE_MESSAGE == 0 // $ == int 
jf @AMBULAN_2382 
if 
  $FLAG_GOT_RANGE_MESSAGE == 0 // $ == int 
jf @AMBULAN_2375 
00BC: text_highpriority 'A_RANGE' time 5000 1  // ~g~The ambulance radio is out of range, get closer to a hospital!
$FLAG_GOT_RANGE_MESSAGE = 1 // $ = int 

:AMBULAN_2375
jump @AMBULAN_11763 

:AMBULAN_2382
0293: $CONTROLMODE = current_controls 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @AMBULAN_2436 
if 
00E1:   pad 0 key_pressed 19 
jf @AMBULAN_2429 
$MISSION_END_BUTTON_AMBULANCE = 1 // $ = int 

:AMBULAN_2429
jump @AMBULAN_2460 

:AMBULAN_2436
if 
00E1:   pad 0 key_pressed 14 
jf @AMBULAN_2460 
$MISSION_END_BUTTON_AMBULANCE = 1 // $ = int 

:AMBULAN_2460
if 
  $MISSION_END_BUTTON_AMBULANCE == 1 // $ == int 
jf @AMBULAN_2581 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @AMBULAN_2542 
if 
80E1:   not pad 0 key_pressed 19 
jf @AMBULAN_2535 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_11763 

:AMBULAN_2535
jump @AMBULAN_2581 

:AMBULAN_2542
if 
80E1:   not pad 0 key_pressed 14 
jf @AMBULAN_2581 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_11763 

:AMBULAN_2581
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULAN_2621 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_11763 

:AMBULAN_2621
02C0: set $PED_COORD_X $PED_COORD_Y $PED_COORD_Z to_ped_path_coords_closest_to $RANDOM_X $RANDOM_Y $PLAYER1_A_Z 
if and
  $PED_COORD_X > 1398.0 // $ > float 
  1615.0 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -965.0 // $ > float 
  -902.0 > $PED_COORD_Y // float > $ 
jf @AMBULAN_2691 
jump @AMBULAN_1998 

:AMBULAN_2691
if and
  $PED_COORD_X > 879.0 // $ > float 
  892.0 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -427.0 // $ > float 
  -407.0 > $PED_COORD_Y // float > $ 
jf @AMBULAN_2741 
jump @AMBULAN_1998 

:AMBULAN_2741
if and
  $PED_COORD_X > 944.75 // $ > float 
  1017.063 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -1148.75 // $ > float 
  -1076.563 > $PED_COORD_Y // float > $ 
jf @AMBULAN_2791 
jump @AMBULAN_1998 

:AMBULAN_2791
if and
  $PED_COORD_X > 920.75 // $ > float 
  1004.0 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -754.1875 // $ > float 
  -670.0 > $PED_COORD_Y // float > $ 
jf @AMBULAN_2841 
jump @AMBULAN_1998 

:AMBULAN_2841
if and
  $PED_COORD_X > 670.0 // $ > float 
  1035.0 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -953.0 // $ > float 
  -912.0 > $PED_COORD_Y // float > $ 
jf @AMBULAN_2891 
jump @AMBULAN_1998 

:AMBULAN_2891
if and
  $PED_COORD_X > 1364.0 // $ > float 
  1641.0 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -1165.0 // $ > float 
  -617.0 > $PED_COORD_Y // float > $ 
jf @AMBULAN_2941 
jump @AMBULAN_1998 

:AMBULAN_2941
if and
  $PED_COORD_X > 649.0 // $ > float 
  1066.0 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > 25.0 // $ > float 
  217.0 > $PED_COORD_Y // float > $ 
jf @AMBULAN_2991 
jump @AMBULAN_1998 

:AMBULAN_2991
if and
  $PED_COORD_X > -1611.5 // $ > float 
  -745.25 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -1001.875 // $ > float 
  -371.1875 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3041 
jump @AMBULAN_1998 

:AMBULAN_3041
if and
  $PED_COORD_X > 939.75 // $ > float 
  1035.563 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -901.25 // $ > float 
  -828.1875 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3091 
jump @AMBULAN_1998 

:AMBULAN_3091
if and
  $PED_COORD_X > 1215.25 // $ > float 
  1223.688 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -839.375 // $ > float 
  -763.5625 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3141 
jump @AMBULAN_1998 

:AMBULAN_3141
if and
  $PED_COORD_X > 845.25 // $ > float 
  899.5625 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -312.5625 // $ > float 
  -295.6875 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3191 
jump @AMBULAN_1998 

:AMBULAN_3191
if and
  $PED_COORD_X > 113.25 // $ > float 
  99.6875 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -1284.75 // $ > float 
  -1273.0 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3241 
jump @AMBULAN_1998 

:AMBULAN_3241
if and
  $PED_COORD_X > 18.3125 // $ > float 
  92.0 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -388.6875 // $ > float 
  -312.375 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3291 
jump @AMBULAN_1998 

:AMBULAN_3291
if and
  $PED_COORD_X > -1255.375 // $ > float 
  -1187.875 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > 80.5625 // $ > float 
  123.375 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3341 
jump @AMBULAN_1998 

:AMBULAN_3341
if and
  $PED_COORD_X > 1386.375 // $ > float 
  1475.75 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -292.0625 // $ > float 
  -168.0 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3391 
jump @AMBULAN_1998 

:AMBULAN_3391
if and
  $PED_COORD_X > 766.6875 // $ > float 
  851.75 > $PED_COORD_X // float > $ 
  $PED_COORD_Y > -604.0625 // $ > float 
  -558.1875 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3441 
jump @AMBULAN_1998 

:AMBULAN_3441
if 
  $PARAMEDIC_LOCATION == 1 // $ == int 
jf @AMBULAN_3509 
if or
   not $PED_COORD_X > 778.0 // $ > float 
   not 1540.0 > $PED_COORD_X // float > $ 
   not $PED_COORD_Y > -1110.0 // $ > float 
   not 190.0 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3509 
jump @AMBULAN_1998 

:AMBULAN_3509
if 
  $PARAMEDIC_LOCATION == 2 // $ == int 
jf @AMBULAN_3577 
if or
   not $PED_COORD_X > -192.0 // $ > float 
   not 545.0 > $PED_COORD_X // float > $ 
   not $PED_COORD_Y > -1626.0 // $ > float 
   not 98.0 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3577 
jump @AMBULAN_1998 

:AMBULAN_3577
if 
  $PARAMEDIC_LOCATION == 3 // $ == int 
jf @AMBULAN_3645 
if or
   not $PED_COORD_X > -1300.0 // $ > float 
   not -414.0 > $PED_COORD_X // float > $ 
   not $PED_COORD_Y > -608.75 // $ > float 
   not 380.0 > $PED_COORD_Y // float > $ 
jf @AMBULAN_3645 
jump @AMBULAN_1998 

:AMBULAN_3645
if 
  -1.0 > $PED_COORD_Z // float > $ 
jf @AMBULAN_3671 
jump @AMBULAN_1998 

:AMBULAN_3671
0086: $DIFFERENCE_X_FLOAT_A = $PLAYER1_A_X // $ = $ float 
0061: $DIFFERENCE_X_FLOAT_A -= $PED_COORD_X // $ -= $ float 
0086: $DIFFERENCE_Y_FLOAT_A = $PLAYER1_A_Y // $ = $ float 
0061: $DIFFERENCE_Y_FLOAT_A -= $PED_COORD_Y // $ -= $ float 
0069: $DIFFERENCE_X_FLOAT_A *= $DIFFERENCE_X_FLOAT_A // $ *= $ float 
0069: $DIFFERENCE_Y_FLOAT_A *= $DIFFERENCE_Y_FLOAT_A // $ *= $ float 
0086: $SUM_DIFFERENCE_A_XY = $DIFFERENCE_X_FLOAT_A // $ = $ float 
0059: $SUM_DIFFERENCE_A_XY += $DIFFERENCE_Y_FLOAT_A // $ += $ float 
01FB: $PLAYERS_DISTANCE_FROM_PED = square_root $SUM_DIFFERENCE_A_XY 
if 
  120.0 > $PLAYERS_DISTANCE_FROM_PED // float > $ 
jf @AMBULAN_3769 
jump @AMBULAN_1998 

:AMBULAN_3769
0086: $DIFFERENCE_X_FLOAT_A = $HOSPITAL_X // $ = $ float 
0061: $DIFFERENCE_X_FLOAT_A -= $PED_COORD_X // $ -= $ float 
0086: $DIFFERENCE_Y_FLOAT_A = $HOSPITAL_Y // $ = $ float 
0061: $DIFFERENCE_Y_FLOAT_A -= $PED_COORD_Y // $ -= $ float 
0069: $DIFFERENCE_X_FLOAT_A *= $DIFFERENCE_X_FLOAT_A // $ *= $ float 
0069: $DIFFERENCE_Y_FLOAT_A *= $DIFFERENCE_Y_FLOAT_A // $ *= $ float 
0086: $SUM_DIFFERENCE_A_XY = $DIFFERENCE_X_FLOAT_A // $ = $ float 
0059: $SUM_DIFFERENCE_A_XY += $DIFFERENCE_Y_FLOAT_A // $ += $ float 
01FB: $PEDS_DISTANCE_FROM_HOSPITAL = square_root $SUM_DIFFERENCE_A_XY 
if 
  100.0 > $PEDS_DISTANCE_FROM_HOSPITAL // float > $ 
jf @AMBULAN_3867 
jump @AMBULAN_1998 

:AMBULAN_3867
if 
  $INJURED_PED_1_FLAG > 0 // $ > int 
jf @AMBULAN_3938 
if 
8118:   not actor $INJURED_PED_1 dead 
jf @AMBULAN_3938 
if 
00EC:   actor $INJURED_PED_1 0 $PED_COORD_X $PED_COORD_Y radius 25.0 25.0 
jf @AMBULAN_3938 
jump @AMBULAN_1998 

:AMBULAN_3938
if 
  $INJURED_PED_2_FLAG > 0 // $ > int 
jf @AMBULAN_4009 
if 
8118:   not actor $INJURED_PED_2 dead 
jf @AMBULAN_4009 
if 
00EC:   actor $INJURED_PED_2 0 $PED_COORD_X $PED_COORD_Y radius 25.0 25.0 
jf @AMBULAN_4009 
jump @AMBULAN_1998 

:AMBULAN_4009
if 
  $INJURED_PED_3_FLAG > 0 // $ > int 
jf @AMBULAN_4080 
if 
8118:   not actor $INJURED_PED_3 dead 
jf @AMBULAN_4080 
if 
00EC:   actor $INJURED_PED_3 0 $PED_COORD_X $PED_COORD_Y radius 25.0 25.0 
jf @AMBULAN_4080 
jump @AMBULAN_1998 

:AMBULAN_4080
if 
  $INJURED_PED_4_FLAG > 0 // $ > int 
jf @AMBULAN_4151 
if 
8118:   not actor $INJURED_PED_4 dead 
jf @AMBULAN_4151 
if 
00EC:   actor $INJURED_PED_4 0 $PED_COORD_X $PED_COORD_Y radius 25.0 25.0 
jf @AMBULAN_4151 
jump @AMBULAN_1998 

:AMBULAN_4151
if 
  $INJURED_PED_5_FLAG > 0 // $ > int 
jf @AMBULAN_4222 
if 
8118:   not actor $INJURED_PED_5 dead 
jf @AMBULAN_4222 
if 
00EC:   actor $INJURED_PED_5 0 $PED_COORD_X $PED_COORD_Y radius 25.0 25.0 
jf @AMBULAN_4222 
jump @AMBULAN_1998 

:AMBULAN_4222
if 
  $INJURED_PED_6_FLAG > 0 // $ > int 
jf @AMBULAN_4293 
if 
8118:   not actor $INJURED_PED_6 dead 
jf @AMBULAN_4293 
if 
00EC:   actor $INJURED_PED_6 0 $PED_COORD_X $PED_COORD_Y radius 25.0 25.0 
jf @AMBULAN_4293 
jump @AMBULAN_1998 

:AMBULAN_4293
if 
  $INJURED_PED_7_FLAG > 0 // $ > int 
jf @AMBULAN_4364 
if 
8118:   not actor $INJURED_PED_7 dead 
jf @AMBULAN_4364 
if 
00EC:   actor $INJURED_PED_7 0 $PED_COORD_X $PED_COORD_Y radius 25.0 25.0 
jf @AMBULAN_4364 
jump @AMBULAN_1998 

:AMBULAN_4364
if 
  $INJURED_PED_8_FLAG > 0 // $ > int 
jf @AMBULAN_4435 
if 
8118:   not actor $INJURED_PED_8 dead 
jf @AMBULAN_4435 
if 
00EC:   actor $INJURED_PED_8 0 $PED_COORD_X $PED_COORD_Y radius 25.0 25.0 
jf @AMBULAN_4435 
jump @AMBULAN_1998 

:AMBULAN_4435
if 
  $INJURED_PED_9_FLAG > 0 // $ > int 
jf @AMBULAN_4506 
if 
8118:   not actor $INJURED_PED_9 dead 
jf @AMBULAN_4506 
if 
00EC:   actor $INJURED_PED_9 0 $PED_COORD_X $PED_COORD_Y radius 25.0 25.0 
jf @AMBULAN_4506 
jump @AMBULAN_1998 

:AMBULAN_4506
if 
  $INJURED_PED_10_FLAG > 0 // $ > int 
jf @AMBULAN_4577 
if 
8118:   not actor $INJURED_PED_10 dead 
jf @AMBULAN_4577 
if 
00EC:   actor $INJURED_PED_10 0 $PED_COORD_X $PED_COORD_Y radius 25.0 25.0 
jf @AMBULAN_4577 
jump @AMBULAN_1998 

:AMBULAN_4577
if 
  $INJURED_PED_11_FLAG > 0 // $ > int 
jf @AMBULAN_4648 
if 
8118:   not actor $INJURED_PED_11 dead 
jf @AMBULAN_4648 
if 
00EC:   actor $INJURED_PED_11 0 $PED_COORD_X $PED_COORD_Y radius 25.0 25.0 
jf @AMBULAN_4648 
jump @AMBULAN_1998 

:AMBULAN_4648
return 

:AMBULAN_4650
if 
  $PARAMEDIC_LOCATION == 3 // $ == int 
jf @AMBULAN_4676 
$TIME_CHUNK_DIVIDER = 10.0 // $ = float 

:AMBULAN_4676
0086: $PED_TIME_LIMIT_FLOAT = $PEDS_DISTANCE_FROM_HOSPITAL // $ = $ float 
0071: $PED_TIME_LIMIT_FLOAT /= $TIME_CHUNK_DIVIDER // $ /= $ float 
$PED_TIME_LIMIT_FLOAT *= 1000.0 // $ *= float 
008C: $PED_TIME_LIMIT_TEMP = float_to_integer $PED_TIME_LIMIT_FLOAT 
0058: $PED_TIME_LIMIT += $PED_TIME_LIMIT_TEMP // $ += $ int 
return 

:AMBULAN_4718
wait 0 
0293: $CONTROLMODE = current_controls 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @AMBULAN_4776 
if 
00E1:   pad 0 key_pressed 19 
jf @AMBULAN_4769 
$MISSION_END_BUTTON_AMBULANCE = 1 // $ = int 

:AMBULAN_4769
jump @AMBULAN_4800 

:AMBULAN_4776
if 
00E1:   pad 0 key_pressed 14 
jf @AMBULAN_4800 
$MISSION_END_BUTTON_AMBULANCE = 1 // $ = int 

:AMBULAN_4800
if 
  $MISSION_END_BUTTON_AMBULANCE == 1 // $ == int 
jf @AMBULAN_4921 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @AMBULAN_4882 
if 
80E1:   not pad 0 key_pressed 19 
jf @AMBULAN_4875 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_11763 

:AMBULAN_4875
jump @AMBULAN_4921 

:AMBULAN_4882
if 
80E1:   not pad 0 key_pressed 14 
jf @AMBULAN_4921 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_11763 

:AMBULAN_4921
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
jf @AMBULAN_4968 
00BC: text_highpriority 'A_CANC' time 3000 1  // ~r~Paramedic mission cancelled!
jump @AMBULAN_11763 
jump @AMBULAN_4976 

:AMBULAN_4968
00DA: $PLAYERS_AMBULANCE = player $PLAYER_CHAR car 

:AMBULAN_4976
if and
  $NUMBER_OF_INJURED_PEDS > 6 // $ > int 
  $BONUS_TIME_FLAG == 2 // $ == int 
  $DROP_OFF_TIME_BONUS == 0 // $ == int 
jf @AMBULAN_5022 
$BONUS_TIME_FLAG = 1 // $ = int 
$DROP_OFF_TIME_BONUS += 1 // $ += int 

:AMBULAN_5022
if and
  $NUMBER_OF_INJURED_PEDS > 9 // $ > int 
  $BONUS_TIME_FLAG == 2 // $ == int 
  $DROP_OFF_TIME_BONUS == 1 // $ == int 
jf @AMBULAN_5068 
$BONUS_TIME_FLAG = 1 // $ = int 
$DROP_OFF_TIME_BONUS += 1 // $ += int 

:AMBULAN_5068
if and
  $NUMBER_OF_INJURED_PEDS > 12 // $ > int 
  $BONUS_TIME_FLAG == 2 // $ == int 
  $DROP_OFF_TIME_BONUS == 2 // $ == int 
jf @AMBULAN_5114 
$BONUS_TIME_FLAG = 1 // $ = int 
$DROP_OFF_TIME_BONUS += 1 // $ += int 

:AMBULAN_5114
if 
  $AMBULANCE_PAGER_FLAG == 0 // $ == int 
jf @AMBULAN_5181 
if 
  $TOTAL_SAVED_PEDS > 34 // $ > int 
jf @AMBULAN_5181 
014D: text_pager 'PAGEB13' 140 100 1  // Health delivered to hideout
gosub @AMBULAN_12428 
$AMBULANCE_PAGER_FLAG = 1 // $ = int 

:AMBULAN_5181
if 
  $AMBULANCE_PAGER_FLAG == 1 // $ == int 
jf @AMBULAN_5248 
if 
  $TOTAL_SAVED_PEDS > 69 // $ > int 
jf @AMBULAN_5248 
014D: text_pager 'PAGEB14' 140 100 1  // Adrenaline delivered to hideout
gosub @AMBULAN_12434 
$AMBULANCE_PAGER_FLAG = 2 // $ = int 

:AMBULAN_5248
if 
  $INJURED_PED_1_FLAG > 0 // $ > int 
jf @AMBULAN_5756 
if 
0118:   actor $INJURED_PED_1 dead 
jf @AMBULAN_5304 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_5304
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_5354 
0321: kill_actor $INJURED_PED_1 
034F: destroy_actor_with_fade $INJURED_PED_1 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_5354
if 
  $INJURED_PED_1_FLAG == 3 // $ == int 
jf @AMBULAN_5430 
if 
03A3:   actor $INJURED_PED_1 male 
jf @AMBULAN_5402 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_5409 

:AMBULAN_5402
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_5409
00A0: store_actor $INJURED_PED_1 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_5430
if 
  $INJURED_PED_1_FLAG == 1 // $ == int 
jf @AMBULAN_5518 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_1 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_5518 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_5518 
01D4: actor $INJURED_PED_1 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_1_FLAG = 2 // $ = int 

:AMBULAN_5518
if 
  $INJURED_PED_1_FLAG == 2 // $ == int 
jf @AMBULAN_5570 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_1 radius 25.0 25.0 
jf @AMBULAN_5570 
$INJURED_PED_1_FLAG = 1 // $ = int 

:AMBULAN_5570
if 
  $INJURED_PED_1_FLAG == 2 // $ == int 
jf @AMBULAN_5623 
if 
00DF:   actor $INJURED_PED_1 in_any_car 
jf @AMBULAN_5623 
0164: disable_marker $INJURED_PED_1_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_1_FLAG = 3 // $ = int 

:AMBULAN_5623
if 
  $INJURED_PED_1_FLAG == 3 // $ == int 
jf @AMBULAN_5692 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_5692 
01D3: actor $INJURED_PED_1 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_1_FLAG = 4 // $ = int 

:AMBULAN_5692
if 
  $INJURED_PED_1_FLAG == 4 // $ == int 
jf @AMBULAN_5756 
if 
80DF:   not actor $INJURED_PED_1 in_any_car 
jf @AMBULAN_5756 
0211: actor $INJURED_PED_1 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_1 
gosub @AMBULAN_12291 
$INJURED_PED_1_FLAG = 0 // $ = int 

:AMBULAN_5756
if 
  $INJURED_PED_2_FLAG > 0 // $ > int 
jf @AMBULAN_6264 
if 
0118:   actor $INJURED_PED_2 dead 
jf @AMBULAN_5812 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_5812
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_5862 
0321: kill_actor $INJURED_PED_2 
034F: destroy_actor_with_fade $INJURED_PED_2 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_5862
if 
  $INJURED_PED_2_FLAG == 3 // $ == int 
jf @AMBULAN_5938 
if 
03A3:   actor $INJURED_PED_2 male 
jf @AMBULAN_5910 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_5917 

:AMBULAN_5910
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_5917
00A0: store_actor $INJURED_PED_2 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_5938
if 
  $INJURED_PED_2_FLAG == 1 // $ == int 
jf @AMBULAN_6026 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_2 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_6026 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_6026 
01D4: actor $INJURED_PED_2 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_2_FLAG = 2 // $ = int 

:AMBULAN_6026
if 
  $INJURED_PED_2_FLAG == 2 // $ == int 
jf @AMBULAN_6078 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_2 radius 25.0 25.0 
jf @AMBULAN_6078 
$INJURED_PED_2_FLAG = 1 // $ = int 

:AMBULAN_6078
if 
  $INJURED_PED_2_FLAG == 2 // $ == int 
jf @AMBULAN_6131 
if 
00DF:   actor $INJURED_PED_2 in_any_car 
jf @AMBULAN_6131 
0164: disable_marker $INJURED_PED_2_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_2_FLAG = 3 // $ = int 

:AMBULAN_6131
if 
  $INJURED_PED_2_FLAG == 3 // $ == int 
jf @AMBULAN_6200 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_6200 
01D3: actor $INJURED_PED_2 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_2_FLAG = 4 // $ = int 

:AMBULAN_6200
if 
  $INJURED_PED_2_FLAG == 4 // $ == int 
jf @AMBULAN_6264 
if 
80DF:   not actor $INJURED_PED_2 in_any_car 
jf @AMBULAN_6264 
0211: actor $INJURED_PED_2 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_2 
gosub @AMBULAN_12291 
$INJURED_PED_2_FLAG = 0 // $ = int 

:AMBULAN_6264
if 
  $INJURED_PED_3_FLAG > 0 // $ > int 
jf @AMBULAN_6772 
if 
0118:   actor $INJURED_PED_3 dead 
jf @AMBULAN_6320 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_6320
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_6370 
0321: kill_actor $INJURED_PED_3 
034F: destroy_actor_with_fade $INJURED_PED_3 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_6370
if 
  $INJURED_PED_3_FLAG == 3 // $ == int 
jf @AMBULAN_6446 
if 
03A3:   actor $INJURED_PED_3 male 
jf @AMBULAN_6418 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_6425 

:AMBULAN_6418
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_6425
00A0: store_actor $INJURED_PED_3 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_6446
if 
  $INJURED_PED_3_FLAG == 1 // $ == int 
jf @AMBULAN_6534 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_3 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_6534 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_6534 
01D4: actor $INJURED_PED_3 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_3_FLAG = 2 // $ = int 

:AMBULAN_6534
if 
  $INJURED_PED_3_FLAG == 2 // $ == int 
jf @AMBULAN_6586 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_3 radius 25.0 25.0 
jf @AMBULAN_6586 
$INJURED_PED_3_FLAG = 1 // $ = int 

:AMBULAN_6586
if 
  $INJURED_PED_3_FLAG == 2 // $ == int 
jf @AMBULAN_6639 
if 
00DF:   actor $INJURED_PED_3 in_any_car 
jf @AMBULAN_6639 
0164: disable_marker $INJURED_PED_3_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_3_FLAG = 3 // $ = int 

:AMBULAN_6639
if 
  $INJURED_PED_3_FLAG == 3 // $ == int 
jf @AMBULAN_6708 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_6708 
01D3: actor $INJURED_PED_3 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_3_FLAG = 4 // $ = int 

:AMBULAN_6708
if 
  $INJURED_PED_3_FLAG == 4 // $ == int 
jf @AMBULAN_6772 
if 
80DF:   not actor $INJURED_PED_3 in_any_car 
jf @AMBULAN_6772 
0211: actor $INJURED_PED_3 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_3 
gosub @AMBULAN_12291 
$INJURED_PED_3_FLAG = 0 // $ = int 

:AMBULAN_6772
if 
  $INJURED_PED_4_FLAG > 0 // $ > int 
jf @AMBULAN_7280 
if 
0118:   actor $INJURED_PED_4 dead 
jf @AMBULAN_6828 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_6828
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_6878 
0321: kill_actor $INJURED_PED_4 
034F: destroy_actor_with_fade $INJURED_PED_4 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_6878
if 
  $INJURED_PED_4_FLAG == 3 // $ == int 
jf @AMBULAN_6954 
if 
03A3:   actor $INJURED_PED_4 male 
jf @AMBULAN_6926 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_6933 

:AMBULAN_6926
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_6933
00A0: store_actor $INJURED_PED_4 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_6954
if 
  $INJURED_PED_4_FLAG == 1 // $ == int 
jf @AMBULAN_7042 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_4 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_7042 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_7042 
01D4: actor $INJURED_PED_4 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_4_FLAG = 2 // $ = int 

:AMBULAN_7042
if 
  $INJURED_PED_4_FLAG == 2 // $ == int 
jf @AMBULAN_7094 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_4 radius 25.0 25.0 
jf @AMBULAN_7094 
$INJURED_PED_4_FLAG = 1 // $ = int 

:AMBULAN_7094
if 
  $INJURED_PED_4_FLAG == 2 // $ == int 
jf @AMBULAN_7147 
if 
00DF:   actor $INJURED_PED_4 in_any_car 
jf @AMBULAN_7147 
0164: disable_marker $INJURED_PED_4_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_4_FLAG = 3 // $ = int 

:AMBULAN_7147
if 
  $INJURED_PED_4_FLAG == 3 // $ == int 
jf @AMBULAN_7216 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_7216 
01D3: actor $INJURED_PED_4 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_4_FLAG = 4 // $ = int 

:AMBULAN_7216
if 
  $INJURED_PED_4_FLAG == 4 // $ == int 
jf @AMBULAN_7280 
if 
80DF:   not actor $INJURED_PED_4 in_any_car 
jf @AMBULAN_7280 
0211: actor $INJURED_PED_4 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_4 
gosub @AMBULAN_12291 
$INJURED_PED_4_FLAG = 0 // $ = int 

:AMBULAN_7280
if 
  $INJURED_PED_5_FLAG > 0 // $ > int 
jf @AMBULAN_7788 
if 
0118:   actor $INJURED_PED_5 dead 
jf @AMBULAN_7336 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_7336
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_7386 
0321: kill_actor $INJURED_PED_5 
034F: destroy_actor_with_fade $INJURED_PED_5 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_7386
if 
  $INJURED_PED_5_FLAG == 3 // $ == int 
jf @AMBULAN_7462 
if 
03A3:   actor $INJURED_PED_5 male 
jf @AMBULAN_7434 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_7441 

:AMBULAN_7434
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_7441
00A0: store_actor $INJURED_PED_5 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_7462
if 
  $INJURED_PED_5_FLAG == 1 // $ == int 
jf @AMBULAN_7550 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_5 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_7550 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_7550 
01D4: actor $INJURED_PED_5 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_5_FLAG = 2 // $ = int 

:AMBULAN_7550
if 
  $INJURED_PED_5_FLAG == 2 // $ == int 
jf @AMBULAN_7602 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_5 radius 25.0 25.0 
jf @AMBULAN_7602 
$INJURED_PED_5_FLAG = 1 // $ = int 

:AMBULAN_7602
if 
  $INJURED_PED_5_FLAG == 2 // $ == int 
jf @AMBULAN_7655 
if 
00DF:   actor $INJURED_PED_5 in_any_car 
jf @AMBULAN_7655 
0164: disable_marker $INJURED_PED_5_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_5_FLAG = 3 // $ = int 

:AMBULAN_7655
if 
  $INJURED_PED_5_FLAG == 3 // $ == int 
jf @AMBULAN_7724 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_7724 
01D3: actor $INJURED_PED_5 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_5_FLAG = 4 // $ = int 

:AMBULAN_7724
if 
  $INJURED_PED_5_FLAG == 4 // $ == int 
jf @AMBULAN_7788 
if 
80DF:   not actor $INJURED_PED_5 in_any_car 
jf @AMBULAN_7788 
0211: actor $INJURED_PED_5 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_5 
gosub @AMBULAN_12291 
$INJURED_PED_5_FLAG = 0 // $ = int 

:AMBULAN_7788
if 
  $INJURED_PED_6_FLAG > 0 // $ > int 
jf @AMBULAN_8296 
if 
0118:   actor $INJURED_PED_6 dead 
jf @AMBULAN_7844 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_7844
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_7894 
0321: kill_actor $INJURED_PED_6 
034F: destroy_actor_with_fade $INJURED_PED_6 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_7894
if 
  $INJURED_PED_6_FLAG == 3 // $ == int 
jf @AMBULAN_7970 
if 
03A3:   actor $INJURED_PED_6 male 
jf @AMBULAN_7942 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_7949 

:AMBULAN_7942
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_7949
00A0: store_actor $INJURED_PED_6 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_7970
if 
  $INJURED_PED_6_FLAG == 1 // $ == int 
jf @AMBULAN_8058 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_6 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_8058 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_8058 
01D4: actor $INJURED_PED_6 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_6_FLAG = 2 // $ = int 

:AMBULAN_8058
if 
  $INJURED_PED_6_FLAG == 2 // $ == int 
jf @AMBULAN_8110 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_6 radius 25.0 25.0 
jf @AMBULAN_8110 
$INJURED_PED_6_FLAG = 1 // $ = int 

:AMBULAN_8110
if 
  $INJURED_PED_6_FLAG == 2 // $ == int 
jf @AMBULAN_8163 
if 
00DF:   actor $INJURED_PED_6 in_any_car 
jf @AMBULAN_8163 
0164: disable_marker $INJURED_PED_6_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_6_FLAG = 3 // $ = int 

:AMBULAN_8163
if 
  $INJURED_PED_6_FLAG == 3 // $ == int 
jf @AMBULAN_8232 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_8232 
01D3: actor $INJURED_PED_6 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_6_FLAG = 4 // $ = int 

:AMBULAN_8232
if 
  $INJURED_PED_6_FLAG == 4 // $ == int 
jf @AMBULAN_8296 
if 
80DF:   not actor $INJURED_PED_6 in_any_car 
jf @AMBULAN_8296 
0211: actor $INJURED_PED_6 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_6 
gosub @AMBULAN_12291 
$INJURED_PED_6_FLAG = 0 // $ = int 

:AMBULAN_8296
if 
  $INJURED_PED_7_FLAG > 0 // $ > int 
jf @AMBULAN_8804 
if 
0118:   actor $INJURED_PED_7 dead 
jf @AMBULAN_8352 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_8352
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_8402 
0321: kill_actor $INJURED_PED_7 
034F: destroy_actor_with_fade $INJURED_PED_7 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_8402
if 
  $INJURED_PED_7_FLAG == 3 // $ == int 
jf @AMBULAN_8478 
if 
03A3:   actor $INJURED_PED_7 male 
jf @AMBULAN_8450 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_8457 

:AMBULAN_8450
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_8457
00A0: store_actor $INJURED_PED_7 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_8478
if 
  $INJURED_PED_7_FLAG == 1 // $ == int 
jf @AMBULAN_8566 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_7 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_8566 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_8566 
01D4: actor $INJURED_PED_7 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_7_FLAG = 2 // $ = int 

:AMBULAN_8566
if 
  $INJURED_PED_7_FLAG == 2 // $ == int 
jf @AMBULAN_8618 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_7 radius 25.0 25.0 
jf @AMBULAN_8618 
$INJURED_PED_7_FLAG = 1 // $ = int 

:AMBULAN_8618
if 
  $INJURED_PED_7_FLAG == 2 // $ == int 
jf @AMBULAN_8671 
if 
00DF:   actor $INJURED_PED_7 in_any_car 
jf @AMBULAN_8671 
0164: disable_marker $INJURED_PED_7_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_7_FLAG = 3 // $ = int 

:AMBULAN_8671
if 
  $INJURED_PED_7_FLAG == 3 // $ == int 
jf @AMBULAN_8740 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_8740 
01D3: actor $INJURED_PED_7 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_7_FLAG = 4 // $ = int 

:AMBULAN_8740
if 
  $INJURED_PED_7_FLAG == 4 // $ == int 
jf @AMBULAN_8804 
if 
80DF:   not actor $INJURED_PED_7 in_any_car 
jf @AMBULAN_8804 
0211: actor $INJURED_PED_7 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_7 
gosub @AMBULAN_12291 
$INJURED_PED_7_FLAG = 0 // $ = int 

:AMBULAN_8804
if 
  $INJURED_PED_8_FLAG > 0 // $ > int 
jf @AMBULAN_9312 
if 
0118:   actor $INJURED_PED_8 dead 
jf @AMBULAN_8860 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_8860
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_8910 
0321: kill_actor $INJURED_PED_8 
034F: destroy_actor_with_fade $INJURED_PED_8 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_8910
if 
  $INJURED_PED_8_FLAG == 3 // $ == int 
jf @AMBULAN_8986 
if 
03A3:   actor $INJURED_PED_8 male 
jf @AMBULAN_8958 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_8965 

:AMBULAN_8958
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_8965
00A0: store_actor $INJURED_PED_8 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_8986
if 
  $INJURED_PED_8_FLAG == 1 // $ == int 
jf @AMBULAN_9074 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_8 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_9074 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_9074 
01D4: actor $INJURED_PED_8 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_8_FLAG = 2 // $ = int 

:AMBULAN_9074
if 
  $INJURED_PED_8_FLAG == 2 // $ == int 
jf @AMBULAN_9126 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_8 radius 25.0 25.0 
jf @AMBULAN_9126 
$INJURED_PED_8_FLAG = 1 // $ = int 

:AMBULAN_9126
if 
  $INJURED_PED_8_FLAG == 2 // $ == int 
jf @AMBULAN_9179 
if 
00DF:   actor $INJURED_PED_8 in_any_car 
jf @AMBULAN_9179 
0164: disable_marker $INJURED_PED_8_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_8_FLAG = 3 // $ = int 

:AMBULAN_9179
if 
  $INJURED_PED_8_FLAG == 3 // $ == int 
jf @AMBULAN_9248 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_9248 
01D3: actor $INJURED_PED_8 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_8_FLAG = 4 // $ = int 

:AMBULAN_9248
if 
  $INJURED_PED_8_FLAG == 4 // $ == int 
jf @AMBULAN_9312 
if 
80DF:   not actor $INJURED_PED_8 in_any_car 
jf @AMBULAN_9312 
0211: actor $INJURED_PED_8 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_8 
gosub @AMBULAN_12291 
$INJURED_PED_8_FLAG = 0 // $ = int 

:AMBULAN_9312
if 
  $INJURED_PED_9_FLAG > 0 // $ > int 
jf @AMBULAN_9820 
if 
0118:   actor $INJURED_PED_9 dead 
jf @AMBULAN_9368 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_9368
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_9418 
0321: kill_actor $INJURED_PED_9 
034F: destroy_actor_with_fade $INJURED_PED_9 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_9418
if 
  $INJURED_PED_9_FLAG == 3 // $ == int 
jf @AMBULAN_9494 
if 
03A3:   actor $INJURED_PED_9 male 
jf @AMBULAN_9466 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_9473 

:AMBULAN_9466
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_9473
00A0: store_actor $INJURED_PED_9 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_9494
if 
  $INJURED_PED_9_FLAG == 1 // $ == int 
jf @AMBULAN_9582 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_9 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_9582 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_9582 
01D4: actor $INJURED_PED_9 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_9_FLAG = 2 // $ = int 

:AMBULAN_9582
if 
  $INJURED_PED_9_FLAG == 2 // $ == int 
jf @AMBULAN_9634 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_9 radius 25.0 25.0 
jf @AMBULAN_9634 
$INJURED_PED_9_FLAG = 1 // $ = int 

:AMBULAN_9634
if 
  $INJURED_PED_9_FLAG == 2 // $ == int 
jf @AMBULAN_9687 
if 
00DF:   actor $INJURED_PED_9 in_any_car 
jf @AMBULAN_9687 
0164: disable_marker $INJURED_PED_9_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_9_FLAG = 3 // $ = int 

:AMBULAN_9687
if 
  $INJURED_PED_9_FLAG == 3 // $ == int 
jf @AMBULAN_9756 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_9756 
01D3: actor $INJURED_PED_9 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_9_FLAG = 4 // $ = int 

:AMBULAN_9756
if 
  $INJURED_PED_9_FLAG == 4 // $ == int 
jf @AMBULAN_9820 
if 
80DF:   not actor $INJURED_PED_9 in_any_car 
jf @AMBULAN_9820 
0211: actor $INJURED_PED_9 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_9 
gosub @AMBULAN_12291 
$INJURED_PED_9_FLAG = 0 // $ = int 

:AMBULAN_9820
if 
  $INJURED_PED_10_FLAG > 0 // $ > int 
jf @AMBULAN_10328 
if 
0118:   actor $INJURED_PED_10 dead 
jf @AMBULAN_9876 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_9876
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_9926 
0321: kill_actor $INJURED_PED_10 
034F: destroy_actor_with_fade $INJURED_PED_10 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_9926
if 
  $INJURED_PED_10_FLAG == 3 // $ == int 
jf @AMBULAN_10002 
if 
03A3:   actor $INJURED_PED_10 male 
jf @AMBULAN_9974 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_9981 

:AMBULAN_9974
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_9981
00A0: store_actor $INJURED_PED_10 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_10002
if 
  $INJURED_PED_10_FLAG == 1 // $ == int 
jf @AMBULAN_10090 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_10 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_10090 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_10090 
01D4: actor $INJURED_PED_10 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_10_FLAG = 2 // $ = int 

:AMBULAN_10090
if 
  $INJURED_PED_10_FLAG == 2 // $ == int 
jf @AMBULAN_10142 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_10 radius 25.0 25.0 
jf @AMBULAN_10142 
$INJURED_PED_10_FLAG = 1 // $ = int 

:AMBULAN_10142
if 
  $INJURED_PED_10_FLAG == 2 // $ == int 
jf @AMBULAN_10195 
if 
00DF:   actor $INJURED_PED_10 in_any_car 
jf @AMBULAN_10195 
0164: disable_marker $INJURED_PED_10_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_10_FLAG = 3 // $ = int 

:AMBULAN_10195
if 
  $INJURED_PED_10_FLAG == 3 // $ == int 
jf @AMBULAN_10264 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_10264 
01D3: actor $INJURED_PED_10 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_10_FLAG = 4 // $ = int 

:AMBULAN_10264
if 
  $INJURED_PED_10_FLAG == 4 // $ == int 
jf @AMBULAN_10328 
if 
80DF:   not actor $INJURED_PED_10 in_any_car 
jf @AMBULAN_10328 
0211: actor $INJURED_PED_10 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_10 
gosub @AMBULAN_12291 
$INJURED_PED_10_FLAG = 0 // $ = int 

:AMBULAN_10328
if 
  $INJURED_PED_11_FLAG > 0 // $ > int 
jf @AMBULAN_10836 
if 
0118:   actor $INJURED_PED_11 dead 
jf @AMBULAN_10384 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_10384
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_10434 
0321: kill_actor $INJURED_PED_11 
034F: destroy_actor_with_fade $INJURED_PED_11 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_10434
if 
  $INJURED_PED_11_FLAG == 3 // $ == int 
jf @AMBULAN_10510 
if 
03A3:   actor $INJURED_PED_11 male 
jf @AMBULAN_10482 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_10489 

:AMBULAN_10482
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_10489
00A0: store_actor $INJURED_PED_11 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_10510
if 
  $INJURED_PED_11_FLAG == 1 // $ == int 
jf @AMBULAN_10598 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_11 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_10598 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_10598 
01D4: actor $INJURED_PED_11 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_11_FLAG = 2 // $ = int 

:AMBULAN_10598
if 
  $INJURED_PED_11_FLAG == 2 // $ == int 
jf @AMBULAN_10650 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_11 radius 25.0 25.0 
jf @AMBULAN_10650 
$INJURED_PED_11_FLAG = 1 // $ = int 

:AMBULAN_10650
if 
  $INJURED_PED_11_FLAG == 2 // $ == int 
jf @AMBULAN_10703 
if 
00DF:   actor $INJURED_PED_11 in_any_car 
jf @AMBULAN_10703 
0164: disable_marker $INJURED_PED_11_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_11_FLAG = 3 // $ = int 

:AMBULAN_10703
if 
  $INJURED_PED_11_FLAG == 3 // $ == int 
jf @AMBULAN_10772 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_10772 
01D3: actor $INJURED_PED_11 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_11_FLAG = 4 // $ = int 

:AMBULAN_10772
if 
  $INJURED_PED_11_FLAG == 4 // $ == int 
jf @AMBULAN_10836 
if 
80DF:   not actor $INJURED_PED_11 in_any_car 
jf @AMBULAN_10836 
0211: actor $INJURED_PED_11 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_11 
gosub @AMBULAN_12291 
$INJURED_PED_11_FLAG = 0 // $ = int 

:AMBULAN_10836
if 
  $INJURED_PED_12_FLAG > 0 // $ > int 
jf @AMBULAN_11344 
if 
0118:   actor $INJURED_PED_12 dead 
jf @AMBULAN_10892 
00BC: text_highpriority 'A_FAIL3' time 3000 1  // ~r~The patient is dead!!
jump @AMBULAN_11763 

:AMBULAN_10892
if 
  $PED_TIME_LIMIT == 0 // $ == int 
jf @AMBULAN_10942 
0321: kill_actor $INJURED_PED_12 
034F: destroy_actor_with_fade $INJURED_PED_12 // The actor fades away like a ghost 
00BC: text_highpriority 'A_FAIL2' time 3000 1  // ~r~Your lack of urgency has been fatal to the patient!
jump @AMBULAN_11763 

:AMBULAN_10942
if 
  $INJURED_PED_12_FLAG == 3 // $ == int 
jf @AMBULAN_11018 
if 
03A3:   actor $INJURED_PED_12 male 
jf @AMBULAN_10990 
$PED_SEX_FLAG = 0 // $ = int 
jump @AMBULAN_10997 

:AMBULAN_10990
$PED_SEX_FLAG = 1 // $ = int 

:AMBULAN_10997
00A0: store_actor $INJURED_PED_12 position_to $SOUND_X $SOUND_Y $SOUND_Z 
gosub @AMBULAN_11898 

:AMBULAN_11018
if 
  $INJURED_PED_12_FLAG == 1 // $ == int 
jf @AMBULAN_11106 
if 
00FD:   player $PLAYER_CHAR 0 $INJURED_PED_12 in_car radius 10.0 10.0 2.0 
jf @AMBULAN_11106 
gosub @AMBULAN_12127 
if 
  $CAR_FULL_FLAG == 0 // $ == int 
jf @AMBULAN_11106 
01D4: actor $INJURED_PED_12 go_to_car $PLAYERS_AMBULANCE and_enter_it_as_a_passenger 
$INJURED_PED_12_FLAG = 2 // $ = int 

:AMBULAN_11106
if 
  $INJURED_PED_12_FLAG == 2 // $ == int 
jf @AMBULAN_11158 
if 
80EB:   not player $PLAYER_CHAR 0 $INJURED_PED_12 radius 25.0 25.0 
jf @AMBULAN_11158 
$INJURED_PED_12_FLAG = 1 // $ = int 

:AMBULAN_11158
if 
  $INJURED_PED_12_FLAG == 2 // $ == int 
jf @AMBULAN_11211 
if 
00DF:   actor $INJURED_PED_12 in_any_car 
jf @AMBULAN_11211 
0164: disable_marker $INJURED_PED_12_BLIP 
gosub @AMBULAN_12208 
$INJURED_PED_12_FLAG = 3 // $ = int 

:AMBULAN_11211
if 
  $INJURED_PED_12_FLAG == 3 // $ == int 
jf @AMBULAN_11280 
if 
00FA:   player $PLAYER_CHAR stopped 1 $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z radius 6.0 6.0 2.0 
jf @AMBULAN_11280 
01D3: actor $INJURED_PED_12 leave_car $PLAYERS_AMBULANCE 
$INJURED_PED_12_FLAG = 4 // $ = int 

:AMBULAN_11280
if 
  $INJURED_PED_12_FLAG == 4 // $ == int 
jf @AMBULAN_11344 
if 
80DF:   not actor $INJURED_PED_12 in_any_car 
jf @AMBULAN_11344 
0211: actor $INJURED_PED_12 walk_to $HOSPITAL_DOOR_X $HOSPITAL_DOOR_Y 
01C2: mark_actor_as_no_longer_needed $INJURED_PED_12 
gosub @AMBULAN_12291 
$INJURED_PED_12_FLAG = 0 // $ = int 

:AMBULAN_11344
if 
003A:   $SAVED_PEDS == $NUMBER_OF_INJURED_PEDS // $ == $ int 
jf @AMBULAN_11756 
0084: $SCORE_AM = $SAVED_PEDS // $ = $ int 
0068: $SCORE_AM *= $AMBULANCE_LEVEL // $ *= $ int 
$SCORE_AM *= 100 // $ *= int 
01E3: text_1number_styled 'REWARD' $SCORE_AM 6000 ms 6  // REWARD $~1~
0058: $TOTAL_SAVED_PEDS += $SAVED_PEDS // $ += $ int 
if 
  $AMBULANCE_PAGER_FLAG == 0 // $ == int 
jf @AMBULAN_11479 
if 
  $TOTAL_SAVED_PEDS > 34 // $ > int 
jf @AMBULAN_11479 
014D: text_pager 'PAGEB13' 140 100 1  // Health delivered to hideout
gosub @AMBULAN_12428 
$AMBULANCE_PAGER_FLAG = 1 // $ = int 

:AMBULAN_11479
if 
  $AMBULANCE_PAGER_FLAG == 1 // $ == int 
jf @AMBULAN_11546 
if 
  $TOTAL_SAVED_PEDS > 69 // $ > int 
jf @AMBULAN_11546 
014D: text_pager 'PAGEB14' 140 100 1  // Adrenaline delivered to hideout
gosub @AMBULAN_12434 
$AMBULANCE_PAGER_FLAG = 2 // $ = int 

:AMBULAN_11546
0058: $SAVED_PEDS_THIS_GO += $SAVED_PEDS // $ += $ int 
$NUMBER_OF_INJURED_PEDS += 1 // $ += int 
$SAVED_PEDS = 0 // $ = int 
$PED_COUNTER = 0 // $ = int 
0109: player $PLAYER_CHAR money += $SCORE_AM 
$HOSPITAL_BLIP_FLAG = 0 // $ = int 
0164: disable_marker $HOSPITAL_BLIP 
0164: disable_marker $INJURED_PED_1_BLIP 
0164: disable_marker $INJURED_PED_2_BLIP 
0164: disable_marker $INJURED_PED_3_BLIP 
0164: disable_marker $INJURED_PED_4_BLIP 
0164: disable_marker $INJURED_PED_5_BLIP 
0164: disable_marker $INJURED_PED_6_BLIP 
0164: disable_marker $INJURED_PED_7_BLIP 
0164: disable_marker $INJURED_PED_8_BLIP 
0164: disable_marker $INJURED_PED_9_BLIP 
0164: disable_marker $INJURED_PED_10_BLIP 
0164: disable_marker $INJURED_PED_11_BLIP 
0164: disable_marker $INJURED_PED_12_BLIP 
0403: save_highest_ambulance_level $AMBULANCE_LEVEL 
$AMBULANCE_LEVEL += 1 // $ += int 
if 
  $AMBULANCE_LEVEL == 13 // $ == int 
jf @AMBULAN_11749 
00BA: text_styled 'A_COMP1' 5000 ms 5  // Paramedic missions complete!
00BA: text_styled 'A_COMP2' 6000 ms 6  // You will never get tired!
014D: text_pager 'A_COMP3' 140 100 1  // Paramedic missions complete! You will never get tired when running!
0394: play_music 1 
0330: set_player $PLAYER_CHAR infinite_run_to 1 
030C: progress_made += 1 
return 

:AMBULAN_11749
jump @AMBULAN_336 

:AMBULAN_11756
jump @AMBULAN_4718 

:AMBULAN_11763
014F: stop_timer $PED_TIME_LIMIT 
03E6: remove_text_box 
00BA: text_styled 'A_FAIL1' 5000 ms 5  // Paramedic mission ended.
01E3: text_1number_styled 'A_SAVES' $SAVED_PEDS_THIS_GO 6000 ms 6  // PEOPLE SAVED: ~1~
$HOSPITAL_BLIP_FLAG = 0 // $ = int 
0164: disable_marker $HOSPITAL_BLIP 
0164: disable_marker $INJURED_PED_1_BLIP 
0164: disable_marker $INJURED_PED_2_BLIP 
0164: disable_marker $INJURED_PED_3_BLIP 
0164: disable_marker $INJURED_PED_4_BLIP 
0164: disable_marker $INJURED_PED_5_BLIP 
0164: disable_marker $INJURED_PED_6_BLIP 
0164: disable_marker $INJURED_PED_7_BLIP 
0164: disable_marker $INJURED_PED_8_BLIP 
0164: disable_marker $INJURED_PED_9_BLIP 
0164: disable_marker $INJURED_PED_10_BLIP 
0164: disable_marker $INJURED_PED_11_BLIP 
0164: disable_marker $INJURED_PED_12_BLIP 
03C7: set_sensitivity_to_crime_to 1.0 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_AMBULANCE_MISSION = 0 // $ = int 
mission_cleanup 
return 

:AMBULAN_11898
0227: $AMBULANCE_HEALTH_NOW = car $PLAYERS_AMBULANCE health 
if 
001C:   $AMBULANCE_HEALTH_LAST > $AMBULANCE_HEALTH_NOW // $ > $ int 
jf @AMBULAN_12125 
0084: $TIME_DROP = $AMBULANCE_HEALTH_LAST // $ = $ int 
0060: $TIME_DROP -= $AMBULANCE_HEALTH_NOW // $ -= $ int 
$TIME_DROP *= 50 // $ *= int 
0060: $PED_TIME_LIMIT -= $TIME_DROP // $ -= $ int 
0209: $RANDOM_SCREAM = random_int 0 2 
if 
  $PED_SEX_FLAG == 0 // $ == int 
jf @AMBULAN_12041 
if 
  $RANDOM_SCREAM == 0 // $ == int 
jf @AMBULAN_12021 
018C: play_sound 78 at $SOUND_X $SOUND_Y $SOUND_Z 
jump @AMBULAN_12034 

:AMBULAN_12021
018C: play_sound 79 at $SOUND_X $SOUND_Y $SOUND_Z 

:AMBULAN_12034
jump @AMBULAN_12092 

:AMBULAN_12041
if 
  $RANDOM_SCREAM == 0 // $ == int 
jf @AMBULAN_12079 
018C: play_sound 80 at $SOUND_X $SOUND_Y $SOUND_Z 
jump @AMBULAN_12092 

:AMBULAN_12079
018C: play_sound 81 at $SOUND_X $SOUND_Y $SOUND_Z 

:AMBULAN_12092
if 
  0 > $PED_TIME_LIMIT // int > $ 
jf @AMBULAN_12117 
$PED_TIME_LIMIT = 0 // $ = int 

:AMBULAN_12117
0084: $AMBULANCE_HEALTH_LAST = $AMBULANCE_HEALTH_NOW // $ = $ int 

:AMBULAN_12125
return 

:AMBULAN_12127
01E9: $PEDS_IN_CAR = car $PLAYERS_AMBULANCE num_passengers 
01EA: $MAX_PEDS_IN_CAR = car $PLAYERS_AMBULANCE max_passengers 
if 
003A:   $PEDS_IN_CAR == $MAX_PEDS_IN_CAR // $ == $ int 
jf @AMBULAN_12191 
00BC: text_highpriority 'A_FULL' time 5000 1  // ~r~Ambulance full!!
$CAR_FULL_FLAG = 1 // $ = int 
jump @AMBULAN_12198 

:AMBULAN_12191
$CAR_FULL_FLAG = 0 // $ = int 

:AMBULAN_12198
0227: $AMBULANCE_HEALTH_LAST = car $PLAYERS_AMBULANCE health 
return 

:AMBULAN_12208
if 
  $HOSPITAL_BLIP_FLAG == 0 // $ == int 
jf @AMBULAN_12247 
018A: $HOSPITAL_BLIP = create_checkpoint_at $HOSPITAL_X $HOSPITAL_Y $HOSPITAL_Z 
$HOSPITAL_BLIP_FLAG = 1 // $ = int 

:AMBULAN_12247
0084: $TIME_CHUNK_IN_SECS = $TIME_CHUNK // $ = $ int 
$TIME_CHUNK_IN_SECS /= 1000 // $ /= int 
01E3: text_1number_styled 'A_TIME' $TIME_CHUNK_IN_SECS 6000 ms 6  // +~1~ seconds
0058: $PED_TIME_LIMIT += $TIME_CHUNK // $ += $ int 
return 

:AMBULAN_12291
00BA: text_styled 'A_PASS' 3000 ms 5  // Rescued!
if 
  $BONUS_TIME_FLAG == 1 // $ == int 
jf @AMBULAN_12404 
0084: $TIME_CHUNK_IN_SECS = $TIME_CHUNK // $ = $ int 
$TIME_CHUNK_IN_SECS /= 1000 // $ /= int 
01E3: text_1number_styled 'A_TIME' $TIME_CHUNK_IN_SECS 6000 ms 6  // +~1~ seconds
00DA: $PLAYERS_AMBULANCE = player $PLAYER_CHAR car 
0227: $PLAYERS_AMBULANCE_HEALTH = car $PLAYERS_AMBULANCE health 
$PLAYERS_AMBULANCE_HEALTH += 110 // $ += int 
0224: set_car $PLAYERS_AMBULANCE health_to $PLAYERS_AMBULANCE_HEALTH 
0058: $PED_TIME_LIMIT += $TIME_CHUNK // $ += $ int 
$BONUS_TIME_FLAG += 1 // $ += int 

:AMBULAN_12404
018C: play_sound 94 at 0.0 0.0 0.0 
$SAVED_PEDS += 1 // $ += int 
0401: increment_people_saved_in_ambulance 
return 

:AMBULAN_12428
030C: progress_made += 1 
return 

:AMBULAN_12434
030C: progress_made += 1 
return 

//-------------Mission 12---------------
// Originally: Firefighter

:FIRETRU
gosub @FIRETRU_16 
gosub @FIRETRU_4340 
terminate_this_script 

:FIRETRU_16
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_FIRE_MISSION = 1 // $ = int 
script_name 'FIRETRU' 
wait 0 
$FIRE_TIME_LIMIT = 0 // $ = int 
$FIRE_TO_EXTINGUISH = 0 // $ = int 
$FIRE_TO_EXTINGUISH_BLIP = 0 // $ = int 
$CAR_ON_FIRE = 0 // $ = int 
$RANDOM_CAR_MODEL = 0 // $ = int 
$CAR_ON_FIRE_CREATED = 0 // $ = int 
$PLAYER_IN_RANGE_FIRE = 0 // $ = int 
$FLAG_GOT_RANGE_MSSG = 0 // $ = int 
$SCORE_FT = 250 // $ = int 
$DISPLAYED_TIMER = 0 // $ = int 
$FIRES_EXTINGUISHED = 0 // $ = int 
$DISPLAYED_COUNTER = 0 // $ = int 
$TOTAL_SCORE = 0 // $ = int 
$FIRST_FIRE_FLAG = 0 // $ = int 
$MISSION_END_BUTTON_FT = 0 // $ = int 
$FIRE_LOCATION = 0 // $ = int 
$TIME_DIVIDER_DIVIDER = 2.0 // $ = float 

:FIRETRU_165
wait 0 
03C7: set_sensitivity_to_crime_to 0.5 
0054: store_player $PLAYER_CHAR position_to $PLAYER1_X $PLAYER1_Y $PLAYER1_Z 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @FIRETRU_228 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
jump @FIRETRU_4340 

:FIRETRU_228
0293: $CONTROLMODE = current_controls 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @FIRETRU_282 
if 
00E1:   pad 0 key_pressed 19 
jf @FIRETRU_275 
$MISSION_END_BUTTON_FT = 1 // $ = int 

:FIRETRU_275
jump @FIRETRU_306 

:FIRETRU_282
if 
00E1:   pad 0 key_pressed 14 
jf @FIRETRU_306 
$MISSION_END_BUTTON_FT = 1 // $ = int 

:FIRETRU_306
if 
  $MISSION_END_BUTTON_FT == 1 // $ == int 
jf @FIRETRU_427 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @FIRETRU_388 
if 
80E1:   not pad 0 key_pressed 19 
jf @FIRETRU_381 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
jump @FIRETRU_4340 

:FIRETRU_381
jump @FIRETRU_427 

:FIRETRU_388
if 
80E1:   not pad 0 key_pressed 14 
jf @FIRETRU_427 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
jump @FIRETRU_4340 

:FIRETRU_427
if 
03C6:   current_island == 1 
jf @FIRETRU_493 
0208: $RANDOM_FIRE_X = random_float 778.0 1540.0 
0208: $RANDOM_FIRE_Y = random_float -1110.0 190.0 
$FLAG_GOT_RANGE_MSSG = 0 // $ = int 
$PLAYER_IN_RANGE_FIRE = 1 // $ = int 
$FIRE_LOCATION = 1 // $ = int 
$TIME_DIVIDER = 13.0 // $ = float 

:FIRETRU_493
if 
03C6:   current_island == 2 
jf @FIRETRU_559 
0208: $RANDOM_FIRE_X = random_float -192.0 545.0 
0208: $RANDOM_FIRE_Y = random_float -1626.0 98.0 
$FLAG_GOT_RANGE_MSSG = 0 // $ = int 
$PLAYER_IN_RANGE_FIRE = 1 // $ = int 
$FIRE_LOCATION = 2 // $ = int 
$TIME_DIVIDER = 14.0 // $ = float 

:FIRETRU_559
if 
03C6:   current_island == 3 
jf @FIRETRU_625 
0208: $RANDOM_FIRE_X = random_float -1300.0 -414.0 
0208: $RANDOM_FIRE_Y = random_float -608.75 380.0 
$FLAG_GOT_RANGE_MSSG = 0 // $ = int 
$PLAYER_IN_RANGE_FIRE = 1 // $ = int 
$FIRE_LOCATION = 3 // $ = int 
$TIME_DIVIDER = 11.0 // $ = float 

:FIRETRU_625
if and
  $PLAYER_IN_RANGE_FIRE == 0 // $ == int 
  $FLAG_GOT_RANGE_MSSG == 0 // $ == int 
jf @FIRETRU_697 
if 
  $FLAG_GOT_RANGE_MSSG == 0 // $ == int 
jf @FIRETRU_690 
00BC: text_highpriority 'F_RANGE' time 5000 1  // ~g~The fire truck radio is out of range, get closer to a fire station!
$FLAG_GOT_RANGE_MSSG = 1 // $ = int 

:FIRETRU_690
jump @FIRETRU_4340 

:FIRETRU_697
02C1: set $FIRE_COORD_X $FIRE_COORD_Y $FIRE_COORD_Z to_car_path_coords_closest_to $RANDOM_FIRE_X $RANDOM_FIRE_Y $PLAYER1_Z 
if and
  $FIRE_COORD_X > 670.0 // $ > float 
  1035.0 > $FIRE_COORD_X // float > $ 
  $FIRE_COORD_Y > -953.0 // $ > float 
  -912.0 > $FIRE_COORD_Y // float > $ 
jf @FIRETRU_767 
jump @FIRETRU_165 

:FIRETRU_767
if and
  $FIRE_COORD_X > 649.0 // $ > float 
  1066.0 > $FIRE_COORD_X // float > $ 
  $FIRE_COORD_Y > 25.0 // $ > float 
  217.0 > $FIRE_COORD_Y // float > $ 
jf @FIRETRU_817 
jump @FIRETRU_165 

:FIRETRU_817
if and
  $FIRE_COORD_X > -1611.5 // $ > float 
  -745.25 > $FIRE_COORD_X // float > $ 
  $FIRE_COORD_Y > -1001.875 // $ > float 
  -371.1875 > $FIRE_COORD_Y // float > $ 
jf @FIRETRU_867 
jump @FIRETRU_165 

:FIRETRU_867
if and
  $FIRE_COORD_X > -1255.375 // $ > float 
  -1187.875 > $FIRE_COORD_X // float > $ 
  $FIRE_COORD_Y > 80.5625 // $ > float 
  123.375 > $FIRE_COORD_Y // float > $ 
jf @FIRETRU_917 
jump @FIRETRU_165 

:FIRETRU_917
if and
  $FIRE_COORD_X > 1386.375 // $ > float 
  1475.75 > $FIRE_COORD_X // float > $ 
  $FIRE_COORD_Y > -292.0625 // $ > float 
  -168.0 > $FIRE_COORD_Y // float > $ 
jf @FIRETRU_967 
jump @FIRETRU_165 

:FIRETRU_967
if 
  $FIRE_LOCATION == 1 // $ == int 
jf @FIRETRU_1035 
if or
   not $FIRE_COORD_X > 778.0 // $ > float 
   not 1540.0 > $FIRE_COORD_X // float > $ 
   not $FIRE_COORD_Y > -1110.0 // $ > float 
   not 190.0 > $FIRE_COORD_Y // float > $ 
jf @FIRETRU_1035 
jump @FIRETRU_165 

:FIRETRU_1035
if 
  $FIRE_LOCATION == 2 // $ == int 
jf @FIRETRU_1103 
if or
   not $FIRE_COORD_X > -192.0 // $ > float 
   not 545.0 > $FIRE_COORD_X // float > $ 
   not $FIRE_COORD_Y > -1626.0 // $ > float 
   not 98.0 > $FIRE_COORD_Y // float > $ 
jf @FIRETRU_1103 
jump @FIRETRU_165 

:FIRETRU_1103
if 
  $FIRE_LOCATION == 3 // $ == int 
jf @FIRETRU_1171 
if or
   not $FIRE_COORD_X > -1300.0 // $ > float 
   not -414.0 > $FIRE_COORD_X // float > $ 
   not $FIRE_COORD_Y > -608.75 // $ > float 
   not 380.0 > $FIRE_COORD_Y // float > $ 
jf @FIRETRU_1171 
jump @FIRETRU_165 

:FIRETRU_1171
if 
  -1.0 > $FIRE_COORD_Z // float > $ 
jf @FIRETRU_1197 
jump @FIRETRU_165 

:FIRETRU_1197
0086: $DIFFERENCE_X_FLOAT = $PLAYER1_X // $ = $ float 
0061: $DIFFERENCE_X_FLOAT -= $FIRE_COORD_X // $ -= $ float 
0086: $DIFFERENCE_Y_FLOAT = $PLAYER1_Y // $ = $ float 
0061: $DIFFERENCE_Y_FLOAT -= $FIRE_COORD_Y // $ -= $ float 
0069: $DIFFERENCE_X_FLOAT *= $DIFFERENCE_X_FLOAT // $ *= $ float 
0069: $DIFFERENCE_Y_FLOAT *= $DIFFERENCE_Y_FLOAT // $ *= $ float 
0086: $SUM_DIFFERENCE_XY = $DIFFERENCE_X_FLOAT // $ = $ float 
0059: $SUM_DIFFERENCE_XY += $DIFFERENCE_Y_FLOAT // $ += $ float 
01FB: $PLAYERS_DISTANCE_FROM_FIRE = square_root $SUM_DIFFERENCE_XY 
if 
  200.0 > $PLAYERS_DISTANCE_FROM_FIRE // float > $ 
jf @FIRETRU_1295 
jump @FIRETRU_165 

:FIRETRU_1295
0086: $FIRE_TIME_LIMIT_FLOAT = $PLAYERS_DISTANCE_FROM_FIRE // $ = $ float 
0071: $FIRE_TIME_LIMIT_FLOAT /= $TIME_DIVIDER // $ /= $ float 
0059: $TIME_DIVIDER += $TIME_DIVIDER_DIVIDER // $ += $ float 
$TIME_DIVIDER_DIVIDER += 2.0 // $ += float 
$FIRE_TIME_LIMIT_FLOAT *= 1000.0 // $ *= float 
008C: $INTERMEDIATE_INT = float_to_integer $FIRE_TIME_LIMIT_FLOAT 
0058: $FIRE_TIME_LIMIT += $INTERMEDIATE_INT // $ += $ int 
if 
  $FIRES_EXTINGUISHED == 0 // $ == int 
jf @FIRETRU_1400 
if 
  50000 > $FIRE_TIME_LIMIT // int > $ 
jf @FIRETRU_1400 
$FIRE_TIME_LIMIT = 50000 // $ = int 

:FIRETRU_1400
0209: $RANDOM_CAR_MODEL = random_int 90 140 
if and
  $RANDOM_CAR_MODEL > 113 // $ > int 
  128 > $RANDOM_CAR_MODEL // int > $ 
jf @FIRETRU_1443 
jump @FIRETRU_1400 

:FIRETRU_1443
if or
  $RANDOM_CAR_MODEL == 92 // $ == int 
  $RANDOM_CAR_MODEL == 97 // $ == int 
  $RANDOM_CAR_MODEL == 101 // $ == int 
  $RANDOM_CAR_MODEL == 105 // $ == int 
jf @FIRETRU_1489 
jump @FIRETRU_1400 

:FIRETRU_1489
if or
  $RANDOM_CAR_MODEL == 106 // $ == int 
  $RANDOM_CAR_MODEL == 107 // $ == int 
  $RANDOM_CAR_MODEL == 131 // $ == int 
  $RANDOM_CAR_MODEL == 140 // $ == int 
jf @FIRETRU_1537 
jump @FIRETRU_1400 

:FIRETRU_1537
0247: request_model $RANDOM_CAR_MODEL 
if 
  $FIRST_FIRE_FLAG == 1 // $ == int 
jf @FIRETRU_1574 
TIMERA = 0 // @ = int 
jump @FIRETRU_1589 

:FIRETRU_1574
TIMERA = 3001 // @ = int 
$FIRST_FIRE_FLAG = 1 // $ = int 

:FIRETRU_1589
if or
8248:   not model $RANDOM_CAR_MODEL available 
   not TIMERA > 3000 // @ > int 
jf @FIRETRU_1903 
wait 0 
if 
  1 > $FIRE_TIME_LIMIT // int > $ 
jf @FIRETRU_1657 
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
jump @FIRETRU_4340 

:FIRETRU_1657
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @FIRETRU_1697 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
jump @FIRETRU_4340 

:FIRETRU_1697
0293: $CONTROLMODE = current_controls 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @FIRETRU_1751 
if 
00E1:   pad 0 key_pressed 19 
jf @FIRETRU_1744 
$MISSION_END_BUTTON_FT = 1 // $ = int 

:FIRETRU_1744
jump @FIRETRU_1775 

:FIRETRU_1751
if 
00E1:   pad 0 key_pressed 14 
jf @FIRETRU_1775 
$MISSION_END_BUTTON_FT = 1 // $ = int 

:FIRETRU_1775
if 
  $MISSION_END_BUTTON_FT == 1 // $ == int 
jf @FIRETRU_1896 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @FIRETRU_1857 
if 
80E1:   not pad 0 key_pressed 19 
jf @FIRETRU_1850 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
jump @FIRETRU_4340 

:FIRETRU_1850
jump @FIRETRU_1896 

:FIRETRU_1857
if 
80E1:   not pad 0 key_pressed 14 
jf @FIRETRU_1896 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
jump @FIRETRU_4340 

:FIRETRU_1896
jump @FIRETRU_1589 

:FIRETRU_1903
0208: $RANDOM_CAR_HEADING = random_float 0.0 359.875 
if 
  $CAR_ON_FIRE_CREATED == 0 // $ == int 
jf @FIRETRU_1956 
00A5: $CAR_ON_FIRE = create_car $RANDOM_CAR_MODEL at $FIRE_COORD_X $FIRE_COORD_Y $FIRE_COORD_Z 
$CAR_ON_FIRE_CREATED = 1 // $ = int 

:FIRETRU_1956
0129: $DUMMY_PED_FOR_ZONE = create_actor 4 #MALE01 in_car $CAR_ON_FIRE driverseat 
0249: release_model $RANDOM_CAR_MODEL 
0175: set_car $CAR_ON_FIRE z_angle_to $RANDOM_CAR_HEADING 
0325: $FIRE_TO_EXTINGUISH = create_car $CAR_ON_FIRE fire 
0186: $FIRE_TO_EXTINGUISH_BLIP = create_marker_above_car $CAR_ON_FIRE 
00A9: set_car $CAR_ON_FIRE to_normal_driver 
009F: set_actor $DUMMY_PED_FOR_ZONE idle 
00AD: set_car $CAR_ON_FIRE max_speed_to 0.0 
02AA: set_car $CAR_ON_FIRE immune_to_nonplayer 1 
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'PORT_W'  // Callahan Point
jf @FIRETRU_2069 
0384: text_1string_highpriority 'F_START' 'PORT_W' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Callahan Point

:FIRETRU_2069
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'PORT_S'  // Atlantic Quays
jf @FIRETRU_2116 
0384: text_1string_highpriority 'F_START' 'PORT_S' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Atlantic Quays

:FIRETRU_2116
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'PORT_E'  // Portland Harbor
jf @FIRETRU_2163 
0384: text_1string_highpriority 'F_START' 'PORT_E' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Portland Harbor

:FIRETRU_2163
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'PORT_I'  // Trenton
jf @FIRETRU_2210 
0384: text_1string_highpriority 'F_START' 'PORT_I' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Trenton

:FIRETRU_2210
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'S_VIEW'  // Portland View
jf @FIRETRU_2257 
0384: text_1string_highpriority 'F_START' 'S_VIEW' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Portland View

:FIRETRU_2257
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'CHINA'  // Chinatown
jf @FIRETRU_2304 
0384: text_1string_highpriority 'F_START' 'CHINA' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Chinatown

:FIRETRU_2304
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'EASTBAY'  // Portland Beach
jf @FIRETRU_2351 
0384: text_1string_highpriority 'F_START' 'EASTBAY' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Portland Beach

:FIRETRU_2351
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'LITTLEI'  // Saint Mark's
jf @FIRETRU_2398 
0384: text_1string_highpriority 'F_START' 'LITTLEI' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Saint Mark's

:FIRETRU_2398
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'REDLIGH'  // Red Light District
jf @FIRETRU_2445 
0384: text_1string_highpriority 'F_START' 'REDLIGH' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Red Light District

:FIRETRU_2445
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'TOWERS'  // Hepburn Heights
jf @FIRETRU_2492 
0384: text_1string_highpriority 'F_START' 'TOWERS' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Hepburn Heights

:FIRETRU_2492
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'HARWOOD'  // Harwood
jf @FIRETRU_2539 
0384: text_1string_highpriority 'F_START' 'HARWOOD' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Harwood

:FIRETRU_2539
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'ROADBR1'  // Callahan Bridge
jf @FIRETRU_2586 
0384: text_1string_highpriority 'F_START' 'ROADBR1' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Callahan Bridge

:FIRETRU_2586
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'ROADBR2'  // Callahan Bridge
jf @FIRETRU_2633 
0384: text_1string_highpriority 'F_START' 'ROADBR2' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Callahan Bridge

:FIRETRU_2633
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'STADIUM'  // Aspatria
jf @FIRETRU_2680 
0384: text_1string_highpriority 'F_START' 'STADIUM' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Aspatria

:FIRETRU_2680
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'HOSPI_2'  // Rockford
jf @FIRETRU_2727 
0384: text_1string_highpriority 'F_START' 'HOSPI_2' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Rockford

:FIRETRU_2727
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'UNIVERS'  // Liberty Campus
jf @FIRETRU_2774 
0384: text_1string_highpriority 'F_START' 'UNIVERS' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Liberty Campus

:FIRETRU_2774
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'CONSTRU'  // Fort Staunton
jf @FIRETRU_2821 
0384: text_1string_highpriority 'F_START' 'CONSTRU' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Fort Staunton

:FIRETRU_2821
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'PARK'  // Belleville Park
jf @FIRETRU_2868 
0384: text_1string_highpriority 'F_START' 'PARK' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Belleville Park

:FIRETRU_2868
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'COM_EAS'  // Newport
jf @FIRETRU_2915 
0384: text_1string_highpriority 'F_START' 'COM_EAS' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Newport

:FIRETRU_2915
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'SHOPING'  // Bedford Point
jf @FIRETRU_2962 
0384: text_1string_highpriority 'F_START' 'SHOPING' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Bedford Point

:FIRETRU_2962
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'YAKUSA'  // Torrington
jf @FIRETRU_3009 
0384: text_1string_highpriority 'F_START' 'YAKUSA' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Torrington

:FIRETRU_3009
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'AIRPORT'  // Francis Intl. Airport
jf @FIRETRU_3056 
0384: text_1string_highpriority 'F_START' 'AIRPORT' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Francis Intl. Airport

:FIRETRU_3056
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'PROJECT'  // Wichita Gardens
jf @FIRETRU_3103 
0384: text_1string_highpriority 'F_START' 'PROJECT' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Wichita Gardens

:FIRETRU_3103
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'SUB_IND'  // Pike Creek
jf @FIRETRU_3150 
0384: text_1string_highpriority 'F_START' 'SUB_IND' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Pike Creek

:FIRETRU_3150
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'SWANKS'  // Cedar Grove
jf @FIRETRU_3197 
0384: text_1string_highpriority 'F_START' 'SWANKS' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Cedar Grove

:FIRETRU_3197
if 
0154:   actor $DUMMY_PED_FOR_ZONE in_zone 'BIG_DAM'  // Cochrane Dam
jf @FIRETRU_3244 
0384: text_1string_highpriority 'F_START' 'BIG_DAM' time 5000 1  // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Cochrane Dam

:FIRETRU_3244
009B: destroy_actor_instantly $DUMMY_PED_FOR_ZONE 
if 
  $DISPLAYED_TIMER == 0 // $ == int 
jf @FIRETRU_3279 
014E: set_timer_to $FIRE_TIME_LIMIT 
$DISPLAYED_TIMER = 1 // $ = int 

:FIRETRU_3279
03E6: remove_text_box 
if 
  $GOT_SIREN_HELP_BEFORE == 1 // $ == int 
jf @FIRETRU_3423 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @FIRETRU_3332 
03E5: text_box 'SIREN_1'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:FIRETRU_3332
if 
  $CONTROLMODE == 1 // $ == int 
jf @FIRETRU_3360 
03E5: text_box 'SIREN_2'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:FIRETRU_3360
if 
  $CONTROLMODE == 2 // $ == int 
jf @FIRETRU_3388 
03E5: text_box 'SIREN_3'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:FIRETRU_3388
if 
  $CONTROLMODE == 3 // $ == int 
jf @FIRETRU_3416 
03E5: text_box 'SIREN_4'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:FIRETRU_3416
$GOT_SIREN_HELP_BEFORE = 2 // $ = int 

:FIRETRU_3423
if 
  $GOT_SIREN_HELP_BEFORE == 0 // $ == int 
jf @FIRETRU_3565 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @FIRETRU_3474 
03E5: text_box 'SPRAY_1'  // Use the ~h~~k~~PED_FIREWEAPON~ button ~w~to fire the water cannon.

:FIRETRU_3474
if 
  $CONTROLMODE == 1 // $ == int 
jf @FIRETRU_3502 
03E5: text_box 'SPRAY_1'  // Use the ~h~~k~~PED_FIREWEAPON~ button ~w~to fire the water cannon.

:FIRETRU_3502
if 
  $CONTROLMODE == 2 // $ == int 
jf @FIRETRU_3530 
03E5: text_box 'SPRAY_1'  // Use the ~h~~k~~PED_FIREWEAPON~ button ~w~to fire the water cannon.

:FIRETRU_3530
if 
  $CONTROLMODE == 3 // $ == int 
jf @FIRETRU_3558 
03E5: text_box 'SPRAY_4'  // Use the ~h~~k~~PED_FIREWEAPON~ button ~w~to fire the water cannon.

:FIRETRU_3558
$GOT_SIREN_HELP_BEFORE = 1 // $ = int 

:FIRETRU_3565
if 
82D0:   not fire $FIRE_TO_EXTINGUISH extinguished 
jf @FIRETRU_3941 
wait 0 
if 
0119:   car $CAR_ON_FIRE wrecked 
jf @FIRETRU_3623 
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
jump @FIRETRU_4340 

:FIRETRU_3623
if 
  1 > $FIRE_TIME_LIMIT // int > $ 
jf @FIRETRU_3663 
00BC: text_highpriority 'F_FAIL2' time 5000 1  // ~r~You're too late!
jump @FIRETRU_4340 

:FIRETRU_3663
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
jf @FIRETRU_3703 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
jump @FIRETRU_4340 

:FIRETRU_3703
0227: $CAR_ON_FIRE_HEALTH = car $CAR_ON_FIRE health 
if 
  900 > $CAR_ON_FIRE_HEALTH // int > $ 
jf @FIRETRU_3735 
020B: explode_car $CAR_ON_FIRE 

:FIRETRU_3735
0293: $CONTROLMODE = current_controls 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @FIRETRU_3789 
if 
00E1:   pad 0 key_pressed 19 
jf @FIRETRU_3782 
$MISSION_END_BUTTON_FT = 1 // $ = int 

:FIRETRU_3782
jump @FIRETRU_3813 

:FIRETRU_3789
if 
00E1:   pad 0 key_pressed 14 
jf @FIRETRU_3813 
$MISSION_END_BUTTON_FT = 1 // $ = int 

:FIRETRU_3813
if 
  $MISSION_END_BUTTON_FT == 1 // $ == int 
jf @FIRETRU_3934 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @FIRETRU_3895 
if 
80E1:   not pad 0 key_pressed 19 
jf @FIRETRU_3888 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
jump @FIRETRU_4340 

:FIRETRU_3888
jump @FIRETRU_3934 

:FIRETRU_3895
if 
80E1:   not pad 0 key_pressed 14 
jf @FIRETRU_3934 
00BC: text_highpriority 'F_CANC' time 3000 1  // ~r~Fire Fighter mission cancelled!
jump @FIRETRU_4340 

:FIRETRU_3934
jump @FIRETRU_3565 

:FIRETRU_3941
jump @FIRETRU_3948 

:FIRETRU_3948
$FIRES_EXTINGUISHED += 1 // $ += int 
00BA: text_styled 'F_PASS1' 5000 ms 5  // Fire extinguished!
01E3: text_1number_styled 'REWARD' $SCORE_FT 6000 ms 6  // REWARD $~1~
0404: increment_fires_extinguished 
if 
  $FIRE_LOCATION == 1 // $ == int 
jf @FIRETRU_4015 
$IND_FIRES_EXTING += 1 // $ += int 

:FIRETRU_4015
if 
  $FIRE_LOCATION == 2 // $ == int 
jf @FIRETRU_4040 
$COM_FIRES_EXTING += 1 // $ += int 

:FIRETRU_4040
if 
  $FIRE_LOCATION == 3 // $ == int 
jf @FIRETRU_4065 
$SUB_FIRES_EXTING += 1 // $ += int 

:FIRETRU_4065
if 
  $EARNED_FREE_FLAMETHROWER == 0 // $ == int 
jf @FIRETRU_4143 
if and
  $IND_FIRES_EXTING > 19 // $ > int 
  $COM_FIRES_EXTING > 19 // $ > int 
  $SUB_FIRES_EXTING > 19 // $ > int 
jf @FIRETRU_4143 
014D: text_pager 'PAGEB11' 140 100 1  // Flamethrower delivered to hideout
030C: progress_made += 1 
$EARNED_FREE_FLAMETHROWER = 1 // $ = int 

:FIRETRU_4143
0109: player $PLAYER_CHAR money += $SCORE_FT 
0058: $TOTAL_SCORE += $SCORE_FT // $ += $ int 
$SCORE_FT += 250 // $ += int 
031A: remove_all_fires 
0164: disable_marker $FIRE_TO_EXTINGUISH_BLIP 
018C: play_sound 94 at 0.0 0.0 0.0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @FIRETRU_4235 
00DA: $PLAYERS_FIRETRUCK = player $PLAYER_CHAR car 
0227: $PLAYERS_FIRETRUCK_HEALTH = car $PLAYERS_FIRETRUCK health 
$PLAYERS_FIRETRUCK_HEALTH += 150 // $ += int 
0224: set_car $PLAYERS_FIRETRUCK health_to $PLAYERS_FIRETRUCK_HEALTH 

:FIRETRU_4235
if 
  $DISPLAYED_COUNTER == 0 // $ == int 
jf @FIRETRU_4275 
03C4: set_status_text_to $FIRES_EXTINGUISHED 0 'F_EXTIN'  // FIRES:
$DISPLAYED_COUNTER = 1 // $ = int 

:FIRETRU_4275
if 
  $CAR_ON_FIRE_CREATED == 1 // $ == int 
jf @FIRETRU_4328 
01C3: mark_car_as_no_longer_needed $CAR_ON_FIRE 
if 
8119:   not car $CAR_ON_FIRE wrecked 
jf @FIRETRU_4321 
02AA: set_car $CAR_ON_FIRE immune_to_nonplayer 0 

:FIRETRU_4321
$CAR_ON_FIRE_CREATED = 0 // $ = int 

:FIRETRU_4328
0249: release_model $RANDOM_CAR_MODEL 
jump @FIRETRU_165 

:FIRETRU_4340
014F: stop_timer $FIRE_TIME_LIMIT 
0151: remove_status_text $FIRES_EXTINGUISHED 
00BA: text_styled 'F_FAIL1' 5000 ms 5  // Fire Truck mission ended.
01E3: text_1number_styled 'TSCORE' $TOTAL_SCORE 6000 ms 6  // EARNINGS: $~1~
031A: remove_all_fires 
0164: disable_marker $FIRE_TO_EXTINGUISH_BLIP 
03E6: remove_text_box 
03C7: set_sensitivity_to_crime_to 1.0 
if 
  $CAR_ON_FIRE_CREATED == 1 // $ == int 
jf @FIRETRU_4455 
if 
8119:   not car $CAR_ON_FIRE wrecked 
jf @FIRETRU_4443 
02AA: set_car $CAR_ON_FIRE immune_to_nonplayer 0 
020B: explode_car $CAR_ON_FIRE 

:FIRETRU_4443
01C3: mark_car_as_no_longer_needed $CAR_ON_FIRE 
$CAR_ON_FIRE_CREATED = 0 // $ = int 

:FIRETRU_4455
0249: release_model $RANDOM_CAR_MODEL 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_FIRE_MISSION = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 13---------------
// Originally: Vigilante

:COPCAR
gosub @COPCAR_16 
gosub @COPCAR_6205 
terminate_this_script 

:COPCAR_16
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_COP_MISSION = 1 // $ = int 
$VIGILANTE_BONUS_KILLS = 5 // $ = int 
script_name 'COPCAR' 
$TOTAL_CRIMINALS_KILLED = 0 // $ = int 
$GOT_COP_BREIF = 0 // $ = int 
wait 0 

:COPCAR_65
$GOT_RANGE_MESSAGE = 0 // $ = int 
$PLAYER_IN_RANGE = 0 // $ = int 
$CAR_MODEL = 0 // $ = int 
$CRIMINAL_CAR = 0 // $ = int 
$CRIMINAL_CREATED_FLAG = 0 // $ = int 
$CRIMINAL = 0 // $ = int 
$CRIMINAL_BLIP = 0 // $ = int 
$RANDOM_GUN = 0 // $ = int 
$COP_TIME_LIMIT = 0 // $ = int 
$GOT_CAR_CRIM_IS_IN = 0 // $ = int 
$TIMER_RESET_FLAG = 0 // $ = int 
$GAME_TIME_FLAG = 0 // $ = int 
$MISSION_END_BUTTON = 0 // $ = int 
$LOCATION = 0 // $ = int 
$COPCAR_CANCELLED_FLAG = 0 // $ = int 
$PLAYER_C_X = 0.0 // $ = float 
$PLAYER_C_Y = 0.0 // $ = float 
$PLAYER_C_Z = 0.0 // $ = float 
$RANDOM_CRIM_X = 0.0 // $ = float 
$RANDOM_CRIM_Y = 0.0 // $ = float 
$CRIMINAL_COORD_X = 0.0 // $ = float 
$CRIMINAL_COORD_Y = 0.0 // $ = float 
$CRIMINAL_COORD_Z = 0.0 // $ = float 
$DIFF_X_FLOAT = 0.0 // $ = float 
$DIFF_Y_FLOAT = 0.0 // $ = float 
$SUM_OF_DIFF_XY = 0.0 // $ = float 
$PLAYERS_DISTANCE_FROM_CRIMINAL = 0.0 // $ = float 
$COP_TIME_LIMIT_FLOAT = 0.0 // $ = float 
$CRIMINAL_HEADING = 0.0 // $ = float 
0054: store_player $PLAYER_CHAR position_to $PLAYER_C_X $PLAYER_C_Y $PLAYER_C_Z 
0247: request_model #SENTINEL 

:COPCAR_300
wait 0 
if 
  $GOT_COP_BREIF == 0 // $ == int 
jf @COPCAR_358 
00BC: text_highpriority 'LEGAL' time 3000 1  // ~g~Eliminate the criminal threat!
TIMERB = 0 // @ = int 
$GOT_COP_BREIF = 1 // $ = int 
jump @COPCAR_366 

:COPCAR_358
TIMERB = 3000 // @ = int 

:COPCAR_366
if 
03C6:   current_island == 1 
jf @COPCAR_424 
0208: $RANDOM_CRIM_X = random_float 778.0 1540.0 
0208: $RANDOM_CRIM_Y = random_float -1110.0 190.0 
$GOT_RANGE_MESSAGE = 0 // $ = int 
$PLAYER_IN_RANGE = 1 // $ = int 
$LOCATION = 1 // $ = int 

:COPCAR_424
if 
03C6:   current_island == 2 
jf @COPCAR_482 
0208: $RANDOM_CRIM_X = random_float -192.0 545.0 
0208: $RANDOM_CRIM_Y = random_float -1626.0 98.0 
$GOT_RANGE_MESSAGE = 0 // $ = int 
$PLAYER_IN_RANGE = 1 // $ = int 
$LOCATION = 2 // $ = int 

:COPCAR_482
if 
03C6:   current_island == 3 
jf @COPCAR_540 
0208: $RANDOM_CRIM_X = random_float -1300.0 -414.0 
0208: $RANDOM_CRIM_Y = random_float -608.75 380.0 
$GOT_RANGE_MESSAGE = 0 // $ = int 
$PLAYER_IN_RANGE = 1 // $ = int 
$LOCATION = 3 // $ = int 

:COPCAR_540
if 
  $PLAYER_IN_RANGE == 0 // $ == int 
jf @COPCAR_605 
if 
  $GOT_RANGE_MESSAGE == 0 // $ == int 
jf @COPCAR_598 
00BC: text_highpriority 'C_RANGE' time 5000 1  // ~g~The police radio is out of range, get closer to a police station!
$GOT_RANGE_MESSAGE = 1 // $ = int 

:COPCAR_598
jump @COPCAR_6205 

:COPCAR_605
gosub @COPCAR_6312 
if 
  $COPCAR_CANCELLED_FLAG == 1 // $ == int 
jf @COPCAR_637 
jump @COPCAR_6205 

:COPCAR_637
02C1: set $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z to_car_path_coords_closest_to $RANDOM_CRIM_X $RANDOM_CRIM_Y $PLAYER_C_Z 
if and
  $CRIMINAL_COORD_X > 1398.0 // $ > float 
  1615.0 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -965.0 // $ > float 
  -902.0 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_707 
jump @COPCAR_300 

:COPCAR_707
if and
  $CRIMINAL_COORD_X > 879.0 // $ > float 
  892.0 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -427.0 // $ > float 
  -407.0 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_757 
jump @COPCAR_300 

:COPCAR_757
if and
  $CRIMINAL_COORD_X > 944.75 // $ > float 
  1017.063 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -1148.75 // $ > float 
  -1076.563 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_807 
jump @COPCAR_300 

:COPCAR_807
if and
  $CRIMINAL_COORD_X > 920.75 // $ > float 
  1004.0 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -754.1875 // $ > float 
  -670.0 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_857 
jump @COPCAR_300 

:COPCAR_857
if and
  $CRIMINAL_COORD_X > 670.0 // $ > float 
  1035.0 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -953.0 // $ > float 
  -912.0 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_907 
jump @COPCAR_300 

:COPCAR_907
if and
  $CRIMINAL_COORD_X > 1364.0 // $ > float 
  1641.0 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -1165.0 // $ > float 
  -617.0 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_957 
jump @COPCAR_300 

:COPCAR_957
if and
  $CRIMINAL_COORD_X > 649.0 // $ > float 
  1066.0 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > 25.0 // $ > float 
  217.0 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1007 
jump @COPCAR_300 

:COPCAR_1007
if and
  $CRIMINAL_COORD_X > -1611.5 // $ > float 
  -745.25 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -1001.875 // $ > float 
  -371.1875 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1057 
jump @COPCAR_300 

:COPCAR_1057
if and
  $CRIMINAL_COORD_X > 939.75 // $ > float 
  1035.563 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -901.25 // $ > float 
  -828.1875 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1107 
jump @COPCAR_300 

:COPCAR_1107
if and
  $CRIMINAL_COORD_X > 1215.25 // $ > float 
  1223.688 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -839.375 // $ > float 
  -763.5625 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1157 
jump @COPCAR_300 

:COPCAR_1157
if and
  $CRIMINAL_COORD_X > 845.25 // $ > float 
  899.5625 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -312.5625 // $ > float 
  -295.6875 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1207 
jump @COPCAR_300 

:COPCAR_1207
if and
  $CRIMINAL_COORD_X > 113.25 // $ > float 
  99.6875 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -1284.75 // $ > float 
  -1273.0 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1257 
jump @COPCAR_300 

:COPCAR_1257
if and
  $CRIMINAL_COORD_X > 18.3125 // $ > float 
  92.0 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -388.6875 // $ > float 
  -312.375 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1307 
jump @COPCAR_300 

:COPCAR_1307
if and
  $CRIMINAL_COORD_X > -1255.375 // $ > float 
  -1187.875 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > 80.5625 // $ > float 
  123.375 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1357 
jump @COPCAR_300 

:COPCAR_1357
if and
  $CRIMINAL_COORD_X > 1386.375 // $ > float 
  1475.75 > $CRIMINAL_COORD_X // float > $ 
  $CRIMINAL_COORD_Y > -292.0625 // $ > float 
  -168.0 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1407 
jump @COPCAR_300 

:COPCAR_1407
if 
  $LOCATION == 1 // $ == int 
jf @COPCAR_1475 
if or
   not $CRIMINAL_COORD_X > 778.0 // $ > float 
   not 1540.0 > $CRIMINAL_COORD_X // float > $ 
   not $CRIMINAL_COORD_Y > -1110.0 // $ > float 
   not 190.0 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1475 
jump @COPCAR_300 

:COPCAR_1475
if 
  $LOCATION == 2 // $ == int 
jf @COPCAR_1543 
if or
   not $CRIMINAL_COORD_X > -192.0 // $ > float 
   not 545.0 > $CRIMINAL_COORD_X // float > $ 
   not $CRIMINAL_COORD_Y > -1626.0 // $ > float 
   not 98.0 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1543 
jump @COPCAR_300 

:COPCAR_1543
if 
  $LOCATION == 3 // $ == int 
jf @COPCAR_1611 
if or
   not $CRIMINAL_COORD_X > -1300.0 // $ > float 
   not -414.0 > $CRIMINAL_COORD_X // float > $ 
   not $CRIMINAL_COORD_Y > -608.75 // $ > float 
   not 380.0 > $CRIMINAL_COORD_Y // float > $ 
jf @COPCAR_1611 
jump @COPCAR_300 

:COPCAR_1611
if 
  -1.0 > $CRIMINAL_COORD_Z // float > $ 
jf @COPCAR_1637 
jump @COPCAR_300 

:COPCAR_1637
0086: $DIFF_X_FLOAT = $PLAYER_C_X // $ = $ float 
0061: $DIFF_X_FLOAT -= $CRIMINAL_COORD_X // $ -= $ float 
0086: $DIFF_Y_FLOAT = $PLAYER_C_Y // $ = $ float 
0061: $DIFF_Y_FLOAT -= $CRIMINAL_COORD_Y // $ -= $ float 
0069: $DIFF_X_FLOAT *= $DIFF_X_FLOAT // $ *= $ float 
0069: $DIFF_Y_FLOAT *= $DIFF_Y_FLOAT // $ *= $ float 
0086: $SUM_OF_DIFF_XY = $DIFF_X_FLOAT // $ = $ float 
0059: $SUM_OF_DIFF_XY += $DIFF_Y_FLOAT // $ += $ float 
01FB: $PLAYERS_DISTANCE_FROM_CRIMINAL = square_root $SUM_OF_DIFF_XY 
if 
  150.0 > $PLAYERS_DISTANCE_FROM_CRIMINAL // float > $ 
jf @COPCAR_1735 
jump @COPCAR_300 

:COPCAR_1735
0086: $COP_TIME_LIMIT_FLOAT = $PLAYERS_DISTANCE_FROM_CRIMINAL // $ = $ float 
$COP_TIME_LIMIT_FLOAT /= 4.0 // $ /= float 
$COP_TIME_LIMIT_FLOAT *= 1000.0 // $ *= float 
008C: $COP_TIME_LIMIT = float_to_integer $COP_TIME_LIMIT_FLOAT 
if 
  120000 > $COP_TIME_LIMIT // int > $ 
jf @COPCAR_1798 
$COP_TIME_LIMIT = 120000 // $ = int 

:COPCAR_1798
0209: $CAR_MODEL = random_int 90 140 
if and
  $CAR_MODEL > 113 // $ > int 
  128 > $CAR_MODEL // int > $ 
jf @COPCAR_1841 
jump @COPCAR_1798 

:COPCAR_1841
if 
  $CAR_MODEL == 97 // $ == int 
jf @COPCAR_1866 
jump @COPCAR_1798 

:COPCAR_1866
if or
  $CAR_MODEL == 106 // $ == int 
  $CAR_MODEL == 107 // $ == int 
  $CAR_MODEL == 131 // $ == int 
  $CAR_MODEL == 140 // $ == int 
jf @COPCAR_1914 
jump @COPCAR_1798 

:COPCAR_1914
0247: request_model $CAR_MODEL 

:COPCAR_1919
if 
8248:   not model $CAR_MODEL available 
jf @COPCAR_1978 
wait 0 
gosub @COPCAR_6312 
if 
  $COPCAR_CANCELLED_FLAG == 1 // $ == int 
jf @COPCAR_1971 
jump @COPCAR_6205 

:COPCAR_1971
jump @COPCAR_1919 

:COPCAR_1978
0208: $CRIMINAL_HEADING = random_float 0.0 359.875 

:COPCAR_1989
if 
   not TIMERB > 3000 // @ > int 
jf @COPCAR_2051 
wait 0 
gosub @COPCAR_6312 
if 
  $COPCAR_CANCELLED_FLAG == 1 // $ == int 
jf @COPCAR_2044 
jump @COPCAR_6205 

:COPCAR_2044
jump @COPCAR_1989 

:COPCAR_2051
00A5: $CRIMINAL_CAR = create_car $CAR_MODEL at $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 
0428: set_car $CRIMINAL_CAR avoid_level_transitions 1 
0224: set_car $CRIMINAL_CAR health_to 800 
0249: release_model $CAR_MODEL 
0175: set_car $CRIMINAL_CAR z_angle_to $CRIMINAL_HEADING 
02C0: set $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z to_ped_path_coords_closest_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 
0376: $CRIMINAL = create_random_actor $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 
0433: set_actor $CRIMINAL is_criminal 1 
036A: put_actor $CRIMINAL in_car $CRIMINAL_CAR 
0319: set_actor $CRIMINAL wander_state_to 1 
02A9: set_actor $CRIMINAL immune_to_nonplayer 1 
01ED: reset_actor $CRIMINAL threat_search 
0243: set_actor $CRIMINAL ped_stats_to 16 
011A: set_actor $CRIMINAL search_threat 1 
011A: set_actor $CRIMINAL search_threat 2 
011A: set_actor $CRIMINAL search_threat 4 
011A: set_actor $CRIMINAL search_threat 8 
011A: set_actor $CRIMINAL search_threat 16 
011A: set_actor $CRIMINAL search_threat 32 
011A: set_actor $CRIMINAL search_threat 64 
011A: set_actor $CRIMINAL search_threat 128 
011A: set_actor $CRIMINAL search_threat 512 
011A: set_actor $CRIMINAL search_threat 256 
011A: set_actor $CRIMINAL search_threat 2048 
011A: set_actor $CRIMINAL search_threat 4096 
011A: set_actor $CRIMINAL search_threat 8192 
011A: set_actor $CRIMINAL search_threat 1024 
011A: set_actor $CRIMINAL search_threat 65536 
011A: set_actor $CRIMINAL search_threat 131072 
011A: set_actor $CRIMINAL search_threat 262144 
011A: set_actor $CRIMINAL search_threat 1048576 
011A: set_actor $CRIMINAL search_threat 2097152 
011A: set_actor $CRIMINAL search_threat 4194304 
011A: set_actor $CRIMINAL search_threat 16777216 
0291: set_actor $CRIMINAL heed_threats 1 
01C3: mark_car_as_no_longer_needed $CRIMINAL_CAR 
if 
  $FLAG_INDUSTRIAL_PASSED == 0 // $ == int 
jf @COPCAR_2385 
0209: $RANDOM_GUN = random_int 0 5 

:COPCAR_2385
if 
  $FLAG_INDUSTRIAL_PASSED == 1 // $ == int 
jf @COPCAR_2412 
0209: $RANDOM_GUN = random_int 2 6 

:COPCAR_2412
if 
  $FLAG_COMMERCIAL_PASSED == 1 // $ == int 
jf @COPCAR_2439 
0209: $RANDOM_GUN = random_int 3 10 

:COPCAR_2439
01B2: give_actor $CRIMINAL weapon $RANDOM_GUN ammo 1000 
0187: $CRIMINAL_BLIP = create_marker_above_actor $CRIMINAL 
03E6: remove_text_box 
if 
  $GOT_SIREN_HELP_BEFORE == 0 // $ == int 
jf @COPCAR_2602 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @COPCAR_2511 
03E5: text_box 'SIREN_1'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:COPCAR_2511
if 
  $CONTROLMODE == 1 // $ == int 
jf @COPCAR_2539 
03E5: text_box 'SIREN_2'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:COPCAR_2539
if 
  $CONTROLMODE == 2 // $ == int 
jf @COPCAR_2567 
03E5: text_box 'SIREN_3'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:COPCAR_2567
if 
  $CONTROLMODE == 3 // $ == int 
jf @COPCAR_2595 
03E5: text_box 'SIREN_4'  // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ button~w~.

:COPCAR_2595
$GOT_SIREN_HELP_BEFORE = 1 // $ = int 

:COPCAR_2602
if 
0154:   actor $CRIMINAL in_zone 'PORT_W'  // Callahan Point
jf @COPCAR_2649 
0384: text_1string_highpriority 'C_BREIF' 'PORT_W' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Callahan Point

:COPCAR_2649
if 
0154:   actor $CRIMINAL in_zone 'PORT_S'  // Atlantic Quays
jf @COPCAR_2696 
0384: text_1string_highpriority 'C_BREIF' 'PORT_S' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Atlantic Quays

:COPCAR_2696
if 
0154:   actor $CRIMINAL in_zone 'PORT_E'  // Portland Harbor
jf @COPCAR_2743 
0384: text_1string_highpriority 'C_BREIF' 'PORT_E' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Portland Harbor

:COPCAR_2743
if 
0154:   actor $CRIMINAL in_zone 'PORT_I'  // Trenton
jf @COPCAR_2790 
0384: text_1string_highpriority 'C_BREIF' 'PORT_I' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Trenton

:COPCAR_2790
if 
0154:   actor $CRIMINAL in_zone 'S_VIEW'  // Portland View
jf @COPCAR_2837 
0384: text_1string_highpriority 'C_BREIF' 'S_VIEW' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Portland View

:COPCAR_2837
if 
0154:   actor $CRIMINAL in_zone 'CHINA'  // Chinatown
jf @COPCAR_2884 
0384: text_1string_highpriority 'C_BREIF' 'CHINA' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Chinatown

:COPCAR_2884
if 
0154:   actor $CRIMINAL in_zone 'EASTBAY'  // Portland Beach
jf @COPCAR_2931 
0384: text_1string_highpriority 'C_BREIF' 'EASTBAY' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Portland Beach

:COPCAR_2931
if 
0154:   actor $CRIMINAL in_zone 'LITTLEI'  // Saint Mark's
jf @COPCAR_2978 
0384: text_1string_highpriority 'C_BREIF' 'LITTLEI' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Saint Mark's

:COPCAR_2978
if 
0154:   actor $CRIMINAL in_zone 'REDLIGH'  // Red Light District
jf @COPCAR_3025 
0384: text_1string_highpriority 'C_BREIF' 'REDLIGH' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Red Light District

:COPCAR_3025
if 
0154:   actor $CRIMINAL in_zone 'TOWERS'  // Hepburn Heights
jf @COPCAR_3072 
0384: text_1string_highpriority 'C_BREIF' 'TOWERS' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Hepburn Heights

:COPCAR_3072
if 
0154:   actor $CRIMINAL in_zone 'HARWOOD'  // Harwood
jf @COPCAR_3119 
0384: text_1string_highpriority 'C_BREIF' 'HARWOOD' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Harwood

:COPCAR_3119
if 
0154:   actor $CRIMINAL in_zone 'ROADBR1'  // Callahan Bridge
jf @COPCAR_3166 
0384: text_1string_highpriority 'C_BREIF' 'ROADBR1' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Callahan Bridge

:COPCAR_3166
if 
0154:   actor $CRIMINAL in_zone 'ROADBR2'  // Callahan Bridge
jf @COPCAR_3213 
0384: text_1string_highpriority 'C_BREIF' 'ROADBR2' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Callahan Bridge

:COPCAR_3213
if 
0154:   actor $CRIMINAL in_zone 'STADIUM'  // Aspatria
jf @COPCAR_3260 
0384: text_1string_highpriority 'C_BREIF' 'STADIUM' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Aspatria

:COPCAR_3260
if 
0154:   actor $CRIMINAL in_zone 'HOSPI_2'  // Rockford
jf @COPCAR_3307 
0384: text_1string_highpriority 'C_BREIF' 'HOSPI_2' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Rockford

:COPCAR_3307
if 
0154:   actor $CRIMINAL in_zone 'UNIVERS'  // Liberty Campus
jf @COPCAR_3354 
0384: text_1string_highpriority 'C_BREIF' 'UNIVERS' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Liberty Campus

:COPCAR_3354
if 
0154:   actor $CRIMINAL in_zone 'CONSTRU'  // Fort Staunton
jf @COPCAR_3401 
0384: text_1string_highpriority 'C_BREIF' 'CONSTRU' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Fort Staunton

:COPCAR_3401
if 
0154:   actor $CRIMINAL in_zone 'PARK'  // Belleville Park
jf @COPCAR_3448 
0384: text_1string_highpriority 'C_BREIF' 'PARK' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Belleville Park

:COPCAR_3448
if 
0154:   actor $CRIMINAL in_zone 'COM_EAS'  // Newport
jf @COPCAR_3495 
0384: text_1string_highpriority 'C_BREIF' 'COM_EAS' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Newport

:COPCAR_3495
if 
0154:   actor $CRIMINAL in_zone 'SHOPING'  // Bedford Point
jf @COPCAR_3542 
0384: text_1string_highpriority 'C_BREIF' 'SHOPING' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Bedford Point

:COPCAR_3542
if 
0154:   actor $CRIMINAL in_zone 'YAKUSA'  // Torrington
jf @COPCAR_3589 
0384: text_1string_highpriority 'C_BREIF' 'YAKUSA' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Torrington

:COPCAR_3589
if 
0154:   actor $CRIMINAL in_zone 'AIRPORT'  // Francis Intl. Airport
jf @COPCAR_3636 
0384: text_1string_highpriority 'C_BREIF' 'AIRPORT' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Francis Intl. Airport

:COPCAR_3636
if 
0154:   actor $CRIMINAL in_zone 'PROJECT'  // Wichita Gardens
jf @COPCAR_3683 
0384: text_1string_highpriority 'C_BREIF' 'PROJECT' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Wichita Gardens

:COPCAR_3683
if 
0154:   actor $CRIMINAL in_zone 'SUB_IND'  // Pike Creek
jf @COPCAR_3730 
0384: text_1string_highpriority 'C_BREIF' 'SUB_IND' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Pike Creek

:COPCAR_3730
if 
0154:   actor $CRIMINAL in_zone 'SWANKS'  // Cedar Grove
jf @COPCAR_3777 
0384: text_1string_highpriority 'C_BREIF' 'SWANKS' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Cedar Grove

:COPCAR_3777
if 
0154:   actor $CRIMINAL in_zone 'BIG_DAM'  // Cochrane Dam
jf @COPCAR_3824 
0384: text_1string_highpriority 'C_BREIF' 'BIG_DAM' time 5000 1  // ~g~Suspect last seen in the ~a~ area. // Cochrane Dam

:COPCAR_3824
00A0: store_actor $CRIMINAL position_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 
03AA: play_suspect_last_seen_at $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 
TIMERB = 0 // @ = int 
014E: set_timer_to $COP_TIME_LIMIT 

:COPCAR_3861
if 
8118:   not actor $CRIMINAL dead 
jf @COPCAR_5166 
if 
  1 > $COP_TIME_LIMIT // int > $ 
jf @COPCAR_3983 
if 
80E9:   not player $PLAYER_CHAR 0 $CRIMINAL radius 100.0 100.0 
jf @COPCAR_3961 
0164: disable_marker $CRIMINAL_BLIP 
009B: destroy_actor_instantly $CRIMINAL 
$CRIMINAL_CREATED_FLAG = 0 // $ = int 
00BC: text_highpriority 'C_ESCP' time 3000 1  // ~r~The suspect has escaped!
jump @COPCAR_3976 

:COPCAR_3961
00BC: text_highpriority 'C_TIME' time 3000 1  // ~r~Your time as a law enforcer is over!

:COPCAR_3976
jump @COPCAR_6205 

:COPCAR_3983
gosub @COPCAR_6312 
if 
  $COPCAR_CANCELLED_FLAG == 1 // $ == int 
jf @COPCAR_4015 
jump @COPCAR_6205 

:COPCAR_4015
if 
  $GOT_CAR_CRIM_IS_IN == 0 // $ == int 
jf @COPCAR_4056 
if 
8184:   not actor $CRIMINAL health > 70 
jf @COPCAR_4056 
0377: set_actor $CRIMINAL steal_any_car 

:COPCAR_4056
if and
00DF:   actor $CRIMINAL in_any_car 
  $GOT_CAR_CRIM_IS_IN == 0 // $ == int 
jf @COPCAR_4133 
01C3: mark_car_as_no_longer_needed $CRIMINAL_CAR 
00D9: $CRIMINAL_CAR = actor $CRIMINAL car // add to mission cleanup 
03ED: set_car $CRIMINAL_CAR not_damaged_when_upside_down 1 
00AE: set_vehicle $CRIMINAL_CAR traffic_behavior_to 2 
00AD: set_car $CRIMINAL_CAR max_speed_to 42.0 
00A8: set_car $CRIMINAL_CAR to_psycho_driver 
0428: set_car $CRIMINAL_CAR avoid_level_transitions 1 
$GOT_CAR_CRIM_IS_IN = 1 // $ = int 

:COPCAR_4133
if 
  $GOT_CAR_CRIM_IS_IN == 1 // $ == int 
jf @COPCAR_4492 
if 
80DF:   not actor $CRIMINAL in_any_car 
jf @COPCAR_4492 
0209: $RANGE_INT = random_int 0 5 
if 
  $RANGE_INT == 0 // $ == int 
jf @COPCAR_4202 
01CE: actor $CRIMINAL avoid_player $PLAYER_CHAR 

:COPCAR_4202
if 
  $RANGE_INT == 1 // $ == int 
jf @COPCAR_4360 
if 
00E9:   player $PLAYER_CHAR 0 $CRIMINAL radius 150.0 150.0 
jf @COPCAR_4259 
0377: set_actor $CRIMINAL steal_any_car 
jump @COPCAR_4360 

:COPCAR_4259
if 
0248:   model #SENTINEL available 
jf @COPCAR_4355 
00A0: store_actor $CRIMINAL position_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 
03D3: point $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z get_nearby_vector $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z $WARP_HEADING_COP 
01C3: mark_car_as_no_longer_needed $CRIMINAL_CAR 
00A5: $CRIMINAL_CAR = create_car #SENTINEL at $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 
0175: set_car $CRIMINAL_CAR z_angle_to $WARP_HEADING_COP 
01D5: actor $CRIMINAL go_to_and_drive_car $CRIMINAL_CAR 
jump @COPCAR_4360 

:COPCAR_4355
0377: set_actor $CRIMINAL steal_any_car 

:COPCAR_4360
if 
  $RANGE_INT == 2 // $ == int 
jf @COPCAR_4386 
01CC: actor $CRIMINAL kill_player $PLAYER_CHAR 

:COPCAR_4386
if 
  $RANGE_INT == 3 // $ == int 
jf @COPCAR_4451 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COPCAR_4443 
00DA: $PLAYERS_COP_CAR = player $PLAYER_CHAR car 
01D9: actor $CRIMINAL destroy_car $PLAYERS_COP_CAR 
jump @COPCAR_4451 

:COPCAR_4443
01CC: actor $CRIMINAL kill_player $PLAYER_CHAR 

:COPCAR_4451
if 
  $RANGE_INT == 4 // $ == int 
jf @COPCAR_4485 
0209: $RANGE_INT = random_int 0 8 
009C: set_actor $CRIMINAL wander_direction -1 

:COPCAR_4485
$GOT_CAR_CRIM_IS_IN = 0 // $ = int 

:COPCAR_4492
if 
  $GOT_CAR_CRIM_IS_IN == 1 // $ == int 
jf @COPCAR_5155 
if 
8119:   not car $CRIMINAL_CAR wrecked 
jf @COPCAR_5155 
if 
  TIMERB > 1000 // @ > int 
jf @COPCAR_4728 
TIMERB = 0 // @ = int 
if 
00E9:   player $PLAYER_CHAR 0 $CRIMINAL radius 20.0 20.0 
jf @COPCAR_4594 
00AD: set_car $CRIMINAL_CAR max_speed_to 46.0 
jump @COPCAR_4728 

:COPCAR_4594
if 
00E9:   player $PLAYER_CHAR 0 $CRIMINAL radius 50.0 50.0 
jf @COPCAR_4636 
00AD: set_car $CRIMINAL_CAR max_speed_to 39.0 
jump @COPCAR_4728 

:COPCAR_4636
if 
00E9:   player $PLAYER_CHAR 0 $CRIMINAL radius 90.0 90.0 
jf @COPCAR_4678 
00AD: set_car $CRIMINAL_CAR max_speed_to 32.0 
jump @COPCAR_4728 

:COPCAR_4678
if 
00E9:   player $PLAYER_CHAR 0 $CRIMINAL radius 130.0 130.0 
jf @COPCAR_4720 
00AD: set_car $CRIMINAL_CAR max_speed_to 26.0 
jump @COPCAR_4728 

:COPCAR_4720
00AD: set_car $CRIMINAL_CAR max_speed_to 18.0 

:COPCAR_4728
if 
01C1:   car $CRIMINAL_CAR stopped 
jf @COPCAR_4958 
if 
  $TIMER_RESET_FLAG == 0 // $ == int 
jf @COPCAR_4776 
TIMERA = 0 // @ = int 
$TIMER_RESET_FLAG = 1 // $ = int 

:COPCAR_4776
if and
  TIMERA > 8000 // @ > int 
  $TIMER_RESET_FLAG == 1 // $ == int 
jf @COPCAR_4958 
if 
00E9:   player $PLAYER_CHAR 0 $CRIMINAL radius 90.0 90.0 
jf @COPCAR_4851 
01D3: actor $CRIMINAL leave_car $CRIMINAL_CAR 
$TIMER_RESET_FLAG = 0 // $ = int 
jump @COPCAR_4958 

:COPCAR_4851
if 
82CA:   not car $CRIMINAL_CAR bounding_sphere_visible 
jf @COPCAR_4958 
00AA: store_car $CRIMINAL_CAR position_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 
03D3: point $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z get_nearby_vector $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z $WARP_HEADING_COP 
if 
80C2:   not sphere_onscreen $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 4.0 
jf @COPCAR_4958 
00AB: put_car $CRIMINAL_CAR at $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 
0175: set_car $CRIMINAL_CAR z_angle_to $WARP_HEADING_COP 
$TIMER_RESET_FLAG = 0 // $ = int 

:COPCAR_4958
if and
01F4:   car $CRIMINAL_CAR flipped 
01C1:   car $CRIMINAL_CAR stopped 
jf @COPCAR_5128 
if 
00E9:   player $PLAYER_CHAR 0 $CRIMINAL radius 90.0 90.0 
jf @COPCAR_5028 
01D3: actor $CRIMINAL leave_car $CRIMINAL_CAR 
03ED: set_car $CRIMINAL_CAR not_damaged_when_upside_down 0 
jump @COPCAR_5128 

:COPCAR_5028
if 
82CA:   not car $CRIMINAL_CAR bounding_sphere_visible 
jf @COPCAR_5128 
00AA: store_car $CRIMINAL_CAR position_to $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 
03D3: point $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z get_nearby_vector $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z $WARP_HEADING_COP 
if 
80C2:   not sphere_onscreen $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 4.0 
jf @COPCAR_5128 
00AB: put_car $CRIMINAL_CAR at $CRIMINAL_COORD_X $CRIMINAL_COORD_Y $CRIMINAL_COORD_Z 
0175: set_car $CRIMINAL_CAR z_angle_to $WARP_HEADING_COP 

:COPCAR_5128
if 
8185:   not car $CRIMINAL_CAR health > 250 
jf @COPCAR_5155 
01D3: actor $CRIMINAL leave_car $CRIMINAL_CAR 

:COPCAR_5155
wait 0 
jump @COPCAR_3861 

:COPCAR_5166
01C2: mark_actor_as_no_longer_needed $CRIMINAL 
01C3: mark_car_as_no_longer_needed $CRIMINAL_CAR 
$TOTAL_CRIMINALS_KILLED += 1 // $ += int 
0402: increment_criminals_stopped 
018C: play_sound 94 at 0.0 0.0 0.0 
if 
  $TOTAL_CRIMINALS_KILLED == 1 // $ == int 
jf @COPCAR_5231 
03C4: set_status_text_to $TOTAL_CRIMINALS_KILLED 0 'KILLS'  // KILLS:

:COPCAR_5231
0164: disable_marker $CRIMINAL_BLIP 
0084: $VIGILANTE_SCORE = $TOTAL_CRIMINALS_KILLED // $ = $ int 
$VIGILANTE_SCORE *= 500 // $ *= int 
00BA: text_styled 'C_PASS' 5000 ms 5  // THREAT ELIMINATED!
01E3: text_1number_styled 'REWARD' $VIGILANTE_SCORE 5000 ms 6  // REWARD $~1~
0109: player $PLAYER_CHAR money += $VIGILANTE_SCORE 
if 
003A:   $TOTAL_CRIMINALS_KILLED == $VIGILANTE_BONUS_KILLS // $ == $ int 
jf @COPCAR_5408 
0084: $VIGILANTE = $TOTAL_CRIMINALS_KILLED // $ = $ int 
$VIGILANTE *= 2 // $ *= int 
$VIGILANTE *= 500 // $ *= int 
0217: text_styled 'C_VIGIL' 5000 ms 5  // VIGILANTE BONUS!!
0218: text_1number_styled 'REWARD' $VIGILANTE 6000 ms 6  // REWARD $~1~
0109: player $PLAYER_CHAR money += $VIGILANTE 
if 
  $VIGILANTE_BONUS_KILLS == 10 // $ == int 
jf @COPCAR_5401 
0413: set_player $PLAYER_CHAR get_out_of_jail_free 1 

:COPCAR_5401
$VIGILANTE_BONUS_KILLS += 5 // $ += int 

:COPCAR_5408
if 
  $LOCATION == 1 // $ == int 
jf @COPCAR_5433 
$IND_COPCAR_KILLS += 1 // $ += int 

:COPCAR_5433
if 
  $LOCATION == 2 // $ == int 
jf @COPCAR_5458 
$COM_COPCAR_KILLS += 1 // $ += int 

:COPCAR_5458
if 
  $LOCATION == 3 // $ == int 
jf @COPCAR_5483 
$SUB_COPCAR_KILLS += 1 // $ += int 

:COPCAR_5483
if 
  $PLAY_PAGER_MESSAGE1 == 0 // $ == int 
jf @COPCAR_5547 
if 
  $IND_COPCAR_KILLS == 10 // $ == int 
jf @COPCAR_5547 
014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout
030C: progress_made += 1 
$PLAY_PAGER_MESSAGE1 = 1 // $ = int 

:COPCAR_5547
if 
  $PLAY_PAGER_MESSAGE1 == 1 // $ == int 
jf @COPCAR_5611 
if 
  $IND_COPCAR_KILLS == 20 // $ == int 
jf @COPCAR_5611 
014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout
030C: progress_made += 1 
$PLAY_PAGER_MESSAGE1 = 2 // $ = int 

:COPCAR_5611
if 
  $PLAY_PAGER_MESSAGE2 == 0 // $ == int 
jf @COPCAR_5675 
if 
  $COM_COPCAR_KILLS == 10 // $ == int 
jf @COPCAR_5675 
014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout
030C: progress_made += 1 
$PLAY_PAGER_MESSAGE2 = 1 // $ = int 

:COPCAR_5675
if 
  $PLAY_PAGER_MESSAGE2 == 1 // $ == int 
jf @COPCAR_5739 
if 
  $COM_COPCAR_KILLS == 20 // $ == int 
jf @COPCAR_5739 
014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout
030C: progress_made += 1 
$PLAY_PAGER_MESSAGE2 = 2 // $ = int 

:COPCAR_5739
if 
  $PLAY_PAGER_MESSAGE3 == 0 // $ == int 
jf @COPCAR_5803 
if 
  $SUB_COPCAR_KILLS == 10 // $ == int 
jf @COPCAR_5803 
014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout
030C: progress_made += 1 
$PLAY_PAGER_MESSAGE3 = 1 // $ = int 

:COPCAR_5803
if 
  $PLAY_PAGER_MESSAGE3 == 1 // $ == int 
jf @COPCAR_5867 
if 
  $SUB_COPCAR_KILLS == 20 // $ == int 
jf @COPCAR_5867 
014D: text_pager 'PAGEB12' 140 100 1  // Police Bribe delivered to hideout
030C: progress_made += 1 
$PLAY_PAGER_MESSAGE3 = 2 // $ = int 

:COPCAR_5867
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #POLICE 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #ENFORCER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #RHINO 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COPCAR_6104 
if 
  $GAME_TIME_FLAG == 0 // $ == int 
jf @COPCAR_5982 
01BD: $GAME_TIMER_START = current_time_in_ms 
if 
  $COP_TIME_LIMIT > 60000 // $ > int 
jf @COPCAR_5967 
$COPCAR_TIMER = 60000 // $ = int 
jump @COPCAR_5975 

:COPCAR_5967
0084: $COPCAR_TIMER = $COP_TIME_LIMIT // $ = $ int 

:COPCAR_5975
$GAME_TIME_FLAG = 1 // $ = int 

:COPCAR_5982
01BD: $GAME_TIME_PRESENT = current_time_in_ms 
0084: $GAME_TIME_DIFFERENCE = $GAME_TIME_PRESENT // $ = $ int 
0060: $GAME_TIME_DIFFERENCE -= $GAME_TIMER_START // $ -= $ int 
0060: $COPCAR_TIMER -= $GAME_TIME_DIFFERENCE // $ -= $ int 
0084: $GAME_TIMER_START = $GAME_TIME_PRESENT // $ = $ int 
0084: $TIMER_IN_SECS = $COPCAR_TIMER // $ = $ int 
$TIMER_IN_SECS /= 1000 // $ /= int 
01E5: text_1number_highpriority 'COPCART' $TIMER_IN_SECS time 200 1  // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.
if 
  1 > $TIMER_IN_SECS // int > $ 
jf @COPCAR_6093 
00BC: text_highpriority 'C_TIME' time 3000 1  // ~r~Your time as a law enforcer is over!
jump @COPCAR_6205 

:COPCAR_6093
wait 0 
jump @COPCAR_5867 

:COPCAR_6104
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @COPCAR_6151 
00DA: $PLAYERS_COP_CAR = player $PLAYER_CHAR car 
0227: $PLAYERS_COP_CAR_HEALTH = car $PLAYERS_COP_CAR health 
$PLAYERS_COP_CAR_HEALTH += 100 // $ += int 
0224: set_car $PLAYERS_COP_CAR health_to $PLAYERS_COP_CAR_HEALTH 

:COPCAR_6151
jump @COPCAR_6158 

:COPCAR_6158
014F: stop_timer $COP_TIME_LIMIT 
0164: disable_marker $CRIMINAL_BLIP 
if 
  $CRIMINAL_CREATED_FLAG == 1 // $ == int 
jf @COPCAR_6198 
01C2: mark_actor_as_no_longer_needed $CRIMINAL 
$CRIMINAL_CREATED_FLAG = 0 // $ = int 

:COPCAR_6198
jump @COPCAR_65 

:COPCAR_6205
00BA: text_styled 'C_FAIL' 5000 ms 5  // Vigilante mission ended!
01E3: text_1number_styled 'C_KILLS' $TOTAL_CRIMINALS_KILLED 6000 ms 6  // CRIMINALS KILLED: ~1~
014F: stop_timer $COP_TIME_LIMIT 
0151: remove_status_text $TOTAL_CRIMINALS_KILLED 
0164: disable_marker $CRIMINAL_BLIP 
03E6: remove_text_box 
0249: release_model #SENTINEL 
0249: release_model $CAR_MODEL 
if 
  $CRIMINAL_CREATED_FLAG == 1 // $ == int 
jf @COPCAR_6294 
01C2: mark_actor_as_no_longer_needed $CRIMINAL 
$CRIMINAL_CREATED_FLAG = 0 // $ = int 

:COPCAR_6294
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_COP_MISSION = 0 // $ = int 
mission_cleanup 
return 

:COPCAR_6312
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #POLICE 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #ENFORCER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #RHINO 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COPCAR_6540 
if 
  $GAME_TIME_FLAG == 0 // $ == int 
jf @COPCAR_6427 
01BD: $GAME_TIMER_START = current_time_in_ms 
if 
  $COP_TIME_LIMIT > 60000 // $ > int 
jf @COPCAR_6412 
$COPCAR_TIMER = 60000 // $ = int 
jump @COPCAR_6420 

:COPCAR_6412
0084: $COPCAR_TIMER = $COP_TIME_LIMIT // $ = $ int 

:COPCAR_6420
$GAME_TIME_FLAG = 1 // $ = int 

:COPCAR_6427
01BD: $GAME_TIME_PRESENT = current_time_in_ms 
0084: $GAME_TIME_DIFFERENCE = $GAME_TIME_PRESENT // $ = $ int 
0060: $GAME_TIME_DIFFERENCE -= $GAME_TIMER_START // $ -= $ int 
0060: $COPCAR_TIMER -= $GAME_TIME_DIFFERENCE // $ -= $ int 
0084: $GAME_TIMER_START = $GAME_TIME_PRESENT // $ = $ int 
0084: $TIMER_IN_SECS = $COPCAR_TIMER // $ = $ int 
$TIMER_IN_SECS /= 1000 // $ /= int 
01E5: text_1number_highpriority 'COPCART' $TIMER_IN_SECS time 200 1  // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends.
if 
  1 > $TIMER_IN_SECS // int > $ 
jf @COPCAR_6540 
00BC: text_highpriority 'C_TIME' time 3000 1  // ~r~Your time as a law enforcer is over!
$COPCAR_CANCELLED_FLAG = 1 // $ = int 
return 

:COPCAR_6540
0293: $CONTROLMODE = current_controls 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #POLICE 
00DE:   player $PLAYER_CHAR driving_vehicle_type #ENFORCER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #RHINO 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FBICAR 
jf @COPCAR_6664 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @COPCAR_6633 
if 
00E1:   pad 0 key_pressed 19 
jf @COPCAR_6626 
$MISSION_END_BUTTON = 1 // $ = int 

:COPCAR_6626
jump @COPCAR_6657 

:COPCAR_6633
if 
00E1:   pad 0 key_pressed 14 
jf @COPCAR_6657 
$MISSION_END_BUTTON = 1 // $ = int 

:COPCAR_6657
$GAME_TIME_FLAG = 0 // $ = int 

:COPCAR_6664
if 
  $MISSION_END_BUTTON == 1 // $ == int 
jf @COPCAR_6789 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @COPCAR_6748 
if 
80E1:   not pad 0 key_pressed 19 
jf @COPCAR_6741 
00BC: text_highpriority 'C_CANC' time 3000 1  // ~r~Vigilante mission cancelled!
$COPCAR_CANCELLED_FLAG = 1 // $ = int 
return 

:COPCAR_6741
jump @COPCAR_6789 

:COPCAR_6748
if 
80E1:   not pad 0 key_pressed 14 
jf @COPCAR_6789 
00BC: text_highpriority 'C_CANC' time 3000 1  // ~r~Vigilante mission cancelled!
$COPCAR_CANCELLED_FLAG = 1 // $ = int 
return 

:COPCAR_6789
return 

//-------------Mission 14---------------
// Originally: Taxi Driver

:TAXI
gosub @TAXI_16 
gosub @TAXI_6900 
terminate_this_script 

:TAXI_16
script_name 'TAXI' 
set_wb_check_to 0 
$ONMISSION = 1 // $ = int 
$TAXI_COUNTDOWN_ALREADY_STARTED = 0 // $ = int 
$TAXI_COUNTDOWN = 0 // $ = int 
$TAXI_PASSED_THIS_SHOT = 0 // $ = int 
$TAXI_SCORE = 0 // $ = int 
$TAXI_PED1 = -1 // $ = int 
$SPRAY_BLIP_ONSCREEN = 0 // $ = int 
$TAXI_FUCKED_FLAG = 0 // $ = int 
$IN_A_ROW_NUMBER = 5 // $ = int 
$IN_A_ROW_CASH = 2000 // $ = int 
wait 0 
03C4: set_status_text_to $TAXI_PASSED_THIS_SHOT 0 'FARES'  // FARES:
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_143 
jump @TAXI_6484 

:TAXI_143
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @TAXI_174 
00DA: $TAXI_CAR1 = player $PLAYER_CHAR car 
jump @TAXI_181 

:TAXI_174
jump @TAXI_6484 

:TAXI_181
0216: set_car $TAXI_CAR1 taxi_available_light_to 1 
00BC: text_highpriority 'TAXI1' time 1500 1  // ~g~Look for a fare.
wait 0 

:TAXI_207
if 
  $DONE_TAXI_HELP == 0 // $ == int 
jf @TAXI_242 
03E5: text_box 'TAXIH1'  // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out.
$DONE_TAXI_HELP = 1 // $ = int 

:TAXI_242
$SCORE_FOR_THIS_FARE = 0 // $ = int 
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_272 
jump @TAXI_6484 

:TAXI_272
if 
0119:   car $TAXI_CAR1 wrecked 
jf @TAXI_295 
jump @TAXI_6484 

:TAXI_295
if 
80DC:   not player $PLAYER_CHAR in_car $TAXI_CAR1 
jf @TAXI_321 
jump @TAXI_6484 

:TAXI_321
if 
   not $CONTROLMODE == 3 // $ == int 
jf @TAXI_377 
if and
00E1:   pad 0 key_pressed 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_370 
jump @TAXI_6279 

:TAXI_370
jump @TAXI_408 

:TAXI_377
if and
00E1:   pad 0 key_pressed 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_408 
jump @TAXI_6279 

:TAXI_408
if and
  $TAXI_COUNTDOWN_ALREADY_STARTED == 1 // $ == int 
  $TAXI_COUNTDOWN == 0 // $ == int 
jf @TAXI_440 
jump @TAXI_6484 

:TAXI_440
if 
03C6:   current_island == 1 
jf @TAXI_468 
02DD: get_random_actor $TAXI_PED1 in_zone 'IND_ZON' 

:TAXI_468
if 
03C6:   current_island == 2 
jf @TAXI_496 
02DD: get_random_actor $TAXI_PED1 in_zone 'COM_ZON' 

:TAXI_496
if 
03C6:   current_island == 3 
jf @TAXI_524 
02DD: get_random_actor $TAXI_PED1 in_zone 'SUB_ZON' 

:TAXI_524
if 
  $TAXI_PED1 == -1 // $ == int 
jf @TAXI_553 
wait 0 
jump @TAXI_207 

:TAXI_553
009F: set_actor $TAXI_PED1 idle 
01ED: reset_actor $TAXI_PED1 threat_search 
0291: set_actor $TAXI_PED1 heed_threats 0 
0187: $BLIP1_CT1 = create_marker_above_actor $TAXI_PED1 
0365: set_actor $TAXI_PED1 objective_hail_taxi 

:TAXI_583
if or
80FD:   not player $PLAYER_CHAR 0 $TAXI_PED1 in_car radius 7.0 7.0 2.0 
81C1:   not car $TAXI_CAR1 stopped 
jf @TAXI_949 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_645 
jump @TAXI_6484 

:TAXI_645
if 
0119:   car $TAXI_CAR1 wrecked 
jf @TAXI_668 
jump @TAXI_6484 

:TAXI_668
if 
0118:   actor $TAXI_PED1 dead 
jf @TAXI_691 
jump @TAXI_6418 

:TAXI_691
if 
80DC:   not player $PLAYER_CHAR in_car $TAXI_CAR1 
jf @TAXI_717 
jump @TAXI_6484 

:TAXI_717
if 
80FD:   not player $PLAYER_CHAR 0 $TAXI_PED1 in_car radius 90.0 90.0 20.0 
jf @TAXI_754 
jump @TAXI_6418 

:TAXI_754
if 
   not $CONTROLMODE == 3 // $ == int 
jf @TAXI_810 
if and
00E1:   pad 0 key_pressed 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_803 
jump @TAXI_6279 

:TAXI_803
jump @TAXI_841 

:TAXI_810
if and
00E1:   pad 0 key_pressed 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_841 
jump @TAXI_6279 

:TAXI_841
if and
  $TAXI_COUNTDOWN_ALREADY_STARTED == 1 // $ == int 
  $TAXI_COUNTDOWN == 0 // $ == int 
jf @TAXI_873 
jump @TAXI_6484 

:TAXI_873
if and
0185:   car $TAXI_CAR1 health > 500 
  $SPRAY_BLIP_ONSCREEN == 1 // $ == int 
jf @TAXI_918 
0164: disable_marker $SPRAY_TAXI 
$SPRAY_BLIP_ONSCREEN = 0 // $ = int 
$TAXI_FUCKED_FLAG = 0 // $ = int 

:TAXI_918
if 
8118:   not actor $TAXI_PED1 dead 
jf @TAXI_942 
020F: actor $TAXI_PED1 look_at_player $PLAYER_CHAR 

:TAXI_942
jump @TAXI_583 

:TAXI_949
if 
8185:   not car $TAXI_CAR1 health > 500 
jf @TAXI_1120 
00BC: text_highpriority 'TAXI7' time 4000 1  // ~r~Your car is trashed, get it repaired.
if 
  $SPRAY_BLIP_ONSCREEN == 0 // $ == int 
jf @TAXI_1113 
0164: disable_marker $SPRAY_TAXI 
if 
03C6:   current_island == 1 
jf @TAXI_1037 
02A8: $SPRAY_TAXI = create_marker 18 at 925.0 -359.5 -100.0 

:TAXI_1037
if 
03C6:   current_island == 2 
jf @TAXI_1068 
02A8: $SPRAY_TAXI = create_marker 18 at 379.0 -493.75 -100.0 

:TAXI_1068
if 
03C6:   current_island == 3 
jf @TAXI_1099 
02A8: $SPRAY_TAXI = create_marker 18 at -1128.0 32.5 -100.0 

:TAXI_1099
$SPRAY_BLIP_ONSCREEN = 1 // $ = int 
$TAXI_FUCKED_FLAG = 1 // $ = int 

:TAXI_1113
jump @TAXI_6418 

:TAXI_1120
0319: set_actor $TAXI_PED1 wander_state_to 1 
01D4: actor $TAXI_PED1 go_to_car $TAXI_CAR1 and_enter_it_as_a_passenger 

:TAXI_1135
if 
80DB:   not actor $TAXI_PED1 in_car $TAXI_CAR1 
jf @TAXI_1491 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_1181 
jump @TAXI_6484 

:TAXI_1181
if 
0119:   car $TAXI_CAR1 wrecked 
jf @TAXI_1204 
jump @TAXI_6484 

:TAXI_1204
if 
0118:   actor $TAXI_PED1 dead 
jf @TAXI_1227 
jump @TAXI_6418 

:TAXI_1227
if 
80DC:   not player $PLAYER_CHAR in_car $TAXI_CAR1 
jf @TAXI_1253 
jump @TAXI_6484 

:TAXI_1253
if 
80FD:   not player $PLAYER_CHAR 0 $TAXI_PED1 in_car radius 90.0 90.0 20.0 
jf @TAXI_1290 
jump @TAXI_6418 

:TAXI_1290
if 
   not $CONTROLMODE == 3 // $ == int 
jf @TAXI_1346 
if and
00E1:   pad 0 key_pressed 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_1339 
jump @TAXI_6279 

:TAXI_1339
jump @TAXI_1377 

:TAXI_1346
if and
00E1:   pad 0 key_pressed 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_1377 
jump @TAXI_6279 

:TAXI_1377
if and
  $TAXI_COUNTDOWN_ALREADY_STARTED == 1 // $ == int 
  $TAXI_COUNTDOWN == 0 // $ == int 
jf @TAXI_1409 
jump @TAXI_6484 

:TAXI_1409
if and
0185:   car $TAXI_CAR1 health > 500 
  $SPRAY_BLIP_ONSCREEN == 1 // $ == int 
jf @TAXI_1447 
0164: disable_marker $SPRAY_TAXI 
$SPRAY_BLIP_ONSCREEN = 0 // $ = int 

:TAXI_1447
if 
80FD:   not player $PLAYER_CHAR 0 $TAXI_PED1 in_car radius 7.0 7.0 2.0 
jf @TAXI_1484 
jump @TAXI_583 

:TAXI_1484
jump @TAXI_1135 

:TAXI_1491
00A0: store_actor $TAXI_PED1 position_to $TAXI_PED_X $TAXI_PED_Y $TAXI_PED_Z 
0164: disable_marker $BLIP1_CT1 
0216: set_car $TAXI_CAR1 taxi_available_light_to 0 

:TAXI_1517
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_1544 
jump @TAXI_6484 

:TAXI_1544
if 
03C6:   current_island == 1 
jf @TAXI_2711 
0209: $BEEN_IN_TAXI1_BEFORE = random_int 1 11 
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_1591 
jump @TAXI_6484 

:TAXI_1591
if 
  $BEEN_IN_TAXI1_BEFORE == 1 // $ == int 
jf @TAXI_1703 
if 
0121:   player $PLAYER_CHAR in_zone 'REDLIGH'  // Red Light District
jf @TAXI_1640 
jump @TAXI_1517 

:TAXI_1640
00BC: text_highpriority 'FARE1' time 5000 1  // ~g~Destination ~w~'Meeouch Sex Kitten Club' ~g~in Redlight.
$TAXI_DESTX1 = 936.25 // $ = float 
$TAXI_DESTY1 = -462.5625 // $ = float 
$TAXI_DESTZ1 = 14.375 // $ = float 
$TAXI_DESTX2 = 913.6875 // $ = float 
$TAXI_DESTY2 = -456.0 // $ = float 
$TAXI_DESTZ2 = 16.375 // $ = float 

:TAXI_1703
if 
  $BEEN_IN_TAXI1_BEFORE == 2 // $ == int 
jf @TAXI_1815 
if 
0121:   player $PLAYER_CHAR in_zone 'S_VIEW'  // Portland View
jf @TAXI_1752 
jump @TAXI_1517 

:TAXI_1752
00BC: text_highpriority 'FARE2' time 5000 1  // ~g~Destination ~w~'Supa Save' ~g~in Portland View.
$TAXI_DESTX1 = 1268.5 // $ = float 
$TAXI_DESTY1 = -616.375 // $ = float 
$TAXI_DESTZ1 = 11.6875 // $ = float 
$TAXI_DESTX2 = 1288.25 // $ = float 
$TAXI_DESTY2 = -627.5625 // $ = float 
$TAXI_DESTZ2 = 13.6875 // $ = float 

:TAXI_1815
if 
  $BEEN_IN_TAXI1_BEFORE == 3 // $ == int 
jf @TAXI_1927 
if 
0121:   player $PLAYER_CHAR in_zone 'CHINA'  // Chinatown
jf @TAXI_1864 
jump @TAXI_1517 

:TAXI_1864
00BC: text_highpriority 'FARE3' time 5000 1  // ~g~Destination ~w~'old school hall' ~g~in Chinatown.
$TAXI_DESTX1 = 1008.875 // $ = float 
$TAXI_DESTY1 = -871.875 // $ = float 
$TAXI_DESTZ1 = 14.375 // $ = float 
$TAXI_DESTX2 = 995.25 // $ = float 
$TAXI_DESTY2 = -881.875 // $ = float 
$TAXI_DESTZ2 = 16.375 // $ = float 

:TAXI_1927
if 
  $BEEN_IN_TAXI1_BEFORE == 4 // $ == int 
jf @TAXI_2039 
if 
0121:   player $PLAYER_CHAR in_zone 'PORT_W'  // Callahan Point
jf @TAXI_1976 
jump @TAXI_1517 

:TAXI_1976
00BC: text_highpriority 'FARE4' time 5000 1  // ~g~Destination ~w~'Greasy Joe's Cafe' ~g~in Callahan Point.
$TAXI_DESTX1 = 849.25 // $ = float 
$TAXI_DESTY1 = -990.0625 // $ = float 
$TAXI_DESTZ1 = 4.5 // $ = float 
$TAXI_DESTX2 = 869.375 // $ = float 
$TAXI_DESTY2 = -1002.563 // $ = float 
$TAXI_DESTZ2 = 6.5 // $ = float 

:TAXI_2039
if 
  $BEEN_IN_TAXI1_BEFORE == 5 // $ == int 
jf @TAXI_2151 
if 
0121:   player $PLAYER_CHAR in_zone 'REDLIGH'  // Red Light District
jf @TAXI_2088 
jump @TAXI_1517 

:TAXI_2088
00BC: text_highpriority 'FARE5' time 5000 1  // ~g~Destination ~w~'AmmuNation' ~g~in Redlight.
$TAXI_DESTX1 = 1065.375 // $ = float 
$TAXI_DESTY1 = -394.0625 // $ = float 
$TAXI_DESTZ1 = 14.25 // $ = float 
$TAXI_DESTX2 = 1057.875 // $ = float 
$TAXI_DESTY2 = -408.875 // $ = float 
$TAXI_DESTZ2 = 16.25 // $ = float 

:TAXI_2151
if 
  $BEEN_IN_TAXI1_BEFORE == 6 // $ == int 
jf @TAXI_2263 
if 
0121:   player $PLAYER_CHAR in_zone 'LITTLEI'  // Saint Mark's
jf @TAXI_2200 
jump @TAXI_1517 

:TAXI_2200
00BC: text_highpriority 'FARE6' time 5000 1  // ~g~Destination ~w~'Easy Credit Autos' ~g~in Saint Mark's.
$TAXI_DESTX1 = 1207.0 // $ = float 
$TAXI_DESTY1 = -122.0 // $ = float 
$TAXI_DESTZ1 = 14.0 // $ = float 
$TAXI_DESTX2 = 1224.0 // $ = float 
$TAXI_DESTY2 = -108.0 // $ = float 
$TAXI_DESTZ2 = 16.0 // $ = float 

:TAXI_2263
if 
  $BEEN_IN_TAXI1_BEFORE == 7 // $ == int 
jf @TAXI_2375 
if 
0121:   player $PLAYER_CHAR in_zone 'REDLIGH'  // Red Light District
jf @TAXI_2312 
jump @TAXI_1517 

:TAXI_2312
00BC: text_highpriority 'FARE7' time 5000 1  // ~g~Destination ~w~'Woody's topless bar' ~g~in Redlight.
$TAXI_DESTX1 = 912.875 // $ = float 
$TAXI_DESTY1 = -419.0 // $ = float 
$TAXI_DESTZ1 = 14.0 // $ = float 
$TAXI_DESTX2 = 919.5 // $ = float 
$TAXI_DESTY2 = -401.25 // $ = float 
$TAXI_DESTZ2 = 16.0 // $ = float 

:TAXI_2375
if 
  $BEEN_IN_TAXI1_BEFORE == 8 // $ == int 
jf @TAXI_2487 
if 
0121:   player $PLAYER_CHAR in_zone 'LITTLEI'  // Saint Mark's
jf @TAXI_2424 
jump @TAXI_1517 

:TAXI_2424
00BC: text_highpriority 'FARE8' time 5000 1  // ~g~Destination ~w~'Marcos Bistro' ~g~in Saint Mark's.
$TAXI_DESTX1 = 1345.75 // $ = float 
$TAXI_DESTY1 = -461.75 // $ = float 
$TAXI_DESTZ1 = 49.375 // $ = float 
$TAXI_DESTX2 = 1334.688 // $ = float 
$TAXI_DESTY2 = -447.0 // $ = float 
$TAXI_DESTZ2 = 51.375 // $ = float 

:TAXI_2487
if 
  $BEEN_IN_TAXI1_BEFORE == 9 // $ == int 
jf @TAXI_2599 
if 
0121:   player $PLAYER_CHAR in_zone 'PORT_E'  // Portland Harbor
jf @TAXI_2536 
jump @TAXI_1517 

:TAXI_2536
00BC: text_highpriority 'FARE9' time 5000 1  // ~g~Destination ~w~'import export garage' ~g~in Portland Harbor.
$TAXI_DESTX1 = 1475.0 // $ = float 
$TAXI_DESTY1 = -686.0 // $ = float 
$TAXI_DESTZ1 = 11.25 // $ = float 
$TAXI_DESTX2 = 1485.25 // $ = float 
$TAXI_DESTY2 = -667.5 // $ = float 
$TAXI_DESTZ2 = 13.25 // $ = float 

:TAXI_2599
if 
  $BEEN_IN_TAXI1_BEFORE == 10 // $ == int 
jf @TAXI_2711 
if 
0121:   player $PLAYER_CHAR in_zone 'CHINA'  // Chinatown
jf @TAXI_2648 
jump @TAXI_1517 

:TAXI_2648
00BC: text_highpriority 'FARE10' time 5000 1  // ~g~Destination ~w~'Punk Noodles' ~g~in Chinatown.
$TAXI_DESTX1 = 1039.063 // $ = float 
$TAXI_DESTY1 = -660.0625 // $ = float 
$TAXI_DESTZ1 = 14.375 // $ = float 
$TAXI_DESTX2 = 1043.875 // $ = float 
$TAXI_DESTY2 = -647.875 // $ = float 
$TAXI_DESTZ2 = 16.375 // $ = float 

:TAXI_2711
if 
03C6:   current_island == 2 
jf @TAXI_3878 
0209: $BEEN_IN_TAXI1_BEFORE = random_int 11 21 
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_2758 
jump @TAXI_6484 

:TAXI_2758
if 
  $BEEN_IN_TAXI1_BEFORE == 11 // $ == int 
jf @TAXI_2870 
if 
0121:   player $PLAYER_CHAR in_zone 'CONSTRU'  // Fort Staunton
jf @TAXI_2807 
jump @TAXI_1517 

:TAXI_2807
00BC: text_highpriority 'FARE11' time 5000 1  // ~g~Destination ~w~'Construction site' ~g~in Fort staunton.
$TAXI_DESTX1 = 441.8125 // $ = float 
$TAXI_DESTY1 = -193.0 // $ = float 
$TAXI_DESTZ1 = 20.3125 // $ = float 
$TAXI_DESTX2 = 447.375 // $ = float 
$TAXI_DESTY2 = -201.875 // $ = float 
$TAXI_DESTZ2 = 22.1875 // $ = float 

:TAXI_2870
if 
  $BEEN_IN_TAXI1_BEFORE == 12 // $ == int 
jf @TAXI_2982 
if 
0121:   player $PLAYER_CHAR in_zone 'STADIUM'  // Aspatria
jf @TAXI_2919 
jump @TAXI_1517 

:TAXI_2919
00BC: text_highpriority 'FARE12' time 5000 1  // ~g~Destination ~w~'Football Stadium' ~g~in Aspatria.
$TAXI_DESTX1 = -27.0 // $ = float 
$TAXI_DESTY1 = -269.5625 // $ = float 
$TAXI_DESTZ1 = 14.9375 // $ = float 
$TAXI_DESTX2 = -11.6875 // $ = float 
$TAXI_DESTY2 = -278.875 // $ = float 
$TAXI_DESTZ2 = 16.875 // $ = float 

:TAXI_2982
if 
  $BEEN_IN_TAXI1_BEFORE == 13 // $ == int 
jf @TAXI_3094 
if 
0121:   player $PLAYER_CHAR in_zone 'SHOPING'  // Bedford Point
jf @TAXI_3031 
jump @TAXI_1517 

:TAXI_3031
00BC: text_highpriority 'FARE13' time 5000 1  // ~g~Destination ~w~'The Church' ~g~in Bedford Point
$TAXI_DESTX1 = 22.0625 // $ = float 
$TAXI_DESTY1 = -1136.938 // $ = float 
$TAXI_DESTZ1 = 25.125 // $ = float 
$TAXI_DESTX2 = 28.9375 // $ = float 
$TAXI_DESTY2 = -1125.625 // $ = float 
$TAXI_DESTZ2 = 27.0625 // $ = float 

:TAXI_3094
if 
  $BEEN_IN_TAXI1_BEFORE == 14 // $ == int 
jf @TAXI_3206 
if 
0121:   player $PLAYER_CHAR in_zone 'YAKUSA'  // Torrington
jf @TAXI_3143 
jump @TAXI_1517 

:TAXI_3143
00BC: text_highpriority 'FARE14' time 5000 1  // ~g~Destination ~w~'The Casino' ~g~in Torrington
$TAXI_DESTX1 = 421.375 // $ = float 
$TAXI_DESTY1 = -1390.813 // $ = float 
$TAXI_DESTZ1 = 24.9375 // $ = float 
$TAXI_DESTX2 = 415.4375 // $ = float 
$TAXI_DESTY2 = -1401.188 // $ = float 
$TAXI_DESTZ2 = 26.875 // $ = float 

:TAXI_3206
if 
  $BEEN_IN_TAXI1_BEFORE == 15 // $ == int 
jf @TAXI_3318 
if 
0121:   player $PLAYER_CHAR in_zone 'UNIVERS'  // Liberty Campus
jf @TAXI_3255 
jump @TAXI_1517 

:TAXI_3255
00BC: text_highpriority 'FARE15' time 5000 1  // ~g~Destination ~w~'Liberty University' ~g~in Liberty Campus
$TAXI_DESTX1 = 183.125 // $ = float 
$TAXI_DESTY1 = -215.5 // $ = float 
$TAXI_DESTZ1 = 17.0 // $ = float 
$TAXI_DESTX2 = 167.1875 // $ = float 
$TAXI_DESTY2 = -221.1875 // $ = float 
$TAXI_DESTZ2 = 19.25 // $ = float 

:TAXI_3318
if 
  $BEEN_IN_TAXI1_BEFORE == 16 // $ == int 
jf @TAXI_3430 
if 
0121:   player $PLAYER_CHAR in_zone 'PARK'  // Belleville Park
jf @TAXI_3367 
jump @TAXI_1517 

:TAXI_3367
00BC: text_highpriority 'FARE16' time 5000 1  // ~g~Destination ~w~'Shopping Mall' ~g~in Belleville Park Area
$TAXI_DESTX1 = 193.75 // $ = float 
$TAXI_DESTY1 = -626.1875 // $ = float 
$TAXI_DESTZ1 = 25.0625 // $ = float 
$TAXI_DESTX2 = 180.8125 // $ = float 
$TAXI_DESTY2 = -616.5 // $ = float 
$TAXI_DESTZ2 = 27.0625 // $ = float 

:TAXI_3430
if 
  $BEEN_IN_TAXI1_BEFORE == 17 // $ == int 
jf @TAXI_3542 
if 
0121:   player $PLAYER_CHAR in_zone 'COM_EAS'  // Newport
jf @TAXI_3479 
jump @TAXI_1517 

:TAXI_3479
00BC: text_highpriority 'FARE17' time 5000 1  // ~g~Destination ~w~'Museum' ~g~in Newport
$TAXI_DESTX1 = 326.0625 // $ = float 
$TAXI_DESTY1 = -1001.688 // $ = float 
$TAXI_DESTZ1 = 29.0 // $ = float 
$TAXI_DESTX2 = 316.25 // $ = float 
$TAXI_DESTY2 = -1012.375 // $ = float 
$TAXI_DESTZ2 = 24.4375 // $ = float 

:TAXI_3542
if 
  $BEEN_IN_TAXI1_BEFORE == 18 // $ == int 
jf @TAXI_3654 
if 
0121:   player $PLAYER_CHAR in_zone 'YAKUSA'  // Torrington
jf @TAXI_3591 
jump @TAXI_1517 

:TAXI_3591
00BC: text_highpriority 'FARE18' time 5000 1  // ~g~Destination ~w~'AmCo Building' ~g~in Torrington
$TAXI_DESTX1 = 246.1875 // $ = float 
$TAXI_DESTY1 = -1192.75 // $ = float 
$TAXI_DESTZ1 = 24.6875 // $ = float 
$TAXI_DESTX2 = 256.625 // $ = float 
$TAXI_DESTY2 = -1184.125 // $ = float 
$TAXI_DESTZ2 = 26.6875 // $ = float 

:TAXI_3654
if 
  $BEEN_IN_TAXI1_BEFORE == 19 // $ == int 
jf @TAXI_3766 
if 
0121:   player $PLAYER_CHAR in_zone 'SHOPING'  // Bedford Point
jf @TAXI_3703 
jump @TAXI_1517 

:TAXI_3703
00BC: text_highpriority 'FARE19' time 5000 1  // ~g~Destination ~w~'Bolt Burgers' ~g~in Bedford Point
$TAXI_DESTX1 = 28.6875 // $ = float 
$TAXI_DESTY1 = -1066.625 // $ = float 
$TAXI_DESTZ1 = 26.6875 // $ = float 
$TAXI_DESTX2 = 34.0625 // $ = float 
$TAXI_DESTY2 = -1078.938 // $ = float 
$TAXI_DESTZ2 = 24.9375 // $ = float 

:TAXI_3766
if 
  $BEEN_IN_TAXI1_BEFORE == 20 // $ == int 
jf @TAXI_3878 
if 
0121:   player $PLAYER_CHAR in_zone 'PARK'  // Belleville Park
jf @TAXI_3815 
jump @TAXI_1517 

:TAXI_3815
00BC: text_highpriority 'FARE20' time 5000 1  // ~g~Destination ~w~'The Park' ~g~in Belleville
$TAXI_DESTX1 = 27.5 // $ = float 
$TAXI_DESTY1 = -776.375 // $ = float 
$TAXI_DESTZ1 = 26.25 // $ = float 
$TAXI_DESTX2 = 38.75 // $ = float 
$TAXI_DESTY2 = -765.0 // $ = float 
$TAXI_DESTZ2 = 28.5625 // $ = float 

:TAXI_3878
if 
03C6:   current_island == 3 
jf @TAXI_4623 
0209: $BEEN_IN_TAXI1_BEFORE = random_int 21 27 
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_3925 
jump @TAXI_6484 

:TAXI_3925
if 
  $BEEN_IN_TAXI1_BEFORE == 21 // $ == int 
jf @TAXI_4037 
if 
0121:   player $PLAYER_CHAR in_zone 'AIRPORT'  // Francis Intl. Airport
jf @TAXI_3974 
jump @TAXI_1517 

:TAXI_3974
00BC: text_highpriority 'FARE21' time 5000 1  // ~g~Destination ~w~'Francis intl. Airport'
$TAXI_DESTX1 = -744.5 // $ = float 
$TAXI_DESTY1 = -598.5625 // $ = float 
$TAXI_DESTZ1 = 8.0 // $ = float 
$TAXI_DESTX2 = -752.0 // $ = float 
$TAXI_DESTY2 = -617.1875 // $ = float 
$TAXI_DESTZ2 = 15.0 // $ = float 

:TAXI_4037
if 
  $BEEN_IN_TAXI1_BEFORE == 22 // $ == int 
jf @TAXI_4149 
if 
0121:   player $PLAYER_CHAR in_zone 'BIG_DAM'  // Cochrane Dam
jf @TAXI_4086 
jump @TAXI_1517 

:TAXI_4086
00BC: text_highpriority 'FARE22' time 5000 1  // ~g~Destination ~w~'Cochrane Dam'
$TAXI_DESTX1 = -1111.25 // $ = float 
$TAXI_DESTY1 = 522.875 // $ = float 
$TAXI_DESTZ1 = 65.0 // $ = float 
$TAXI_DESTX2 = -1101.0 // $ = float 
$TAXI_DESTY2 = 516.6875 // $ = float 
$TAXI_DESTZ2 = 70.0 // $ = float 

:TAXI_4149
if 
  $BEEN_IN_TAXI1_BEFORE == 23 // $ == int 
jf @TAXI_4261 
if 
0121:   player $PLAYER_CHAR in_zone 'SUB_IND'  // Pike Creek
jf @TAXI_4198 
jump @TAXI_1517 

:TAXI_4198
00BC: text_highpriority 'FARE23' time 5000 1  // ~g~Destination ~w~'import export garage' ~g~in Cochrane Dam district
$TAXI_DESTX1 = -1107.875 // $ = float 
$TAXI_DESTY1 = 163.5 // $ = float 
$TAXI_DESTZ1 = 50.0 // $ = float 
$TAXI_DESTX2 = -1115.375 // $ = float 
$TAXI_DESTY2 = 155.5625 // $ = float 
$TAXI_DESTZ2 = 68.0 // $ = float 

:TAXI_4261
if 
  $BEEN_IN_TAXI1_BEFORE == 24 // $ == int 
jf @TAXI_4373 
if 
0121:   player $PLAYER_CHAR in_zone 'SUB_IND'  // Pike Creek
jf @TAXI_4310 
jump @TAXI_1517 

:TAXI_4310
00BC: text_highpriority 'FARE24' time 5000 1  // ~g~Destination ~w~'The hospital' ~g~in Pike Creek
$TAXI_DESTX1 = -1253.0 // $ = float 
$TAXI_DESTY1 = -136.5625 // $ = float 
$TAXI_DESTZ1 = 55.0 // $ = float 
$TAXI_DESTX2 = -1260.25 // $ = float 
$TAXI_DESTY2 = -148.375 // $ = float 
$TAXI_DESTZ2 = 62.0 // $ = float 

:TAXI_4373
if 
  $BEEN_IN_TAXI1_BEFORE == 25 // $ == int 
jf @TAXI_4498 
if or
0121:   player $PLAYER_CHAR in_zone 'SUB_ZO2'  // Shoreside Vale
0121:   player $PLAYER_CHAR in_zone 'SUB_ZO3'  // Shoreside Vale
jf @TAXI_4435 
jump @TAXI_1517 

:TAXI_4435
00BC: text_highpriority 'FARE25' time 5000 1  // ~g~Destination ~w~'The Park' ~g~in Shoreside Vale
$TAXI_DESTX1 = -230.0625 // $ = float 
$TAXI_DESTY1 = 311.5 // $ = float 
$TAXI_DESTZ1 = 0.0 // $ = float 
$TAXI_DESTX2 = -220.1875 // $ = float 
$TAXI_DESTY2 = 322.5 // $ = float 
$TAXI_DESTZ2 = 10.0 // $ = float 

:TAXI_4498
if 
  $BEEN_IN_TAXI1_BEFORE == 26 // $ == int 
jf @TAXI_4623 
if or
0121:   player $PLAYER_CHAR in_zone 'PROJECT'  // Wichita Gardens
0121:   player $PLAYER_CHAR in_zone 'SWANKS'  // Cedar Grove
jf @TAXI_4560 
jump @TAXI_1517 

:TAXI_4560
00BC: text_highpriority 'FARE26' time 5000 1  // ~g~Destination ~w~'North West Towers' ~g~in Wichita Gardens
$TAXI_DESTX1 = -682.5 // $ = float 
$TAXI_DESTY1 = 95.25 // $ = float 
$TAXI_DESTZ1 = 10.0 // $ = float 
$TAXI_DESTX2 = -673.0 // $ = float 
$TAXI_DESTY2 = 88.375 // $ = float 
$TAXI_DESTZ2 = 25.0 // $ = float 

:TAXI_4623
0086: $TAXI_BLIPX = $TAXI_DESTX1 // $ = $ float 
0059: $TAXI_BLIPX += $TAXI_DESTX2 // $ += $ float 
$TAXI_BLIPX /= 2.0 // $ /= float 
0086: $TAXI_BLIPY = $TAXI_DESTY1 // $ = $ float 
0059: $TAXI_BLIPY += $TAXI_DESTY2 // $ += $ float 
$TAXI_BLIPY /= 2.0 // $ /= float 
018A: $BLIP2_CT1 = create_checkpoint_at $TAXI_BLIPX $TAXI_BLIPY -100.0 
018B: set_marker $BLIP2_CT1 display 2 
if 
0119:   car $TAXI_CAR1 wrecked 
jf @TAXI_4715 
jump @TAXI_6484 

:TAXI_4715
0086: $X_DIFF = $TAXI_PED_X // $ = $ float 
0061: $X_DIFF -= $TAXI_BLIPX // $ -= $ float 
0086: $Y_DIFF = $TAXI_PED_Y // $ = $ float 
0061: $Y_DIFF -= $TAXI_BLIPY // $ -= $ float 
0086: $X_DIFF_SQ = $X_DIFF // $ = $ float 
0069: $X_DIFF_SQ *= $X_DIFF // $ *= $ float 
0086: $Y_DIFF_SQ = $Y_DIFF // $ = $ float 
0069: $Y_DIFF_SQ *= $Y_DIFF // $ *= $ float 
0086: $TAXI_DISTANCE_SQ = $X_DIFF_SQ // $ = $ float 
0059: $TAXI_DISTANCE_SQ += $Y_DIFF_SQ // $ += $ float 
01FB: $TAXI_DISTANCE = square_root $TAXI_DISTANCE_SQ 
008C: $TAXI_DISTANCE_INT = float_to_integer $TAXI_DISTANCE 
0084: $TAXI_DISTANCE_INT_OLD = $TAXI_DISTANCE_INT // $ = $ int 
if 
03C6:   current_island == 1 
jf @TAXI_4859 
if 
  $TAXI_PASSED_THIS_SHOT == 0 // $ == int 
jf @TAXI_4859 
$TAXI_DISTANCE_INT *= 100 // $ *= int 

:TAXI_4859
if 
03C6:   current_island == 2 
jf @TAXI_4899 
if 
  $TAXI_PASSED_THIS_SHOT == 0 // $ == int 
jf @TAXI_4899 
$TAXI_DISTANCE_INT *= 95 // $ *= int 

:TAXI_4899
if 
03C6:   current_island == 3 
jf @TAXI_4939 
if 
  $TAXI_PASSED_THIS_SHOT == 0 // $ == int 
jf @TAXI_4939 
$TAXI_DISTANCE_INT *= 115 // $ *= int 

:TAXI_4939
if 
  $TAXI_PASSED_THIS_SHOT == 1 // $ == int 
jf @TAXI_4964 
$TAXI_DISTANCE_INT *= 90 // $ *= int 

:TAXI_4964
if 
  $TAXI_PASSED_THIS_SHOT == 2 // $ == int 
jf @TAXI_4989 
$TAXI_DISTANCE_INT *= 85 // $ *= int 

:TAXI_4989
if 
  $TAXI_PASSED_THIS_SHOT == 3 // $ == int 
jf @TAXI_5014 
$TAXI_DISTANCE_INT *= 84 // $ *= int 

:TAXI_5014
if 
  $TAXI_PASSED_THIS_SHOT == 4 // $ == int 
jf @TAXI_5039 
$TAXI_DISTANCE_INT *= 83 // $ *= int 

:TAXI_5039
if 
  $TAXI_PASSED_THIS_SHOT == 5 // $ == int 
jf @TAXI_5064 
$TAXI_DISTANCE_INT *= 82 // $ *= int 

:TAXI_5064
if and
  $TAXI_PASSED_THIS_SHOT > 5 // $ > int 
  10 >= $TAXI_PASSED_THIS_SHOT // int >= $ 
jf @TAXI_5096 
$TAXI_DISTANCE_INT *= 80 // $ *= int 

:TAXI_5096
if and
  $TAXI_PASSED_THIS_SHOT > 11 // $ > int 
  20 >= $TAXI_PASSED_THIS_SHOT // int >= $ 
jf @TAXI_5128 
$TAXI_DISTANCE_INT *= 75 // $ *= int 

:TAXI_5128
if and
  $TAXI_PASSED_THIS_SHOT > 20 // $ > int 
  50 >= $TAXI_PASSED_THIS_SHOT // int >= $ 
jf @TAXI_5160 
$TAXI_DISTANCE_INT *= 70 // $ *= int 

:TAXI_5160
if 
  $TAXI_PASSED_THIS_SHOT > 50 // $ > int 
jf @TAXI_5185 
$TAXI_DISTANCE_INT *= 60 // $ *= int 

:TAXI_5185
0058: $TAXI_COUNTDOWN += $TAXI_DISTANCE_INT // $ += $ int 
0084: $SPEEDBONUS = $TAXI_DISTANCE_INT // $ = $ int 
$SPEEDBONUS /= 100 // $ /= int 
$SPEEDBONUS *= 65 // $ *= int 
TIMERB = 0 // @ = int 
if 
  $TAXI_COUNTDOWN_ALREADY_STARTED == 0 // $ == int 
jf @TAXI_5252 
014E: set_timer_to $TAXI_COUNTDOWN 
$TAXI_COUNTDOWN_ALREADY_STARTED = 1 // $ = int 

:TAXI_5252
if 
03C6:   current_island == 3 
jf @TAXI_5300 
if 
  $TAXI_PASSED_THIS_SHOT == 0 // $ == int 
jf @TAXI_5293 
$TAXI_COUNTDOWN += 15000 // $ += int 

:TAXI_5293
jump @TAXI_5326 

:TAXI_5300
if 
  $TAXI_PASSED_THIS_SHOT == 0 // $ == int 
jf @TAXI_5326 
$TAXI_COUNTDOWN += 10000 // $ += int 

:TAXI_5326
if 
81AC:   not car $TAXI_CAR1 stopped 1 $TAXI_DESTX1 $TAXI_DESTY1 $TAXI_DESTZ1 $TAXI_DESTX2 $TAXI_DESTY2 $TAXI_DESTZ2 
jf @TAXI_5807 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_5389 
jump @TAXI_6484 

:TAXI_5389
if 
0119:   car $TAXI_CAR1 wrecked 
jf @TAXI_5412 
jump @TAXI_6484 

:TAXI_5412
if 
80DC:   not player $PLAYER_CHAR in_car $TAXI_CAR1 
jf @TAXI_5438 
jump @TAXI_6484 

:TAXI_5438
0293: $CONTROLMODE = current_controls 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @TAXI_5499 
if and
00E1:   pad 0 key_pressed 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_5492 
jump @TAXI_6279 

:TAXI_5492
jump @TAXI_5530 

:TAXI_5499
if and
00E1:   pad 0 key_pressed 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_5530 
jump @TAXI_6279 

:TAXI_5530
if 
  $TAXI_COUNTDOWN == 0 // $ == int 
jf @TAXI_5555 
jump @TAXI_6203 

:TAXI_5555
if 
8185:   not car $TAXI_CAR1 health > 500 
jf @TAXI_5711 
if 
  $SPRAY_BLIP_ONSCREEN == 0 // $ == int 
jf @TAXI_5711 
0164: disable_marker $SPRAY_TAXI 
if 
03C6:   current_island == 1 
jf @TAXI_5628 
02A8: $SPRAY_TAXI = create_marker 18 at 925.0 -359.5 -100.0 

:TAXI_5628
if 
03C6:   current_island == 2 
jf @TAXI_5659 
02A8: $SPRAY_TAXI = create_marker 18 at 379.0 -493.75 -100.0 

:TAXI_5659
if 
03C6:   current_island == 3 
jf @TAXI_5690 
02A8: $SPRAY_TAXI = create_marker 18 at -1128.0 32.5 -100.0 

:TAXI_5690
$SPRAY_BLIP_ONSCREEN = 1 // $ = int 
gosub @TAXI_6225 
jump @TAXI_6418 

:TAXI_5711
if 
8119:   not car $TAXI_CAR1 wrecked 
jf @TAXI_5772 
if and
0185:   car $TAXI_CAR1 health > 500 
  $SPRAY_BLIP_ONSCREEN == 1 // $ == int 
jf @TAXI_5772 
0164: disable_marker $SPRAY_TAXI 
$SPRAY_BLIP_ONSCREEN = 0 // $ = int 
$TAXI_FUCKED_FLAG = 0 // $ = int 

:TAXI_5772
if and
01F4:   car $TAXI_CAR1 flipped 
01C1:   car $TAXI_CAR1 stopped 
jf @TAXI_5800 
jump @TAXI_6225 

:TAXI_5800
jump @TAXI_5326 

:TAXI_5807
if 
03C6:   current_island == 3 
jf @TAXI_5908 
if 
001F:   TIMERB > $SPEEDBONUS // @ > $ int 
jf @TAXI_5871 
0084: $SCORE_FOR_THIS_FARE = $TAXI_DISTANCE_INT_OLD // $ = $ int 
00BA: text_styled 'TAXI4' 5000 ms 5  // Fare complete!
jump @TAXI_5901 

:TAXI_5871
0084: $SCORE_FOR_THIS_FARE = $TAXI_DISTANCE_INT_OLD // $ = $ int 
$SCORE_FOR_THIS_FARE *= 2 // $ *= int 
00BA: text_styled 'TAXI5' 5000 ms 5  // SPEED BONUS!!

:TAXI_5901
jump @TAXI_5987 

:TAXI_5908
if 
001F:   TIMERB > $SPEEDBONUS // @ > $ int 
jf @TAXI_5964 
0084: $SCORE_FOR_THIS_FARE = $TAXI_DISTANCE_INT_OLD // $ = $ int 
$SCORE_FOR_THIS_FARE /= 2 // $ /= int 
00BA: text_styled 'TAXI4' 5000 ms 5  // Fare complete!
jump @TAXI_5987 

:TAXI_5964
0084: $SCORE_FOR_THIS_FARE = $TAXI_DISTANCE_INT_OLD // $ = $ int 
00BA: text_styled 'TAXI5' 5000 ms 5  // SPEED BONUS!!

:TAXI_5987
0109: player $PLAYER_CHAR money += $SCORE_FOR_THIS_FARE 
01E3: text_1number_styled 'TSCORE2' $SCORE_FOR_THIS_FARE 6000 ms 6  // $~1~
018C: play_sound 94 at 0.0 0.0 0.0 
0058: $TAXI_SCORE += $SCORE_FOR_THIS_FARE // $ += $ int 
$TAXI_PASSED += 1 // $ += int 
0315: increment_taxi_dropoffs 
$TAXI_PASSED_THIS_SHOT += 1 // $ += int 
if and
  $NEW_TAXI_CREATED_BEFORE == 0 // $ == int 
  $TAXI_PASSED == 100 // $ == int 
jf @TAXI_6110 
014D: text_pager 'NEW_TAX' 140 2 0  // BIGGER! FASTER! HARDER! new Borgnine taxis open for business in Harwood. Call 555-BORGNINE today!
014C: set_parked_car_generator $SWANK_TAXI cars_to_generate_to 101 
030C: progress_made += 1 
$NEW_TAXI_CREATED_BEFORE = 1 // $ = int 

:TAXI_6110
$TAXI_COUNTDOWN += 10000 // $ += int 
gosub @TAXI_6484 
if 
003A:   $TAXI_PASSED_THIS_SHOT == $IN_A_ROW_NUMBER // $ == $ int 
jf @TAXI_6196 
036D: text_2numbers_styled 'IN_ROW' $TAXI_PASSED_THIS_SHOT $IN_A_ROW_CASH 5000 ms 6  // ~1~ IN A ROW bonus! $~1~
0109: player $PLAYER_CHAR money += $IN_A_ROW_CASH 
0058: $TAXI_SCORE += $IN_A_ROW_CASH // $ += $ int 
$IN_A_ROW_NUMBER += 5 // $ += int 
$IN_A_ROW_CASH += 2000 // $ += int 

:TAXI_6196
jump @TAXI_6418 

:TAXI_6203
00BC: text_highpriority 'TAXI2' time 5000 1  // ~r~You're out of time!
jump @TAXI_6484 

:TAXI_6225
wait 0 
00BC: text_highpriority 'TAXI3' time 5000 1  // ~r~Your passenger fled in terror!
if 
8118:   not actor $TAXI_PED1 dead 
jf @TAXI_6265 
0193: set_actor $TAXI_PED1 objective_to_act_like_ped 

:TAXI_6265
$TAXI_FUCKED_FLAG = 1 // $ = int 
jump @TAXI_6484 

:TAXI_6279
0293: $CONTROLMODE = current_controls 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @TAXI_6360 

:TAXI_6302
if 
00E1:   pad 0 key_pressed 19 
jf @TAXI_6353 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_6346 
jump @TAXI_6484 

:TAXI_6346
jump @TAXI_6302 

:TAXI_6353
jump @TAXI_6411 

:TAXI_6360
if 
00E1:   pad 0 key_pressed 14 
jf @TAXI_6411 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_6404 
jump @TAXI_6484 

:TAXI_6404
jump @TAXI_6360 

:TAXI_6411
jump @TAXI_6484 

:TAXI_6418
0164: disable_marker $BLIP1_CT1 
0164: disable_marker $BLIP2_CT1 
01C2: mark_actor_as_no_longer_needed $TAXI_PED1 
if 
8119:   not car $TAXI_CAR1 wrecked 
jf @TAXI_6456 
0216: set_car $TAXI_CAR1 taxi_available_light_to 1 

:TAXI_6456
wait 0 
00BD: text_mediumpriority 'TAXI1' time 1500 1  // ~g~Look for a fare.
jump @TAXI_207 
return 

:TAXI_6484
if 
8118:   not actor $TAXI_PED1 dead 
jf @TAXI_6765 
if 
8119:   not car $TAXI_CAR1 wrecked 
jf @TAXI_6765 
if 
00DB:   actor $TAXI_PED1 in_car $TAXI_CAR1 
jf @TAXI_6765 
01D3: actor $TAXI_PED1 leave_car $TAXI_CAR1 
if 
0256:   player $PLAYER_CHAR defined 
jf @TAXI_6566 
01B4: set_player $PLAYER_CHAR can_move 0 

:TAXI_6566
if 
00DB:   actor $TAXI_PED1 in_car $TAXI_CAR1 
jf @TAXI_6765 
wait 0 
if or
0118:   actor $TAXI_PED1 dead 
0119:   car $TAXI_CAR1 wrecked 
jf @TAXI_6617 
jump @TAXI_6808 

:TAXI_6617
if 
8256:   not player $PLAYER_CHAR defined 
jf @TAXI_6640 
jump @TAXI_6808 

:TAXI_6640
if 
80DC:   not player $PLAYER_CHAR in_car $TAXI_CAR1 
jf @TAXI_6666 
jump @TAXI_6808 

:TAXI_6666
0293: $CONTROLMODE = current_controls 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @TAXI_6727 
if and
00E1:   pad 0 key_pressed 19 
  $ONMISSION == 1 // $ == int 
jf @TAXI_6720 
jump @TAXI_6808 

:TAXI_6720
jump @TAXI_6758 

:TAXI_6727
if and
00E1:   pad 0 key_pressed 14 
  $ONMISSION == 1 // $ == int 
jf @TAXI_6758 
jump @TAXI_6808 

:TAXI_6758
jump @TAXI_6566 

:TAXI_6765
if 
0256:   player $PLAYER_CHAR defined 
jf @TAXI_6788 
01B4: set_player $PLAYER_CHAR can_move 1 

:TAXI_6788
if 
  $TAXI_FUCKED_FLAG == 1 // $ == int 
jf @TAXI_6808 
return 

:TAXI_6808
wait 0 
if 
8118:   not actor $TAXI_PED1 dead 
jf @TAXI_6875 
if 
8119:   not car $TAXI_CAR1 wrecked 
jf @TAXI_6875 
if 
80DB:   not actor $TAXI_PED1 in_car $TAXI_CAR1 
jf @TAXI_6875 
009C: set_actor $TAXI_PED1 wander_direction 0 
01C2: mark_actor_as_no_longer_needed $TAXI_PED1 

:TAXI_6875
if 
0256:   player $PLAYER_CHAR defined 
jf @TAXI_6898 
01B4: set_player $PLAYER_CHAR can_move 1 

:TAXI_6898
return 

:TAXI_6900
014F: stop_timer $TAXI_COUNTDOWN 
0151: remove_status_text $TAXI_PASSED_THIS_SHOT 
if 
8119:   not car $TAXI_CAR1 wrecked 
jf @TAXI_6933 
0216: set_car $TAXI_CAR1 taxi_available_light_to 0 

:TAXI_6933
0164: disable_marker $BLIP1_CT1 
0164: disable_marker $BLIP2_CT1 
0164: disable_marker $SPRAY_TAXI 
01C2: mark_actor_as_no_longer_needed $TAXI_PED1 
00BA: text_styled 'TAXI6' 5000 ms 5  // Taxi mission over
01E3: text_1number_styled 'TSCORE' $TAXI_SCORE 6000 ms 6  // EARNINGS: $~1~
0316: save_taxi_earnings_from $TAXI_SCORE 
set_wb_check_to 1 
$ONMISSION = 0 // $ = int 
$FLAG_TAXI1_MISSION_LAUNCHED = 0 // $ = int 
if 
0256:   player $PLAYER_CHAR defined 
jf @TAXI_7032 
01B4: set_player $PLAYER_CHAR can_move 1 

:TAXI_7032
03E6: remove_text_box 
mission_cleanup 
return 

//-------------Mission 15---------------
// Originally: The Crook

:MEAT1
script_name 'MEAT1' 
gosub @MEAT1_46 
if 
  wasted_or_busted 
jf @MEAT1_37 
gosub @MEAT1_4365 

:MEAT1_37
gosub @MEAT1_4448 
terminate_this_script 

:MEAT1_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_MEAT_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 0 // $ = int 
$FLAG_BANKMANAGER_IN_AREA = 0 // $ = int 
$FLAG_CAR_CRUSHED_MEAT1 = 0 // $ = int 
$FLAG_CAR_IN_AREA_MEAT1 = 0 // $ = int 
$FLAG_LEAVE_CAR_MESSAGE_MEAT1 = 0 // $ = int 
$FLAG_DONT_DO_CAR_CHECK_MEAT1 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
$FLAG_PLAYER_HAD_CRUSHER_HELP_HM5 = 0 // $ = int 
$FLAG_BANKMAN_MOVED_MEAT1 = 0 // $ = int 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 1164.25 -888.8125 10.0 1291.75 -811.6875 20.0 
02E4: load_cutscene_data 'MT_PH1' 
0244: set_cutscene_pos 1223.875 -839.375 13.9375 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:MEAT1_213
if 
  2000 > $CS_TIME // int > $ 
jf @MEAT1_248 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT1_213 

:MEAT1_248
00BC: text_highpriority 'MEA1_B' time 10000 1  // The name's Chonks, Marty Chonks.

:MEAT1_263
if 
  4424 > $CS_TIME // int > $ 
jf @MEAT1_298 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT1_263 

:MEAT1_298
00BC: text_highpriority 'MEA1_C' time 10000 1  // I run the Bitchin' Dog Food factory around the corner.

:MEAT1_313
if 
  7668 > $CS_TIME // int > $ 
jf @MEAT1_348 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT1_313 

:MEAT1_348
00BC: text_highpriority 'MEA1_D' time 10000 1  // I got money troubles, but hey, who doesn't right?

:MEAT1_363
if 
  9604 > $CS_TIME // int > $ 
jf @MEAT1_398 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT1_363 

:MEAT1_398
00BC: text_highpriority 'MEA1_E' time 10000 1  // I'm meeting my bank manager later.

:MEAT1_413
if 
  12652 > $CS_TIME // int > $ 
jf @MEAT1_448 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT1_413 

:MEAT1_448
00BC: text_highpriority 'MEA1_F' time 10000 1  // He's a crooked bastard that keeps bumping up the loan repayments so he can cut a slice.

:MEAT1_463
if 
  17740 > $CS_TIME // int > $ 
jf @MEAT1_498 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT1_463 

:MEAT1_498
00BC: text_highpriority 'MEA1_G' time 10000 1  // Take my car, pick him up and bring him back here.

:MEAT1_513
if 
  21290 > $CS_TIME // int > $ 
jf @MEAT1_548 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT1_513 

:MEAT1_548
00BC: text_highpriority 'MEA1_H' time 10000 1  // I've got a little surprise for that blood sucking leech!!

:MEAT1_563
if 
  24535 > $CS_TIME // int > $ 
jf @MEAT1_598 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT1_563 

:MEAT1_598
03D5: remove_text 'MEA1_H'  // I've got a little surprise for that blood sucking leech!!

:MEAT1_608
if 
  25666 > $CS_TIME // int > $ 
jf @MEAT1_643 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT1_608 

:MEAT1_643
fade 0 1500 

:MEAT1_650
if 
82E9:   not cutscene_reached_end 
jf @MEAT1_674 
wait 0 
jump @MEAT1_650 

:MEAT1_674
00BE: text_clear_all 

:MEAT1_676
if 
  fading 
jf @MEAT1_700 
wait 0 
jump @MEAT1_676 

:MEAT1_700
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
0247: request_model #B_MAN1 
0247: request_model #PEREN 
03CF: load_wav 'MF1_A' 

:MEAT1_737
if or
8248:   not model #B_MAN1 available 
8248:   not model #PEREN available 
83D0:   not wav_loaded 
jf @MEAT1_769 
wait 0 
jump @MEAT1_737 

:MEAT1_769
00A5: $CAR_MEAT1 = create_car #PEREN at 1190.0 -796.0 13.75 
0175: set_car $CAR_MEAT1 z_angle_to 300.0 
0186: $RADAR_BLIP_CAR_MEAT1 = create_marker_above_car $CAR_MEAT1 

:MEAT1_801
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT1 
jf @MEAT1_912 
wait 0 
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_862 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT1_4365 

:MEAT1_862
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_905 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_905
jump @MEAT1_801 

:MEAT1_912
0164: disable_marker $RADAR_BLIP_CAR_MEAT1 
00BC: text_highpriority 'MEA1_B3' time 7000 1  // ~g~Go and meet the Bank Manager.
009A: $BANKMANAGER_MEAT1 = create_actor 4 #B_MAN1 at 1039.0 -695.0 13.875 
01ED: reset_actor $BANKMANAGER_MEAT1 threat_search 
01BE: set_actor $BANKMANAGER_MEAT1 to_look_at_spot 1042.0 -695.0 -100.0 
0187: $RADAR_BLIP_PED1_MEAT1 = create_marker_above_actor $BANKMANAGER_MEAT1 
039E: set_actor $BANKMANAGER_MEAT1 locked_while_in_vehicle 1 

:MEAT1_984
if or
80EB:   not player $PLAYER_CHAR 0 $BANKMANAGER_MEAT1 radius 8.0 8.0 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT1 
jf @MEAT1_1270 
wait 0 
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_1061 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT1_4365 

:MEAT1_1061
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_1104 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_1104
if 
0118:   actor $BANKMANAGER_MEAT1 dead 
jf @MEAT1_1142 
00BC: text_highpriority 'MEA1_1' time 5000 1  // ~r~The Bank Manager's dead!
jump @MEAT1_4365 

:MEAT1_1142
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT1 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 0 // $ == int 
jf @MEAT1_1210 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT1 = create_marker_above_car $CAR_MEAT1 
0164: disable_marker $RADAR_BLIP_PED1_MEAT1 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT1_1210
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT1 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 1 // $ == int 
jf @MEAT1_1263 
0164: disable_marker $RADAR_BLIP_CAR_MEAT1 
0187: $RADAR_BLIP_PED1_MEAT1 = create_marker_above_actor $BANKMANAGER_MEAT1 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT1_1263
jump @MEAT1_984 

:MEAT1_1270
01D4: actor $BANKMANAGER_MEAT1 go_to_car $CAR_MEAT1 and_enter_it_as_a_passenger 

:MEAT1_1278
if or
80DB:   not actor $BANKMANAGER_MEAT1 in_car $CAR_MEAT1 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT1 
jf @MEAT1_1660 
wait 0 
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_1392 
if 
0118:   actor $BANKMANAGER_MEAT1 dead 
jf @MEAT1_1370 
00BC: text_highpriority 'MEA1_1' time 5000 1  // ~r~The Bank Manager's dead!
jump @MEAT1_4365 
jump @MEAT1_1392 

:MEAT1_1370
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT1_4365 

:MEAT1_1392
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_1435 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_1435
if 
0118:   actor $BANKMANAGER_MEAT1 dead 
jf @MEAT1_1480 
00BC: text_highpriority 'MEA1_1' time 5000 1  // ~r~The Bank Manager's dead!
jump @MEAT1_4365 
jump @MEAT1_1532 

:MEAT1_1480
if 
80FB:   not player $PLAYER_CHAR 0 $BANKMANAGER_MEAT1 radius 30.0 30.0 30.0 
jf @MEAT1_1532 
00BC: text_highpriority 'MEA1_4' time 5000 1  // ~r~You have left the Bank Manager behind!
jump @MEAT1_4365 

:MEAT1_1532
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT1 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 0 // $ == int 
jf @MEAT1_1600 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT1 = create_marker_above_car $CAR_MEAT1 
0164: disable_marker $RADAR_BLIP_PED1_MEAT1 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT1_1600
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT1 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 1 // $ == int 
jf @MEAT1_1653 
0164: disable_marker $RADAR_BLIP_CAR_MEAT1 
0187: $RADAR_BLIP_PED1_MEAT1 = create_marker_above_actor $BANKMANAGER_MEAT1 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT1_1653
jump @MEAT1_1278 

:MEAT1_1660
0164: disable_marker $RADAR_BLIP_PED1_MEAT1 
03D1: play_wav 
00BC: text_highpriority 'MEA1_B4' time 7000 1  // Ah, Mr Chonks sent you did he. Let's go and pay the fellow a visit.
018A: $RADAR_BLIP_COORD2_MEAT1 = create_checkpoint_at 1205.688 -789.1875 -100.0 
if 
03D2:   wav_ended 
jf @MEAT1_1719 
03D5: remove_text 'MEA1_B4'  // Ah, Mr Chonks sent you did he. Let's go and pay the fellow a visit.

:MEAT1_1719
$BLOB_FLAG = 1 // $ = int 

:MEAT1_1726
if or
8103:   not actor $BANKMANAGER_MEAT1 stopped_near_point_in_car 1205.688 -789.1875 14.75 radius 4.0 4.0 6.0 sphere $BLOB_FLAG 
80DB:   not actor $BANKMANAGER_MEAT1 in_car $CAR_MEAT1 
jf @MEAT1_2159 
wait 0 
if 
03D2:   wav_ended 
jf @MEAT1_1798 
03D5: remove_text 'MEA1_B4'  // Ah, Mr Chonks sent you did he. Let's go and pay the fellow a visit.

:MEAT1_1798
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_1883 
if 
0118:   actor $BANKMANAGER_MEAT1 dead 
jf @MEAT1_1861 
040D: clear_mission_audio 
00BC: text_highpriority 'MEA1_1' time 5000 1  // ~r~The Bank Manager's dead!
jump @MEAT1_4365 
jump @MEAT1_1883 

:MEAT1_1861
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT1_4365 

:MEAT1_1883
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_1926 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_1926
if 
0118:   actor $BANKMANAGER_MEAT1 dead 
jf @MEAT1_1973 
040D: clear_mission_audio 
00BC: text_highpriority 'MEA1_1' time 5000 1  // ~r~The Bank Manager's dead!
jump @MEAT1_4365 
jump @MEAT1_2025 

:MEAT1_1973
if 
80FB:   not player $PLAYER_CHAR 0 $BANKMANAGER_MEAT1 radius 30.0 30.0 30.0 
jf @MEAT1_2025 
00BC: text_highpriority 'MEA1_4' time 5000 1  // ~r~You have left the Bank Manager behind!
jump @MEAT1_4365 

:MEAT1_2025
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT1 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 0 // $ == int 
jf @MEAT1_2093 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT1 = create_marker_above_car $CAR_MEAT1 
0164: disable_marker $RADAR_BLIP_COORD2_MEAT1 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT1_2093
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT1 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 1 // $ == int 
jf @MEAT1_2152 
0164: disable_marker $RADAR_BLIP_CAR_MEAT1 
018A: $RADAR_BLIP_COORD2_MEAT1 = create_checkpoint_at 1205.688 -789.1875 -100.0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT1_2152
jump @MEAT1_1726 

:MEAT1_2159
0164: disable_marker $RADAR_BLIP_COORD2_MEAT1 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 1201.75 -799.6875 13.75 range 5.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
039E: set_actor $BANKMANAGER_MEAT1 locked_while_in_vehicle 0 
01D3: actor $BANKMANAGER_MEAT1 leave_car $CAR_MEAT1 

:MEAT1_2213
if 
00DB:   actor $BANKMANAGER_MEAT1 in_car $CAR_MEAT1 
jf @MEAT1_2407 
wait 0 
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_2319 
if 
0118:   actor $BANKMANAGER_MEAT1 dead 
jf @MEAT1_2297 
00BC: text_highpriority 'MEA1_1' time 5000 1  // ~r~The Bank Manager's dead!
jump @MEAT1_4365 
jump @MEAT1_2319 

:MEAT1_2297
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT1_4365 

:MEAT1_2319
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_2362 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_2362
if 
0118:   actor $BANKMANAGER_MEAT1 dead 
jf @MEAT1_2400 
00BC: text_highpriority 'MEA1_1' time 5000 1  // ~r~The Bank Manager's dead!
jump @MEAT1_4365 

:MEAT1_2400
jump @MEAT1_2213 

:MEAT1_2407
0211: actor $BANKMANAGER_MEAT1 walk_to 1204.188 -801.875 
015F: set_camera_position 1201.75 -784.6875 17.0 rotation 0.0 0.0 0.0 
0160: point_camera 1204.375 -802.6875 15.0 switchstyle 2 
0395: clear_area 1 at 1200.75 -799.25 14.0 range 10.0 
TIMERB = 0 // @ = int 

:MEAT1_2474
if 
   not $FLAG_BANKMANAGER_IN_AREA == 1 // $ == int 
jf @MEAT1_2735 
wait 0 
if 
0118:   actor $BANKMANAGER_MEAT1 dead 
jf @MEAT1_2534 
00BC: text_highpriority 'MEA1_1' time 5000 1  // ~r~The Bank Manager's dead!
jump @MEAT1_4365 

:MEAT1_2534
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_2572 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT1_4365 

:MEAT1_2572
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_2615 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_2615
if 
  $FLAG_BANKMANAGER_IN_AREA == 0 // $ == int 
jf @MEAT1_2670 
if 
00ED:   actor $BANKMANAGER_MEAT1 0 1204.188 -801.875 radius 0.5 0.5 
jf @MEAT1_2670 
$FLAG_BANKMANAGER_IN_AREA = 1 // $ = int 

:MEAT1_2670
if 
  $FLAG_BANKMAN_MOVED_MEAT1 == 0 // $ == int 
jf @MEAT1_2728 
if 
  TIMERB >= 20000 // @ >= int 
jf @MEAT1_2728 
00A1: put_actor $BANKMANAGER_MEAT1 at 1204.188 -801.875 13.6875 
$FLAG_BANKMAN_MOVED_MEAT1 = 1 // $ = int 

:MEAT1_2728
jump @MEAT1_2474 

:MEAT1_2735
if 
834D:   not rotate_object $DOGGY_DOOR from_angle 135.0 to_angle 5.0 flag 0 
jf @MEAT1_2889 
wait 0 
if 
0118:   actor $BANKMANAGER_MEAT1 dead 
jf @MEAT1_2801 
00BC: text_highpriority 'MEA1_1' time 5000 1  // ~r~The Bank Manager's dead!
jump @MEAT1_4365 

:MEAT1_2801
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_2839 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT1_4365 

:MEAT1_2839
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_2882 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_2882
jump @MEAT1_2735 

:MEAT1_2889
0211: actor $BANKMANAGER_MEAT1 walk_to 1205.875 -805.75 
TIMERB = 0 // @ = int 

:MEAT1_2907
if 
80FF:   not actor $BANKMANAGER_MEAT1 0 1205.875 -805.75 14.0 radius 1.0 1.0 1.0 
jf @MEAT1_3140 
wait 0 
if 
0118:   actor $BANKMANAGER_MEAT1 dead 
jf @MEAT1_2985 
00BC: text_highpriority 'MEA1_1' time 5000 1  // ~r~The Bank Manager's dead!
jump @MEAT1_4365 

:MEAT1_2985
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_3023 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT1_4365 

:MEAT1_3023
if 
  TIMERB >= 20000 // @ >= int 
jf @MEAT1_3090 
if 
80FF:   not actor $BANKMANAGER_MEAT1 0 1205.875 -805.75 14.0 radius 1.0 1.0 1.0 
jf @MEAT1_3090 
034F: destroy_actor_with_fade $BANKMANAGER_MEAT1 // The actor fades away like a ghost 
jump @MEAT1_3140 

:MEAT1_3090
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_3133 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_3133
jump @MEAT1_2907 

:MEAT1_3140
03CF: load_wav 'MF4_A' 

:MEAT1_3150
if or
834D:   not rotate_object $DOGGY_DOOR from_angle 45.0 to_angle 5.0 flag 0 
83D0:   not wav_loaded 
jf @MEAT1_3306 
wait 0 
if 
0118:   actor $BANKMANAGER_MEAT1 dead 
jf @MEAT1_3218 
00BC: text_highpriority 'MEA1_1' time 5000 1  // ~r~The Bank Manager's dead!
jump @MEAT1_4365 

:MEAT1_3218
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_3256 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT1_4365 

:MEAT1_3256
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_3299 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_3299
jump @MEAT1_3150 

:MEAT1_3306
02EB: restore_camera_with_jumpcut 
034F: destroy_actor_with_fade $BANKMANAGER_MEAT1 // The actor fades away like a ghost 
03D1: play_wav 

:MEAT1_3315
if 
83D2:   not wav_ended 
jf @MEAT1_3420 
wait 0 
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_3370 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT1_4365 

:MEAT1_3370
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_3413 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_3413
jump @MEAT1_3315 

:MEAT1_3420
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00BD: text_mediumpriority 'MEA1_B6' time 5000 1  // ~g~Take the car to the crusher to get rid of evidence, get out of the car and the crane will pick it up.
018A: $RADAR_BLIP_COORD3_MEAT1 = create_checkpoint_at 1138.0 52.0 -100.0 
$BLOB_FLAG = 1 // $ = int 

:MEAT1_3474
if 
81AC:   not car $CAR_MEAT1 stopped $BLOB_FLAG 1135.75 55.5 -1.0 1149.75 46.25 9.0 
jf @MEAT1_3932 
wait 0 
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_3560 
00BC: text_highpriority 'MEA1_2' time 5000 1  // ~r~You were told to crush the vehicle!
jump @MEAT1_4365 
jump @MEAT1_3664 

:MEAT1_3560
if 
01AC:   car $CAR_MEAT1 stopped 0 1135.75 55.5 -1.0 1149.75 46.25 9.0 
jf @MEAT1_3650 
$FLAG_DONT_DO_CAR_CHECK_MEAT1 = 1 // $ = int 
if 
  $FLAG_LEAVE_CAR_MESSAGE_MEAT1 == 0 // $ == int 
jf @MEAT1_3643 
00BC: text_highpriority 'MEA1_3' time 5000 1  // ~g~Get out of the car!
$FLAG_LEAVE_CAR_MESSAGE_MEAT1 = 1 // $ = int 

:MEAT1_3643
jump @MEAT1_3664 

:MEAT1_3650
$FLAG_LEAVE_CAR_MESSAGE_MEAT1 = 0 // $ = int 
$FLAG_DONT_DO_CAR_CHECK_MEAT1 = 0 // $ = int 

:MEAT1_3664
if 
  $FLAG_DONT_DO_CAR_CHECK_MEAT1 == 0 // $ == int 
jf @MEAT1_3809 
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT1 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 0 // $ == int 
jf @MEAT1_3750 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT1 = create_marker_above_car $CAR_MEAT1 
0164: disable_marker $RADAR_BLIP_COORD3_MEAT1 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT1_3750
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT1 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 1 // $ == int 
jf @MEAT1_3809 
0164: disable_marker $RADAR_BLIP_CAR_MEAT1 
018A: $RADAR_BLIP_COORD3_MEAT1 = create_checkpoint_at 1138.0 52.0 -100.0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT1_3809
if 
  $FLAG_PLAYER_HAD_CRUSHER_HELP_HM5 == 0 // $ == int 
jf @MEAT1_3882 
if and
00E3:   player $PLAYER_CHAR 0 1140.25 50.0625 radius 20.0 20.0 
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT1 
jf @MEAT1_3882 
03E5: text_box 'CRUSH'  // Park in the marked area and exit your vehicle. The vehicle will then be crushed.
$FLAG_PLAYER_HAD_CRUSHER_HELP_HM5 = 1 // $ = int 

:MEAT1_3882
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_3925 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_3925
jump @MEAT1_3474 

:MEAT1_3932
$BLOB_FLAG = 1 // $ = int 

:MEAT1_3939
if 
83A0:   not car $CAR_MEAT1 picked_up_by_crane 1120.0 46.0 
jf @MEAT1_4256 
wait 0 
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_4003 
00BC: text_highpriority 'MEA1_2' time 5000 1  // ~r~You were told to crush the vehicle!
jump @MEAT1_4365 

:MEAT1_4003
if 
01AC:   car $CAR_MEAT1 stopped $BLOB_FLAG 1135.75 55.5 -1.0 1149.75 46.25 20.0 
jf @MEAT1_4054 
$FLAG_CAR_IN_AREA_MEAT1 = 1 // $ = int 
jump @MEAT1_4061 

:MEAT1_4054
$FLAG_CAR_IN_AREA_MEAT1 = 0 // $ = int 

:MEAT1_4061
if 
  $FLAG_CAR_IN_AREA_MEAT1 == 0 // $ == int 
jf @MEAT1_4206 
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT1 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 0 // $ == int 
jf @MEAT1_4147 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT1 = create_marker_above_car $CAR_MEAT1 
0164: disable_marker $RADAR_BLIP_COORD3_MEAT1 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT1_4147
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT1 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 == 1 // $ == int 
jf @MEAT1_4206 
0164: disable_marker $RADAR_BLIP_CAR_MEAT1 
018A: $RADAR_BLIP_COORD3_MEAT1 = create_checkpoint_at 1138.0 52.0 -100.0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT1 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT1_4206
if and
01F4:   car $CAR_MEAT1 flipped 
01C1:   car $CAR_MEAT1 stopped 
jf @MEAT1_4249 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT1_4365 

:MEAT1_4249
jump @MEAT1_3939 

:MEAT1_4256
0164: disable_marker $RADAR_BLIP_COORD3_MEAT1 

:MEAT1_4261
if 
  $FLAG_CAR_CRUSHED_MEAT1 == 0 // $ == int 
jf @MEAT1_4365 
wait 0 
if 
0149:   car $CAR_MEAT1 crushed_by_car_crusher 
jf @MEAT1_4320 
$FLAG_CAR_CRUSHED_MEAT1 = 1 // $ = int 
jump @MEAT1_4382 
jump @MEAT1_4358 

:MEAT1_4320
if 
0119:   car $CAR_MEAT1 wrecked 
jf @MEAT1_4358 
00BC: text_highpriority 'MEA1_2' time 5000 1  // ~r~You were told to crush the vehicle!
jump @MEAT1_4365 

:MEAT1_4358
jump @MEAT1_4261 

:MEAT1_4365
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:MEAT1_4382
01E3: text_1number_styled 'M_PASS' 1000 5000 ms 1  // MISSION PASSED! $~1~
0318: set_latest_mission_passed 'MEA1'  // 'THE CROOK'
030C: progress_made += 1 
0394: play_music 1 
0109: player $PLAYER_CHAR money += 1000 
$FLAG_MEAT_MISSION1_PASSED = 1 // $ = int 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_13 
return 

:MEAT1_4448
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_MEAT_MISSION = 0 // $ = int 
034F: destroy_actor_with_fade $BANKMANAGER_MEAT1 // The actor fades away like a ghost 
0249: release_model #B_MAN1 
0249: release_model #PEREN 
0164: disable_marker $RADAR_BLIP_PED1_MEAT1 
0164: disable_marker $RADAR_BLIP_CAR_MEAT1 
0164: disable_marker $RADAR_BLIP_COORD2_MEAT1 
0164: disable_marker $RADAR_BLIP_COORD3_MEAT1 
mission_cleanup 
return 

//-------------Mission 16---------------
// Originally: The Thieves

:MEAT2
script_name 'MEAT2' 
gosub @MEAT2_46 
if 
  wasted_or_busted 
jf @MEAT2_37 
gosub @MEAT2_4687 

:MEAT2_37
gosub @MEAT2_4770 
terminate_this_script 

:MEAT2_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_MEAT_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 = 0 // $ = int 
$FLAG_VICTIM1_IN_AREA = 0 // $ = int 
$FLAG_VICTIM2_IN_AREA = 0 // $ = int 
$FLAG_CAR_IN_AREA_MEAT2 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
$FLAG_REMOVE_BLIP1_MEAT2 = 0 // $ = int 
$FLAG_REMOVE_BLIP2_MEAT2 = 0 // $ = int 
$FLAG_CAR_IN_ZONE2_MEAT2 = 0 // $ = int 
$FLAG_PLAYER_HAD_OUT_CAR_MESSAGE_MEAT2 = 0 // $ = int 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 1164.25 -888.8125 10.0 1291.75 -811.6875 20.0 
02E4: load_cutscene_data 'MT_PH2' 
0244: set_cutscene_pos 1223.875 -839.375 13.9375 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:MEAT2_213
if 
  2000 > $CS_TIME // int > $ 
jf @MEAT2_248 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT2_213 

:MEAT2_248
00BC: text_highpriority 'MEA2_A' time 10000 1  // I hired some thieves to break into my apartment...

:MEAT2_263
if 
  4424 > $CS_TIME // int > $ 
jf @MEAT2_298 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT2_263 

:MEAT2_298
00BC: text_highpriority 'MEA2_B' time 10000 1  // and steal some stuff so I could claim on the insurance as you do.

:MEAT2_313
if 
  8124 > $CS_TIME // int > $ 
jf @MEAT2_348 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT2_313 

:MEAT2_348
00BC: text_highpriority 'MEA2_C' time 10000 1  // The thieving bastards are threatening to tell the insurance company,

:MEAT2_363
if 
  10996 > $CS_TIME // int > $ 
jf @MEAT2_398 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT2_363 

:MEAT2_398
00BC: text_highpriority 'MEA2_D' time 10000 1  // if I don't give them a cut.

:MEAT2_413
if 
  12362 > $CS_TIME // int > $ 
jf @MEAT2_448 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT2_413 

:MEAT2_448
00BC: text_highpriority 'MEA2_E' time 10000 1  // Can you believe it?

:MEAT2_463
if 
  13728 > $CS_TIME // int > $ 
jf @MEAT2_498 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT2_463 

:MEAT2_498
00BC: text_highpriority 'MEA2_F' time 10000 1  // I've left a car inside the factory gates.

:MEAT2_513
if 
  16082 > $CS_TIME // int > $ 
jf @MEAT2_548 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT2_513 

:MEAT2_548
00BC: text_highpriority 'MEA2_G' time 10000 1  // Use it to go and pick them up from their turf in the Red Light district.

:MEAT2_563
if 
  19591 > $CS_TIME // int > $ 
jf @MEAT2_598 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT2_563 

:MEAT2_598
00BC: text_highpriority 'MEA2_H' time 10000 1  // Then bring 'em back to the factory so I can make 'em see Marty's point of view.

:MEAT2_613
if 
  24155 > $CS_TIME // int > $ 
jf @MEAT2_648 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT2_613 

:MEAT2_648
03D5: remove_text 'MEA2_H'  // Then bring 'em back to the factory so I can make 'em see Marty's point of view.

:MEAT2_658
if 
  25233 > $CS_TIME // int > $ 
jf @MEAT2_693 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT2_658 

:MEAT2_693
fade 0 1500 

:MEAT2_700
if 
82E9:   not cutscene_reached_end 
jf @MEAT2_724 
wait 0 
jump @MEAT2_700 

:MEAT2_724
00BE: text_clear_all 

:MEAT2_726
if 
  fading 
jf @MEAT2_750 
wait 0 
jump @MEAT2_726 

:MEAT2_750
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
0247: request_model #CRIMINAL01 
0247: request_model #CRIMINAL02 
0247: request_model #SENTINEL 

:MEAT2_781
if or
8248:   not model #CRIMINAL01 available 
8248:   not model #CRIMINAL02 available 
8248:   not model #SENTINEL available 
jf @MEAT2_815 
wait 0 
jump @MEAT2_781 

:MEAT2_815
00A5: $CAR_MEAT2 = create_car #SENTINEL at 1190.0 -796.0 13.75 
0175: set_car $CAR_MEAT2 z_angle_to 300.0 
0186: $RADAR_BLIP_CAR_MEAT2 = create_marker_above_car $CAR_MEAT2 

:MEAT2_847
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT2 
jf @MEAT2_958 
wait 0 
if 
0119:   car $CAR_MEAT2 wrecked 
jf @MEAT2_908 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT2_4687 

:MEAT2_908
if and
01F4:   car $CAR_MEAT2 flipped 
01C1:   car $CAR_MEAT2 stopped 
jf @MEAT2_951 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT2_4687 

:MEAT2_951
jump @MEAT2_847 

:MEAT2_958
0164: disable_marker $RADAR_BLIP_CAR_MEAT2 
00BC: text_highpriority 'MEA2_B3' time 7000 1  // ~g~Go and meet the thieves.
009A: $VICTIM1_MEAT2 = create_actor 4 #CRIMINAL01 at 869.0 -611.0 -100.0 
01ED: reset_actor $VICTIM1_MEAT2 threat_search 
01BE: set_actor $VICTIM1_MEAT2 to_look_at_spot 869.0 -615.0 -100.0 
039E: set_actor $VICTIM1_MEAT2 locked_while_in_vehicle 1 
0187: $RADAR_BLIP_PED1_MEAT2 = create_marker_above_actor $VICTIM1_MEAT2 
009A: $VICTIM2_MEAT2 = create_actor 4 #CRIMINAL02 at 871.0 -612.0 -100.0 
01ED: reset_actor $VICTIM2_MEAT2 threat_search 
01BE: set_actor $VICTIM2_MEAT2 to_look_at_spot 869.0 -615.0 -100.0 
039E: set_actor $VICTIM2_MEAT2 locked_while_in_vehicle 1 
0187: $RADAR_BLIP_PED2_MEAT2 = create_marker_above_actor $VICTIM2_MEAT2 

:MEAT2_1082
if or
80EB:   not player $PLAYER_CHAR 0 $VICTIM1_MEAT2 radius 8.0 8.0 
80EB:   not player $PLAYER_CHAR 0 $VICTIM2_MEAT2 radius 8.0 8.0 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT2 
jf @MEAT2_1435 
wait 0 
if 
0119:   car $CAR_MEAT2 wrecked 
jf @MEAT2_1175 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT2_4687 

:MEAT2_1175
if 
0118:   actor $VICTIM1_MEAT2 dead 
jf @MEAT2_1213 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 

:MEAT2_1213
if 
0118:   actor $VICTIM2_MEAT2 dead 
jf @MEAT2_1251 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 

:MEAT2_1251
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 == 0 // $ == int 
jf @MEAT2_1324 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT2 = create_marker_above_car $CAR_MEAT2 
0164: disable_marker $RADAR_BLIP_PED1_MEAT2 
0164: disable_marker $RADAR_BLIP_PED2_MEAT2 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT2_1324
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 == 1 // $ == int 
jf @MEAT2_1385 
0164: disable_marker $RADAR_BLIP_CAR_MEAT2 
0187: $RADAR_BLIP_PED1_MEAT2 = create_marker_above_actor $VICTIM1_MEAT2 
0187: $RADAR_BLIP_PED2_MEAT2 = create_marker_above_actor $VICTIM2_MEAT2 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT2_1385
if and
01F4:   car $CAR_MEAT2 flipped 
01C1:   car $CAR_MEAT2 stopped 
jf @MEAT2_1428 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT2_4687 

:MEAT2_1428
jump @MEAT2_1082 

:MEAT2_1435
01D4: actor $VICTIM1_MEAT2 go_to_car $CAR_MEAT2 and_enter_it_as_a_passenger 
01D4: actor $VICTIM2_MEAT2 go_to_car $CAR_MEAT2 and_enter_it_as_a_passenger 

:MEAT2_1451
if or
80DB:   not actor $VICTIM1_MEAT2 in_car $CAR_MEAT2 
80DB:   not actor $VICTIM2_MEAT2 in_car $CAR_MEAT2 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT2 
jf @MEAT2_2032 
wait 0 
if 
0119:   car $CAR_MEAT2 wrecked 
jf @MEAT2_1578 
if or
0118:   actor $VICTIM1_MEAT2 dead 
0118:   actor $VICTIM2_MEAT2 dead 
jf @MEAT2_1556 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 
jump @MEAT2_1578 

:MEAT2_1556
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT2_4687 

:MEAT2_1578
if 
0118:   actor $VICTIM1_MEAT2 dead 
jf @MEAT2_1623 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 
jump @MEAT2_1675 

:MEAT2_1623
if 
80FB:   not player $PLAYER_CHAR 0 $VICTIM1_MEAT2 radius 30.0 30.0 30.0 
jf @MEAT2_1675 
00BC: text_highpriority 'MEA2_4' time 5000 1  // ~r~You have left a thief behind!
jump @MEAT2_4687 

:MEAT2_1675
if 
0118:   actor $VICTIM2_MEAT2 dead 
jf @MEAT2_1720 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 
jump @MEAT2_1772 

:MEAT2_1720
if 
80FB:   not player $PLAYER_CHAR 0 $VICTIM2_MEAT2 radius 30.0 30.0 30.0 
jf @MEAT2_1772 
00BC: text_highpriority 'MEA2_4' time 5000 1  // ~r~You have left a thief behind!
jump @MEAT2_4687 

:MEAT2_1772
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 == 0 // $ == int 
jf @MEAT2_1845 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT2 = create_marker_above_car $CAR_MEAT2 
0164: disable_marker $RADAR_BLIP_PED1_MEAT2 
0164: disable_marker $RADAR_BLIP_PED2_MEAT2 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT2_1845
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 == 1 // $ == int 
jf @MEAT2_1906 
0164: disable_marker $RADAR_BLIP_CAR_MEAT2 
0187: $RADAR_BLIP_PED1_MEAT2 = create_marker_above_actor $VICTIM1_MEAT2 
0187: $RADAR_BLIP_PED2_MEAT2 = create_marker_above_actor $VICTIM2_MEAT2 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT2_1906
if and
00DB:   actor $VICTIM1_MEAT2 in_car $CAR_MEAT2 
  $FLAG_REMOVE_BLIP1_MEAT2 == 0 // $ == int 
jf @MEAT2_1944 
0164: disable_marker $RADAR_BLIP_PED1_MEAT2 
$FLAG_REMOVE_BLIP1_MEAT2 = 1 // $ = int 

:MEAT2_1944
if and
00DB:   actor $VICTIM2_MEAT2 in_car $CAR_MEAT2 
  $FLAG_REMOVE_BLIP2_MEAT2 == 0 // $ == int 
jf @MEAT2_1982 
0164: disable_marker $RADAR_BLIP_PED2_MEAT2 
$FLAG_REMOVE_BLIP2_MEAT2 = 1 // $ = int 

:MEAT2_1982
if and
01F4:   car $CAR_MEAT2 flipped 
01C1:   car $CAR_MEAT2 stopped 
jf @MEAT2_2025 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT2_4687 

:MEAT2_2025
jump @MEAT2_1451 

:MEAT2_2032
0164: disable_marker $RADAR_BLIP_PED1_MEAT2 
0164: disable_marker $RADAR_BLIP_PED2_MEAT2 
00BC: text_highpriority 'MEA2_B4' time 7000 1  // ~g~Take them to the Bitch'n' Dog Food Factory
018A: $RADAR_BLIP_COORD2_MEAT2 = create_checkpoint_at 1205.688 -789.1875 -100.0 
$BLOB_FLAG = 1 // $ = int 

:MEAT2_2078
if or
8103:   not actor $VICTIM1_MEAT2 stopped_near_point_in_car 1205.688 -789.1875 13.875 radius 4.0 4.0 6.0 sphere $BLOB_FLAG 
8103:   not actor $VICTIM2_MEAT2 stopped_near_point_in_car 1205.688 -789.1875 13.875 radius 4.0 4.0 6.0 sphere 0 
80DB:   not actor $VICTIM1_MEAT2 in_car $CAR_MEAT2 
80DB:   not actor $VICTIM2_MEAT2 in_car $CAR_MEAT2 
jf @MEAT2_2619 
wait 0 
if 
0119:   car $CAR_MEAT2 wrecked 
jf @MEAT2_2248 
if or
0118:   actor $VICTIM1_MEAT2 dead 
0118:   actor $VICTIM2_MEAT2 dead 
jf @MEAT2_2226 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 
jump @MEAT2_2248 

:MEAT2_2226
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT2_4687 

:MEAT2_2248
if 
0118:   actor $VICTIM1_MEAT2 dead 
jf @MEAT2_2293 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 
jump @MEAT2_2345 

:MEAT2_2293
if 
80FB:   not player $PLAYER_CHAR 0 $VICTIM1_MEAT2 radius 30.0 30.0 30.0 
jf @MEAT2_2345 
00BC: text_highpriority 'MEA2_4' time 5000 1  // ~r~You have left a thief behind!
jump @MEAT2_4687 

:MEAT2_2345
if 
0118:   actor $VICTIM2_MEAT2 dead 
jf @MEAT2_2390 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 
jump @MEAT2_2442 

:MEAT2_2390
if 
80FB:   not player $PLAYER_CHAR 0 $VICTIM2_MEAT2 radius 30.0 30.0 30.0 
jf @MEAT2_2442 
00BC: text_highpriority 'MEA2_4' time 5000 1  // ~r~You have left a thief behind!
jump @MEAT2_4687 

:MEAT2_2442
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 == 0 // $ == int 
jf @MEAT2_2510 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT2 = create_marker_above_car $CAR_MEAT2 
0164: disable_marker $RADAR_BLIP_COORD2_MEAT2 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT2_2510
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 == 1 // $ == int 
jf @MEAT2_2569 
0164: disable_marker $RADAR_BLIP_CAR_MEAT2 
018A: $RADAR_BLIP_COORD2_MEAT2 = create_checkpoint_at 1205.688 -789.1875 -100.0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT2_2569
if and
01F4:   car $CAR_MEAT2 flipped 
01C1:   car $CAR_MEAT2 stopped 
jf @MEAT2_2612 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT2_4687 

:MEAT2_2612
jump @MEAT2_2078 

:MEAT2_2619
0164: disable_marker $RADAR_BLIP_COORD2_MEAT2 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
039E: set_actor $VICTIM1_MEAT2 locked_while_in_vehicle 0 
01D3: actor $VICTIM1_MEAT2 leave_car $CAR_MEAT2 
039E: set_actor $VICTIM2_MEAT2 locked_while_in_vehicle 0 
01D3: actor $VICTIM2_MEAT2 leave_car $CAR_MEAT2 

:MEAT2_2672
if and
00DB:   actor $VICTIM1_MEAT2 in_car $CAR_MEAT2 
00DB:   actor $VICTIM2_MEAT2 in_car $CAR_MEAT2 
jf @MEAT2_2917 
wait 0 
if 
0119:   car $CAR_MEAT2 wrecked 
jf @MEAT2_2791 
if or
0118:   actor $VICTIM1_MEAT2 dead 
0118:   actor $VICTIM2_MEAT2 dead 
jf @MEAT2_2769 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 
jump @MEAT2_2791 

:MEAT2_2769
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT2_4687 

:MEAT2_2791
if 
0118:   actor $VICTIM1_MEAT2 dead 
jf @MEAT2_2829 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 

:MEAT2_2829
if 
0118:   actor $VICTIM2_MEAT2 dead 
jf @MEAT2_2867 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 

:MEAT2_2867
if and
01F4:   car $CAR_MEAT2 flipped 
01C1:   car $CAR_MEAT2 stopped 
jf @MEAT2_2910 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT2_4687 

:MEAT2_2910
jump @MEAT2_2672 

:MEAT2_2917
0211: actor $VICTIM1_MEAT2 walk_to 1203.25 -801.6875 
wait 500 
if 
0118:   actor $VICTIM2_MEAT2 dead 
jf @MEAT2_2971 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 

:MEAT2_2971
0211: actor $VICTIM2_MEAT2 walk_to 1202.375 -800.0 
015F: set_camera_position 1201.75 -784.6875 17.0 rotation 0.0 0.0 0.0 
0160: point_camera 1204.375 -802.6875 15.0 switchstyle 2 
0395: clear_area 1 at 1201.75 -799.6875 13.75 range 10.0 
TIMERB = 0 // @ = int 

:MEAT2_3038
if or
   not $FLAG_VICTIM1_IN_AREA == 2 // $ == int 
   not $FLAG_VICTIM2_IN_AREA == 2 // $ == int 
jf @MEAT2_3584 
wait 0 
if 
834D:   not rotate_object $DOGGY_DOOR from_angle 135.0 to_angle 5.0 flag 0 
jf @MEAT2_3105 
01BB: store_object $DOGGY_DOOR position_to $DOORX $DOORY $DOORZ 

:MEAT2_3105
if 
0119:   car $CAR_MEAT2 wrecked 
jf @MEAT2_3143 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT2_4687 

:MEAT2_3143
if 
0118:   actor $VICTIM1_MEAT2 dead 
jf @MEAT2_3181 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 

:MEAT2_3181
if 
0118:   actor $VICTIM2_MEAT2 dead 
jf @MEAT2_3219 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 

:MEAT2_3219
if 
  $FLAG_VICTIM1_IN_AREA == 0 // $ == int 
jf @MEAT2_3285 
if 
00ED:   actor $VICTIM1_MEAT2 0 1203.25 -801.6875 radius 0.5 0.5 
jf @MEAT2_3285 
$FLAG_VICTIM1_IN_AREA = 1 // $ = int 
0211: actor $VICTIM1_MEAT2 walk_to 1209.375 -807.1875 

:MEAT2_3285
if 
  $FLAG_VICTIM1_IN_AREA == 1 // $ == int 
jf @MEAT2_3346 
if 
00FF:   actor $VICTIM1_MEAT2 0 1209.375 -807.1875 14.0 radius 4.0 4.0 4.0 
jf @MEAT2_3346 
$FLAG_VICTIM1_IN_AREA = 2 // $ = int 

:MEAT2_3346
if 
  $FLAG_VICTIM2_IN_AREA == 0 // $ == int 
jf @MEAT2_3412 
if 
00ED:   actor $VICTIM2_MEAT2 0 1202.375 -800.0 radius 0.5 0.5 
jf @MEAT2_3412 
$FLAG_VICTIM2_IN_AREA = 1 // $ = int 
0211: actor $VICTIM2_MEAT2 walk_to 1209.375 -807.1875 

:MEAT2_3412
if 
  $FLAG_VICTIM2_IN_AREA == 1 // $ == int 
jf @MEAT2_3473 
if 
00FF:   actor $VICTIM2_MEAT2 0 1209.375 -807.1875 14.0 radius 4.0 4.0 4.0 
jf @MEAT2_3473 
$FLAG_VICTIM2_IN_AREA = 2 // $ = int 

:MEAT2_3473
if 
  TIMERB >= 30000 // @ >= int 
jf @MEAT2_3534 
if or
   not $FLAG_VICTIM1_IN_AREA == 2 // $ == int 
   not $FLAG_VICTIM2_IN_AREA == 2 // $ == int 
jf @MEAT2_3534 
034F: destroy_actor_with_fade $VICTIM1_MEAT2 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $VICTIM2_MEAT2 // The actor fades away like a ghost 
jump @MEAT2_3584 

:MEAT2_3534
if and
01F4:   car $CAR_MEAT2 flipped 
01C1:   car $CAR_MEAT2 stopped 
jf @MEAT2_3577 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT2_4687 

:MEAT2_3577
jump @MEAT2_3038 

:MEAT2_3584
03CF: load_wav 'MF4_B' 

:MEAT2_3594
if or
834D:   not rotate_object $DOGGY_DOOR from_angle 45.0 to_angle 5.0 flag 0 
83D0:   not wav_loaded 
jf @MEAT2_3788 
wait 0 
if 
0119:   car $CAR_MEAT2 wrecked 
jf @MEAT2_3662 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT2_4687 

:MEAT2_3662
if 
0118:   actor $VICTIM1_MEAT2 dead 
jf @MEAT2_3700 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 

:MEAT2_3700
if 
0118:   actor $VICTIM2_MEAT2 dead 
jf @MEAT2_3738 
00BC: text_highpriority 'MEA2_2' time 5000 1  // ~r~A thief's dead!
jump @MEAT2_4687 

:MEAT2_3738
if and
01F4:   car $CAR_MEAT2 flipped 
01C1:   car $CAR_MEAT2 stopped 
jf @MEAT2_3781 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT2_4687 

:MEAT2_3781
jump @MEAT2_3594 

:MEAT2_3788
02EB: restore_camera_with_jumpcut 
034F: destroy_actor_with_fade $VICTIM1_MEAT2 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $VICTIM2_MEAT2 // The actor fades away like a ghost 
03D1: play_wav 

:MEAT2_3802
if 
83D2:   not wav_ended 
jf @MEAT2_3907 
wait 0 
if 
0119:   car $CAR_MEAT2 wrecked 
jf @MEAT2_3857 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT2_4687 

:MEAT2_3857
if and
01F4:   car $CAR_MEAT2 flipped 
01C1:   car $CAR_MEAT2 stopped 
jf @MEAT2_3900 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT2_4687 

:MEAT2_3900
jump @MEAT2_3802 

:MEAT2_3907
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00BD: text_mediumpriority 'MEA2_B6' time 5000 1  // ~g~Get the car resprayed to get rid of any evidence.
02A8: $RADAR_BLIP_COORD3_MEAT2 = create_marker 18 at 924.0 -361.0 10.0 
0329:   garage $SPRAYSHOP1 respray_done 

:MEAT2_3961
if or
8329:   not garage $SPRAYSHOP1 respray_done 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT2 
8199:   not player $PLAYER_CHAR 0 922.5625 -366.0625 928.5625 -354.25 
jf @MEAT2_4225 
wait 0 
if 
0119:   car $CAR_MEAT2 wrecked 
jf @MEAT2_4046 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT2_4687 

:MEAT2_4046
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 == 0 // $ == int 
jf @MEAT2_4114 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT2 = create_marker_above_car $CAR_MEAT2 
0164: disable_marker $RADAR_BLIP_COORD3_MEAT2 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT2_4114
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 == 1 // $ == int 
jf @MEAT2_4175 
0164: disable_marker $RADAR_BLIP_CAR_MEAT2 
02A8: $RADAR_BLIP_COORD3_MEAT2 = create_marker 18 at 924.0 -361.0 10.0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT2_4175
if and
01F4:   car $CAR_MEAT2 flipped 
01C1:   car $CAR_MEAT2 stopped 
jf @MEAT2_4218 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT2_4687 

:MEAT2_4218
jump @MEAT2_3961 

:MEAT2_4225
0164: disable_marker $RADAR_BLIP_COORD3_MEAT2 
00BC: text_highpriority 'MEA2_3' time 5000 1  // ~g~Bring the car back to the factory.
018A: $RADAR_BLIP_COORD4_MEAT2 = create_checkpoint_at 1195.563 -805.0 13.6875 
$BLOB_FLAG = 1 // $ = int 

:MEAT2_4266
if or
81B0:   not car $CAR_MEAT2 stopped $BLOB_FLAG 1195.563 -805.0 13.6875 radius 4.0 4.0 4.0 
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT2 
jf @MEAT2_4652 
wait 0 
if 
0119:   car $CAR_MEAT2 wrecked 
jf @MEAT2_4353 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT2_4687 

:MEAT2_4353
if 
01B0:   car $CAR_MEAT2 stopped 0 1195.563 -805.0 13.6875 radius 4.0 4.0 4.0 
jf @MEAT2_4443 
if 
  $FLAG_PLAYER_HAD_OUT_CAR_MESSAGE_MEAT2 == 0 // $ == int 
jf @MEAT2_4429 
00BC: text_highpriority 'OUT_VEH' time 5000 1  // ~g~Get out of the vehicle!
$FLAG_PLAYER_HAD_OUT_CAR_MESSAGE_MEAT2 = 1 // $ = int 

:MEAT2_4429
$FLAG_CAR_IN_ZONE2_MEAT2 = 1 // $ = int 
jump @MEAT2_4457 

:MEAT2_4443
$FLAG_CAR_IN_ZONE2_MEAT2 = 0 // $ = int 
$FLAG_PLAYER_HAD_OUT_CAR_MESSAGE_MEAT2 = 0 // $ = int 

:MEAT2_4457
if 
  $FLAG_CAR_IN_ZONE2_MEAT2 == 0 // $ == int 
jf @MEAT2_4602 
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 == 0 // $ == int 
jf @MEAT2_4543 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT2 = create_marker_above_car $CAR_MEAT2 
0164: disable_marker $RADAR_BLIP_COORD4_MEAT2 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT2_4543
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 == 1 // $ == int 
jf @MEAT2_4602 
0164: disable_marker $RADAR_BLIP_CAR_MEAT2 
018A: $RADAR_BLIP_COORD4_MEAT2 = create_checkpoint_at 1195.563 -805.0 13.6875 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT2 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT2_4602
if and
01F4:   car $CAR_MEAT2 flipped 
01C1:   car $CAR_MEAT2 stopped 
jf @MEAT2_4645 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT2_4687 

:MEAT2_4645
jump @MEAT2_4266 

:MEAT2_4652
if 
8119:   not car $CAR_MEAT2 wrecked 
jf @MEAT2_4675 
0135: 2 = car $CAR_MEAT2 door_status 

:MEAT2_4675
0164: disable_marker $RADAR_BLIP_COORD4_MEAT2 
jump @MEAT2_4704 

:MEAT2_4687
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:MEAT2_4704
01E3: text_1number_styled 'M_PASS' 3000 5000 ms 1  // MISSION PASSED! $~1~
0318: set_latest_mission_passed 'MEA2'  // 'THE THIEVES'
030C: progress_made += 1 
0394: play_music 1 
0109: player $PLAYER_CHAR money += 2000 
$FLAG_MEAT_MISSION2_PASSED = 1 // $ = int 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_14 
return 

:MEAT2_4770
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_MEAT_MISSION = 0 // $ = int 
034F: destroy_actor_with_fade $VICTIM1_MEAT2 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $VICTIM2_MEAT2 // The actor fades away like a ghost 
0249: release_model #CRIMINAL01 
0249: release_model #CRIMINAL02 
0249: release_model #SENTINEL 
0164: disable_marker $RADAR_BLIP_PED1_MEAT2 
0164: disable_marker $RADAR_BLIP_PED2_MEAT2 
0164: disable_marker $RADAR_BLIP_CAR_MEAT2 
0164: disable_marker $RADAR_BLIP_COORD2_MEAT2 
0164: disable_marker $RADAR_BLIP_COORD3_MEAT2 
0164: disable_marker $RADAR_BLIP_COORD4_MEAT2 
mission_cleanup 
return 

//-------------Mission 17---------------
// Originally: The Wife

:MEAT3
script_name 'MEAT3' 
gosub @MEAT3_46 
if 
  wasted_or_busted 
jf @MEAT3_37 
gosub @MEAT3_3511 

:MEAT3_37
gosub @MEAT3_3594 
terminate_this_script 

:MEAT3_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_MEAT_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 = 0 // $ = int 
$FLAG_WIFE_IN_AREA = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 1164.25 -888.8125 10.0 1291.75 -811.6875 20.0 
02E4: load_cutscene_data 'MT_PH3' 
0244: set_cutscene_pos 1223.875 -839.375 13.9375 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:MEAT3_171
if 
  2000 > $CS_TIME // int > $ 
jf @MEAT3_206 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT3_171 

:MEAT3_206
00BC: text_highpriority 'MEA3_A' time 10000 1  // The business is going to go under unless I get hold of some serious cash soon.

:MEAT3_221
if 
  6470 > $CS_TIME // int > $ 
jf @MEAT3_256 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT3_221 

:MEAT3_256
00BC: text_highpriority 'MEA3_B' time 10000 1  // My wife has an insurance policy and all she's ever been to me is a hole in my pocket.

:MEAT3_271
if 
  11321 > $CS_TIME // int > $ 
jf @MEAT3_306 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT3_271 

:MEAT3_306
00BC: text_highpriority 'MEA3_C' time 10000 1  // I've left a car in the usual place.

:MEAT3_321
if 
  13506 > $CS_TIME // int > $ 
jf @MEAT3_356 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT3_321 

:MEAT3_356
00BC: text_highpriority 'MEA3_D' time 10000 1  // Go and pick up my wife from Classic Nails and bring her back to the factory.

:MEAT3_371
if 
  17471 > $CS_TIME // int > $ 
jf @MEAT3_406 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT3_371 

:MEAT3_406
03D5: remove_text 'MEA3_D'  // Go and pick up my wife from Classic Nails and bring her back to the factory.

:MEAT3_416
if 
  18333 > $CS_TIME // int > $ 
jf @MEAT3_451 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT3_416 

:MEAT3_451
fade 0 1500 

:MEAT3_458
if 
82E9:   not cutscene_reached_end 
jf @MEAT3_482 
wait 0 
jump @MEAT3_458 

:MEAT3_482
00BE: text_clear_all 

:MEAT3_484
if 
  fading 
jf @MEAT3_508 
wait 0 
jump @MEAT3_484 

:MEAT3_508
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
0247: request_model #FEMALE02 
0247: request_model #ESPERANT 
03CF: load_wav 'MF2_A' 

:MEAT3_545
if or
8248:   not model #FEMALE02 available 
8248:   not model #ESPERANT available 
83D0:   not wav_loaded 
jf @MEAT3_577 
wait 0 
jump @MEAT3_545 

:MEAT3_577
00A5: $CAR_MEAT3 = create_car #ESPERANT at 1190.0 -796.0 13.75 
0175: set_car $CAR_MEAT3 z_angle_to 300.0 
0186: $RADAR_BLIP_CAR_MEAT3 = create_marker_above_car $CAR_MEAT3 

:MEAT3_609
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT3 
jf @MEAT3_720 
wait 0 
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_670 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT3_3511 

:MEAT3_670
if and
01F4:   car $CAR_MEAT3 flipped 
01C1:   car $CAR_MEAT3 stopped 
jf @MEAT3_713 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT3_3511 

:MEAT3_713
jump @MEAT3_609 

:MEAT3_720
0164: disable_marker $RADAR_BLIP_CAR_MEAT3 
00BC: text_highpriority 'MEA3_B3' time 7000 1  // ~g~Go and collect Mrs. Chonks
009A: $WIFE_MEAT3 = create_actor 5 #FEMALE02 at 1064.0 -378.0 13.875 
01ED: reset_actor $WIFE_MEAT3 threat_search 
01BE: set_actor $WIFE_MEAT3 to_look_at_spot 1059.0 -378.0 100.0 
0187: $RADAR_BLIP_PED1_MEAT3 = create_marker_above_actor $WIFE_MEAT3 
039E: set_actor $WIFE_MEAT3 locked_while_in_vehicle 1 

:MEAT3_792
if or
80EB:   not player $PLAYER_CHAR 0 $WIFE_MEAT3 radius 8.0 8.0 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT3 
jf @MEAT3_1078 
wait 0 
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_869 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT3_3511 

:MEAT3_869
if 
0118:   actor $WIFE_MEAT3 dead 
jf @MEAT3_907 
00BC: text_highpriority 'MEA3_1' time 5000 1  // ~r~The wife's dead!
jump @MEAT3_3511 

:MEAT3_907
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT3 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 == 0 // $ == int 
jf @MEAT3_975 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT3 = create_marker_above_car $CAR_MEAT3 
0164: disable_marker $RADAR_BLIP_PED1_MEAT3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT3_975
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT3 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 == 1 // $ == int 
jf @MEAT3_1028 
0164: disable_marker $RADAR_BLIP_CAR_MEAT3 
0187: $RADAR_BLIP_PED1_MEAT3 = create_marker_above_actor $WIFE_MEAT3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT3_1028
if and
01F4:   car $CAR_MEAT3 flipped 
01C1:   car $CAR_MEAT3 stopped 
jf @MEAT3_1071 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT3_3511 

:MEAT3_1071
jump @MEAT3_792 

:MEAT3_1078
01D4: actor $WIFE_MEAT3 go_to_car $CAR_MEAT3 and_enter_it_as_a_passenger 

:MEAT3_1086
if or
80DB:   not actor $WIFE_MEAT3 in_car $CAR_MEAT3 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT3 
jf @MEAT3_1468 
wait 0 
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_1200 
if 
0118:   actor $WIFE_MEAT3 dead 
jf @MEAT3_1178 
00BC: text_highpriority 'MEA3_1' time 5000 1  // ~r~The wife's dead!
jump @MEAT3_3511 
jump @MEAT3_1200 

:MEAT3_1178
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT3_3511 

:MEAT3_1200
if 
0118:   actor $WIFE_MEAT3 dead 
jf @MEAT3_1245 
00BC: text_highpriority 'MEA3_1' time 5000 1  // ~r~The wife's dead!
jump @MEAT3_3511 
jump @MEAT3_1297 

:MEAT3_1245
if 
80FB:   not player $PLAYER_CHAR 0 $WIFE_MEAT3 radius 30.0 30.0 30.0 
jf @MEAT3_1297 
00BC: text_highpriority 'MEA3_3' time 5000 1  // ~r~You have left his wife behind!
jump @MEAT3_3511 

:MEAT3_1297
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT3 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 == 0 // $ == int 
jf @MEAT3_1365 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT3 = create_marker_above_car $CAR_MEAT3 
0164: disable_marker $RADAR_BLIP_PED1_MEAT3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT3_1365
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT3 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 == 1 // $ == int 
jf @MEAT3_1418 
0164: disable_marker $RADAR_BLIP_CAR_MEAT3 
0187: $RADAR_BLIP_PED1_MEAT3 = create_marker_above_actor $WIFE_MEAT3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT3_1418
if and
01F4:   car $CAR_MEAT3 flipped 
01C1:   car $CAR_MEAT3 stopped 
jf @MEAT3_1461 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT3_3511 

:MEAT3_1461
jump @MEAT3_1086 

:MEAT3_1468
0164: disable_marker $RADAR_BLIP_PED1_MEAT3 
03D1: play_wav 
00BC: text_highpriority 'MEA3_B4' time 7000 1  // Marty wants to see me? Well it better be quick because I have to get my hair done.
018A: $RADAR_BLIP_COORD2_MEAT3 = create_checkpoint_at 1205.688 -789.1875 -100.0 
if 
03D2:   wav_ended 
jf @MEAT3_1527 
03D5: remove_text 'MEA3_B4'  // Marty wants to see me? Well it better be quick because I have to get my hair done.

:MEAT3_1527
$BLOB_FLAG = 1 // $ = int 

:MEAT3_1534
if or
8103:   not actor $WIFE_MEAT3 stopped_near_point_in_car 1205.688 -789.1875 13.875 radius 4.0 4.0 6.0 sphere $BLOB_FLAG 
80DB:   not actor $WIFE_MEAT3 in_car $CAR_MEAT3 
jf @MEAT3_1963 
wait 0 
if 
03D2:   wav_ended 
jf @MEAT3_1606 
03D5: remove_text 'MEA3_B4'  // Marty wants to see me? Well it better be quick because I have to get my hair done.

:MEAT3_1606
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_1689 
if 
0118:   actor $WIFE_MEAT3 dead 
jf @MEAT3_1667 
00BC: text_highpriority 'MEA3_1' time 5000 1  // ~r~The wife's dead!
jump @MEAT3_3511 
jump @MEAT3_1689 

:MEAT3_1667
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT3_3511 

:MEAT3_1689
if 
0118:   actor $WIFE_MEAT3 dead 
jf @MEAT3_1734 
00BC: text_highpriority 'MEA3_1' time 5000 1  // ~r~The wife's dead!
jump @MEAT3_3511 
jump @MEAT3_1786 

:MEAT3_1734
if 
80FB:   not player $PLAYER_CHAR 0 $WIFE_MEAT3 radius 30.0 30.0 30.0 
jf @MEAT3_1786 
00BC: text_highpriority 'MEA3_3' time 5000 1  // ~r~You have left his wife behind!
jump @MEAT3_3511 

:MEAT3_1786
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT3 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 == 0 // $ == int 
jf @MEAT3_1854 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT3 = create_marker_above_car $CAR_MEAT3 
0164: disable_marker $RADAR_BLIP_COORD2_MEAT3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT3_1854
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT3 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 == 1 // $ == int 
jf @MEAT3_1913 
0164: disable_marker $RADAR_BLIP_CAR_MEAT3 
018A: $RADAR_BLIP_COORD2_MEAT3 = create_checkpoint_at 1205.688 -789.1875 -100.0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT3_1913
if and
01F4:   car $CAR_MEAT3 flipped 
01C1:   car $CAR_MEAT3 stopped 
jf @MEAT3_1956 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT3_3511 

:MEAT3_1956
jump @MEAT3_1534 

:MEAT3_1963
0164: disable_marker $RADAR_BLIP_COORD2_MEAT3 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
039E: set_actor $WIFE_MEAT3 locked_while_in_vehicle 0 
01D3: actor $WIFE_MEAT3 leave_car $CAR_MEAT3 

:MEAT3_2001
if 
00DB:   actor $WIFE_MEAT3 in_car $CAR_MEAT3 
jf @MEAT3_2195 
wait 0 
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_2107 
if 
0118:   actor $WIFE_MEAT3 dead 
jf @MEAT3_2085 
00BC: text_highpriority 'MEA3_1' time 5000 1  // ~r~The wife's dead!
jump @MEAT3_3511 
jump @MEAT3_2107 

:MEAT3_2085
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT3_3511 

:MEAT3_2107
if 
0118:   actor $WIFE_MEAT3 dead 
jf @MEAT3_2145 
00BC: text_highpriority 'MEA3_1' time 5000 1  // ~r~The wife's dead!
jump @MEAT3_3511 

:MEAT3_2145
if and
01F4:   car $CAR_MEAT3 flipped 
01C1:   car $CAR_MEAT3 stopped 
jf @MEAT3_2188 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT3_3511 

:MEAT3_2188
jump @MEAT3_2001 

:MEAT3_2195
0211: actor $WIFE_MEAT3 walk_to 1204.188 -801.875 
015F: set_camera_position 1201.75 -784.6875 17.0 rotation 0.0 0.0 0.0 
0160: point_camera 1204.375 -802.6875 15.0 switchstyle 2 
0395: clear_area 1 at 1200.75 -799.25 14.0 range 10.0 
TIMERB = 0 // @ = int 

:MEAT3_2262
if 
   not $FLAG_WIFE_IN_AREA == 1 // $ == int 
jf @MEAT3_2523 
wait 0 
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_2322 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT3_3511 

:MEAT3_2322
if 
0118:   actor $WIFE_MEAT3 dead 
jf @MEAT3_2360 
00BC: text_highpriority 'MEA3_1' time 5000 1  // ~r~The wife's dead!
jump @MEAT3_3511 

:MEAT3_2360
if 
  $FLAG_WIFE_IN_AREA == 0 // $ == int 
jf @MEAT3_2415 
if 
00ED:   actor $WIFE_MEAT3 0 1204.188 -801.875 radius 0.5 0.5 
jf @MEAT3_2415 
$FLAG_WIFE_IN_AREA = 1 // $ = int 

:MEAT3_2415
if 
  TIMERB >= 25000 // @ >= int 
jf @MEAT3_2473 
if 
   not $FLAG_WIFE_IN_AREA == 1 // $ == int 
jf @MEAT3_2473 
00A1: put_actor $WIFE_MEAT3 at 1204.188 -801.875 13.6875 
jump @MEAT3_2523 

:MEAT3_2473
if and
01F4:   car $CAR_MEAT3 flipped 
01C1:   car $CAR_MEAT3 stopped 
jf @MEAT3_2516 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT3_3511 

:MEAT3_2516
jump @MEAT3_2262 

:MEAT3_2523
if 
834D:   not rotate_object $DOGGY_DOOR from_angle 135.0 to_angle 5.0 flag 0 
jf @MEAT3_2677 
wait 0 
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_2589 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT3_3511 

:MEAT3_2589
if 
0118:   actor $WIFE_MEAT3 dead 
jf @MEAT3_2627 
00BC: text_highpriority 'MEA3_1' time 5000 1  // ~r~The wife's dead!
jump @MEAT3_3511 

:MEAT3_2627
if and
01F4:   car $CAR_MEAT3 flipped 
01C1:   car $CAR_MEAT3 stopped 
jf @MEAT3_2670 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT3_3511 

:MEAT3_2670
jump @MEAT3_2523 

:MEAT3_2677
0211: actor $WIFE_MEAT3 walk_to 1205.875 -805.75 
TIMERB = 0 // @ = int 

:MEAT3_2695
if 
80FF:   not actor $WIFE_MEAT3 0 1205.875 -805.75 14.0 radius 1.0 1.0 1.0 
jf @MEAT3_2928 
wait 0 
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_2773 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT3_3511 

:MEAT3_2773
if 
0118:   actor $WIFE_MEAT3 dead 
jf @MEAT3_2811 
00BC: text_highpriority 'MEA3_1' time 5000 1  // ~r~The wife's dead!
jump @MEAT3_3511 

:MEAT3_2811
if 
  TIMERB >= 25000 // @ >= int 
jf @MEAT3_2878 
if 
80FF:   not actor $WIFE_MEAT3 0 1205.875 -805.75 14.0 radius 1.0 1.0 1.0 
jf @MEAT3_2878 
034F: destroy_actor_with_fade $WIFE_MEAT3 // The actor fades away like a ghost 
jump @MEAT3_2928 

:MEAT3_2878
if and
01F4:   car $CAR_MEAT3 flipped 
01C1:   car $CAR_MEAT3 stopped 
jf @MEAT3_2921 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT3_3511 

:MEAT3_2921
jump @MEAT3_2695 

:MEAT3_2928
03CF: load_wav 'MF4_C' 

:MEAT3_2938
if or
834D:   not rotate_object $DOGGY_DOOR from_angle 45.0 to_angle 5.0 flag 0 
83D0:   not wav_loaded 
jf @MEAT3_3094 
wait 0 
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_3006 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT3_3511 

:MEAT3_3006
if 
0118:   actor $WIFE_MEAT3 dead 
jf @MEAT3_3044 
00BC: text_highpriority 'MEA3_1' time 5000 1  // ~r~The wife's dead!
jump @MEAT3_3511 

:MEAT3_3044
if and
01F4:   car $CAR_MEAT3 flipped 
01C1:   car $CAR_MEAT3 stopped 
jf @MEAT3_3087 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT3_3511 

:MEAT3_3087
jump @MEAT3_2938 

:MEAT3_3094
02EB: restore_camera_with_jumpcut 
034F: destroy_actor_with_fade $WIFE_MEAT3 // The actor fades away like a ghost 
03D1: play_wav 

:MEAT3_3103
if 
83D2:   not wav_ended 
jf @MEAT3_3208 
wait 0 
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_3158 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT3_3511 

:MEAT3_3158
if and
01F4:   car $CAR_MEAT3 flipped 
01C1:   car $CAR_MEAT3 stopped 
jf @MEAT3_3201 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT3_3511 

:MEAT3_3201
jump @MEAT3_3103 

:MEAT3_3208
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
00BC: text_highpriority 'MEA3_B6' time 5000 1  // ~g~Take the car and dump it into the sea, this will get rid of any evidence.
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_3279 
00BC: text_highpriority 'MEA3_2' time 5000 1  // ~r~You were supposed to dump the vehicle in the water!
jump @MEAT3_3511 

:MEAT3_3279
if and
01F4:   car $CAR_MEAT3 flipped 
01C1:   car $CAR_MEAT3 stopped 
jf @MEAT3_3322 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT3_3511 

:MEAT3_3322
if 
82BF:   not car $CAR_MEAT3 sunk 
jf @MEAT3_3504 
wait 0 
if 
0119:   car $CAR_MEAT3 wrecked 
jf @MEAT3_3403 
if 
82BF:   not car $CAR_MEAT3 sunk 
jf @MEAT3_3396 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT3_3511 

:MEAT3_3396
jump @MEAT3_3497 

:MEAT3_3403
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT3 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 == 0 // $ == int 
jf @MEAT3_3444 
0186: $RADAR_BLIP_CAR_MEAT3 = create_marker_above_car $CAR_MEAT3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 = 1 // $ = int 

:MEAT3_3444
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT3 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 == 1 // $ == int 
jf @MEAT3_3497 
0164: disable_marker $RADAR_BLIP_CAR_MEAT3 
00BC: text_highpriority 'MEA3_B6' time 5000 1  // ~g~Take the car and dump it into the sea, this will get rid of any evidence.
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT3 = 0 // $ = int 

:MEAT3_3497
jump @MEAT3_3322 

:MEAT3_3504
jump @MEAT3_3528 

:MEAT3_3511
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:MEAT3_3528
01E3: text_1number_styled 'M_PASS' 2000 5000 ms 1  // MISSION PASSED! $~1~
0318: set_latest_mission_passed 'MEA3'  // 'THE WIFE'
030C: progress_made += 1 
0394: play_music 1 
0109: player $PLAYER_CHAR money += 3000 
$FLAG_MEAT_MISSION3_PASSED = 1 // $ = int 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_15 
return 

:MEAT3_3594
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_MEAT_MISSION = 0 // $ = int 
034F: destroy_actor_with_fade $WIFE_MEAT3 // The actor fades away like a ghost 
0249: release_model #FEMALE02 
0249: release_model #ESPERANT 
0164: disable_marker $RADAR_BLIP_PED1_MEAT3 
0164: disable_marker $RADAR_BLIP_CAR_MEAT3 
0164: disable_marker $RADAR_BLIP_COORD2_MEAT3 
mission_cleanup 
return 

//-------------Mission 18---------------
// Originally: Her Lover

:MEAT4
script_name 'MEAT4' 
gosub @MEAT4_46 
if 
  wasted_or_busted 
jf @MEAT4_37 
gosub @MEAT4_3660 

:MEAT4_37
gosub @MEAT4_3777 
terminate_this_script 

:MEAT4_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_MEAT_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 = 0 // $ = int 
$FLAG_LOANSHARK_IN_AREA = 0 // $ = int 
$FLAG_OWNER_DEAD_MEAT4 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 1164.25 -888.8125 10.0 1291.75 -811.6875 20.0 
02E4: load_cutscene_data 'MT_PH4' 
0244: set_cutscene_pos 1223.875 -839.375 13.9375 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:MEAT4_178
if 
  2096 > $CS_TIME // int > $ 
jf @MEAT4_213 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT4_178 

:MEAT4_213
00BC: text_highpriority 'MEA4_A' time 10000 1  // Damn, I'm in trouble!

:MEAT4_228
if 
  3885 > $CS_TIME // int > $ 
jf @MEAT4_263 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT4_228 

:MEAT4_263
00BC: text_highpriority 'MEA4_B' time 10000 1  // Turns out my wife was seeing some guy I owe money to.

:MEAT4_278
if 
  7252 > $CS_TIME // int > $ 
jf @MEAT4_313 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT4_278 

:MEAT4_313
00BC: text_highpriority 'MEA4_C' time 10000 1  // He's got real angry and he's looking for payback!

:MEAT4_328
if 
  10502 > $CS_TIME // int > $ 
jf @MEAT4_363 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT4_328 

:MEAT4_363
00BC: text_highpriority 'MEA4_D' time 10000 1  // I've agreed to see him...

:MEAT4_378
if 
  11844 > $CS_TIME // int > $ 
jf @MEAT4_413 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT4_378 

:MEAT4_413
00BC: text_highpriority 'MEA4_E' time 10000 1  // he thinks I'm gonna pay him off...

:MEAT4_428
if 
  13374 > $CS_TIME // int > $ 
jf @MEAT4_463 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT4_428 

:MEAT4_463
00BC: text_highpriority 'MEA4_F' time 10000 1  // but my guess is...

:MEAT4_478
if 
  14622 > $CS_TIME // int > $ 
jf @MEAT4_513 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT4_478 

:MEAT4_513
00BC: text_highpriority 'MEA4_G' time 10000 1  // Liberty's dogs are gonna get yet another flavor this month!

:MEAT4_528
if 
  17623 > $CS_TIME // int > $ 
jf @MEAT4_563 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT4_528 

:MEAT4_563
03D5: remove_text 'MEA4_G'  // Liberty's dogs are gonna get yet another flavor this month!

:MEAT4_573
if 
  18233 > $CS_TIME // int > $ 
jf @MEAT4_608 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @MEAT4_573 

:MEAT4_608
fade 0 1500 

:MEAT4_615
if 
82E9:   not cutscene_reached_end 
jf @MEAT4_639 
wait 0 
jump @MEAT4_615 

:MEAT4_639
00BE: text_clear_all 

:MEAT4_641
if 
  fading 
jf @MEAT4_665 
wait 0 
jump @MEAT4_641 

:MEAT4_665
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
0247: request_model #FAN_MAN2 
0247: request_model #B_MAN2 
0247: request_model #STALLION 
03CF: load_wav 'MF3_A' 

:MEAT4_707
if or
8248:   not model #FAN_MAN2 available 
8248:   not model #B_MAN2 available 
8248:   not model #STALLION available 
83D0:   not wav_loaded 
jf @MEAT4_744 
wait 0 
jump @MEAT4_707 

:MEAT4_744
00A5: $CAR_MEAT4 = create_car #STALLION at 1190.0 -796.0 13.75 
0175: set_car $CAR_MEAT4 z_angle_to 300.0 
0186: $RADAR_BLIP_CAR_MEAT4 = create_marker_above_car $CAR_MEAT4 

:MEAT4_777
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT4 
jf @MEAT4_888 
wait 0 
if 
0119:   car $CAR_MEAT4 wrecked 
jf @MEAT4_838 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT4_3660 

:MEAT4_838
if and
01F4:   car $CAR_MEAT4 flipped 
01C1:   car $CAR_MEAT4 stopped 
jf @MEAT4_881 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT4_3660 

:MEAT4_881
jump @MEAT4_777 

:MEAT4_888
0164: disable_marker $RADAR_BLIP_CAR_MEAT4 
00BC: text_highpriority 'MEA4_B3' time 7000 1  // ~g~Pick up his wife's lover
009A: $LOANSHARK_MEAT4 = create_actor 4 #FAN_MAN2 at 897.0 -476.0 14.5625 
0243: set_actor $LOANSHARK_MEAT4 ped_stats_to 16 
01ED: reset_actor $LOANSHARK_MEAT4 threat_search 
01BE: set_actor $LOANSHARK_MEAT4 to_look_at_spot 895.0 -486.0 -100.0 
0187: $RADAR_BLIP_PED1_MEAT4 = create_marker_above_actor $LOANSHARK_MEAT4 
039E: set_actor $LOANSHARK_MEAT4 locked_while_in_vehicle 1 

:MEAT4_967
if or
80EB:   not player $PLAYER_CHAR 0 $LOANSHARK_MEAT4 radius 8.0 8.0 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT4 
jf @MEAT4_1253 
wait 0 
if 
0119:   car $CAR_MEAT4 wrecked 
jf @MEAT4_1044 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT4_3660 

:MEAT4_1044
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_1082 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 

:MEAT4_1082
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT4 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 == 0 // $ == int 
jf @MEAT4_1150 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT4 = create_marker_above_car $CAR_MEAT4 
0164: disable_marker $RADAR_BLIP_PED1_MEAT4 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT4_1150
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT4 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 == 1 // $ == int 
jf @MEAT4_1203 
0164: disable_marker $RADAR_BLIP_CAR_MEAT4 
0187: $RADAR_BLIP_PED1_MEAT4 = create_marker_above_actor $LOANSHARK_MEAT4 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT4_1203
if and
01F4:   car $CAR_MEAT4 flipped 
01C1:   car $CAR_MEAT4 stopped 
jf @MEAT4_1246 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT4_3660 

:MEAT4_1246
jump @MEAT4_967 

:MEAT4_1253
01D4: actor $LOANSHARK_MEAT4 go_to_car $CAR_MEAT4 and_enter_it_as_a_passenger 

:MEAT4_1261
if or
80DB:   not actor $LOANSHARK_MEAT4 in_car $CAR_MEAT4 
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT4 
jf @MEAT4_1643 
wait 0 
if 
0119:   car $CAR_MEAT4 wrecked 
jf @MEAT4_1375 
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_1353 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 
jump @MEAT4_1375 

:MEAT4_1353
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT4_3660 

:MEAT4_1375
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_1420 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 
jump @MEAT4_1472 

:MEAT4_1420
if 
80FB:   not player $PLAYER_CHAR 0 $LOANSHARK_MEAT4 radius 30.0 30.0 30.0 
jf @MEAT4_1472 
00BC: text_highpriority 'MEA4_3' time 5000 1  // ~r~You have left Carlos the loan shark behind!
jump @MEAT4_3660 

:MEAT4_1472
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT4 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 == 0 // $ == int 
jf @MEAT4_1540 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT4 = create_marker_above_car $CAR_MEAT4 
0164: disable_marker $RADAR_BLIP_PED1_MEAT4 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT4_1540
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT4 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 == 1 // $ == int 
jf @MEAT4_1593 
0164: disable_marker $RADAR_BLIP_CAR_MEAT4 
0187: $RADAR_BLIP_PED1_MEAT4 = create_marker_above_actor $LOANSHARK_MEAT4 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT4_1593
if and
01F4:   car $CAR_MEAT4 flipped 
01C1:   car $CAR_MEAT4 stopped 
jf @MEAT4_1636 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT4_3660 

:MEAT4_1636
jump @MEAT4_1261 

:MEAT4_1643
0164: disable_marker $RADAR_BLIP_PED1_MEAT4 
03D1: play_wav 
00BC: text_highpriority 'MEA4_B4' time 10000 1  // Marty sent you huh? OK, I'm gonna show that creep the meaning of the word business.
if 
03D2:   wav_ended 
jf @MEAT4_1688 
03D5: remove_text 'MEA4_B4'  // Marty sent you huh? OK, I'm gonna show that creep the meaning of the word business.

:MEAT4_1688
018A: $RADAR_BLIP_COORD2_MEAT4 = create_checkpoint_at 1217.0 -794.0 -100.0 
009A: $OWNER_MEAT4 = create_actor 4 #B_MAN2 at 1208.0 -789.0 13.875 
01ED: reset_actor $OWNER_MEAT4 threat_search 
01BE: set_actor $OWNER_MEAT4 to_look_at_spot 1210.0 -791.0 -100.0 
$BLOB_FLAG = 1 // $ = int 

:MEAT4_1746
if or
8103:   not actor $LOANSHARK_MEAT4 stopped_near_point_in_car 1217.0 -794.0 13.875 radius 4.0 4.0 6.0 sphere $BLOB_FLAG 
80DB:   not actor $LOANSHARK_MEAT4 in_car $CAR_MEAT4 
jf @MEAT4_2213 
wait 0 
if 
03D2:   wav_ended 
jf @MEAT4_1818 
03D5: remove_text 'MEA4_B4'  // Marty sent you huh? OK, I'm gonna show that creep the meaning of the word business.

:MEAT4_1818
if 
0119:   car $CAR_MEAT4 wrecked 
jf @MEAT4_1901 
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_1879 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 
jump @MEAT4_1901 

:MEAT4_1879
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT4_3660 

:MEAT4_1901
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_1946 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 
jump @MEAT4_1998 

:MEAT4_1946
if 
80FB:   not player $PLAYER_CHAR 0 $LOANSHARK_MEAT4 radius 30.0 30.0 30.0 
jf @MEAT4_1998 
00BC: text_highpriority 'MEA4_3' time 5000 1  // ~r~You have left Carlos the loan shark behind!
jump @MEAT4_3660 

:MEAT4_1998
if 
0118:   actor $OWNER_MEAT4 dead 
jf @MEAT4_2036 
00BC: text_highpriority 'MEA4_2' time 5000 1  // ~r~Marty Chonks is dead!
jump @MEAT4_3660 

:MEAT4_2036
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_MEAT4 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 == 0 // $ == int 
jf @MEAT4_2104 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR_MEAT4 = create_marker_above_car $CAR_MEAT4 
0164: disable_marker $RADAR_BLIP_COORD2_MEAT4 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:MEAT4_2104
if and
00DC:   player $PLAYER_CHAR in_car $CAR_MEAT4 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 == 1 // $ == int 
jf @MEAT4_2163 
0164: disable_marker $RADAR_BLIP_CAR_MEAT4 
018A: $RADAR_BLIP_COORD2_MEAT4 = create_checkpoint_at 1217.0 -794.0 -100.0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_MEAT4 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:MEAT4_2163
if and
01F4:   car $CAR_MEAT4 flipped 
01C1:   car $CAR_MEAT4 stopped 
jf @MEAT4_2206 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT4_3660 

:MEAT4_2206
jump @MEAT4_1746 

:MEAT4_2213
0164: disable_marker $RADAR_BLIP_COORD2_MEAT4 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01E0: clear_leader $LOANSHARK_MEAT4 
039E: set_actor $LOANSHARK_MEAT4 locked_while_in_vehicle 0 
01D3: actor $LOANSHARK_MEAT4 leave_car $CAR_MEAT4 

:MEAT4_2256
if 
00DB:   actor $LOANSHARK_MEAT4 in_car $CAR_MEAT4 
jf @MEAT4_2488 
wait 0 
if 
0119:   car $CAR_MEAT4 wrecked 
jf @MEAT4_2362 
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_2340 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 
jump @MEAT4_2362 

:MEAT4_2340
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @MEAT4_3660 

:MEAT4_2362
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_2400 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 

:MEAT4_2400
if 
0118:   actor $OWNER_MEAT4 dead 
jf @MEAT4_2438 
00BC: text_highpriority 'MEA4_2' time 5000 1  // ~r~Marty Chonks is dead!
jump @MEAT4_3660 

:MEAT4_2438
if and
01F4:   car $CAR_MEAT4 flipped 
01C1:   car $CAR_MEAT4 stopped 
jf @MEAT4_2481 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @MEAT4_3660 

:MEAT4_2481
jump @MEAT4_2256 

:MEAT4_2488
0211: actor $LOANSHARK_MEAT4 walk_to 1209.563 -791.0 
015F: set_camera_position 1218.063 -795.0 16.0 rotation 0.0 0.0 0.0 
0160: point_camera 1204.563 -785.6875 13.875 switchstyle 2 
0395: clear_area 1 at 1212.0 -792.0 14.0 range 10.0 
03CF: load_wav 'MF3_B' 
TIMERB = 0 // @ = int 

:MEAT4_2565
if or
   not $FLAG_LOANSHARK_IN_AREA == 1 // $ == int 
83D0:   not wav_loaded 
jf @MEAT4_2785 
wait 0 
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_2627 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 

:MEAT4_2627
if 
0118:   actor $OWNER_MEAT4 dead 
jf @MEAT4_2665 
00BC: text_highpriority 'MEA4_2' time 5000 1  // ~r~Marty Chonks is dead!
jump @MEAT4_3660 

:MEAT4_2665
if 
  $FLAG_LOANSHARK_IN_AREA == 0 // $ == int 
jf @MEAT4_2720 
if 
00ED:   actor $LOANSHARK_MEAT4 0 1209.563 -791.0 radius 0.5 0.5 
jf @MEAT4_2720 
$FLAG_LOANSHARK_IN_AREA = 1 // $ = int 

:MEAT4_2720
if 
  TIMERB >= 25000 // @ >= int 
jf @MEAT4_2778 
if 
   not $FLAG_LOANSHARK_IN_AREA == 1 // $ == int 
jf @MEAT4_2778 
00A1: put_actor $LOANSHARK_MEAT4 at 1209.563 -791.0 13.6875 
jump @MEAT4_2785 

:MEAT4_2778
jump @MEAT4_2565 

:MEAT4_2785
009F: set_actor $LOANSHARK_MEAT4 idle 
020E: actor $LOANSHARK_MEAT4 look_at_actor $OWNER_MEAT4 
03D1: play_wav 
00BC: text_highpriority 'MEA4_B5' time 10000 1  // Carl, hi! i eerr, I need more time to get your money.

:MEAT4_2815
if 
83D2:   not wav_ended 
jf @MEAT4_2915 
wait 0 
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_2870 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 

:MEAT4_2870
if 
0118:   actor $OWNER_MEAT4 dead 
jf @MEAT4_2908 
00BC: text_highpriority 'MEA4_2' time 5000 1  // ~r~Marty Chonks is dead!
jump @MEAT4_3660 

:MEAT4_2908
jump @MEAT4_2815 

:MEAT4_2915
03D5: remove_text 'MEA4_B5'  // Carl, hi! i eerr, I need more time to get your money.
03CF: load_wav 'MF3_B1' 
020E: actor $LOANSHARK_MEAT4 look_at_actor $OWNER_MEAT4 

:MEAT4_2943
if 
83D0:   not wav_loaded 
jf @MEAT4_3043 
wait 0 
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_2998 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 

:MEAT4_2998
if 
0118:   actor $OWNER_MEAT4 dead 
jf @MEAT4_3036 
00BC: text_highpriority 'MEA4_2' time 5000 1  // ~r~Marty Chonks is dead!
jump @MEAT4_3660 

:MEAT4_3036
jump @MEAT4_2943 

:MEAT4_3043
020E: actor $LOANSHARK_MEAT4 look_at_actor $OWNER_MEAT4 
03D1: play_wav 
00BC: text_highpriority 'MEA4_B7' time 20000 1  // but if you just step into my office...

:MEAT4_3068
if 
83D2:   not wav_ended 
jf @MEAT4_3168 
wait 0 
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_3123 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 

:MEAT4_3123
if 
0118:   actor $OWNER_MEAT4 dead 
jf @MEAT4_3161 
00BC: text_highpriority 'MEA4_2' time 5000 1  // ~r~Marty Chonks is dead!
jump @MEAT4_3660 

:MEAT4_3161
jump @MEAT4_3068 

:MEAT4_3168
020E: actor $LOANSHARK_MEAT4 look_at_actor $OWNER_MEAT4 
03D5: remove_text 'MEA4_B7'  // but if you just step into my office...
03CF: load_wav 'MF3_C' 

:MEAT4_3196
if 
83D0:   not wav_loaded 
jf @MEAT4_3296 
wait 0 
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_3251 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 

:MEAT4_3251
if 
0118:   actor $OWNER_MEAT4 dead 
jf @MEAT4_3289 
00BC: text_highpriority 'MEA4_2' time 5000 1  // ~r~Marty Chonks is dead!
jump @MEAT4_3660 

:MEAT4_3289
jump @MEAT4_3196 

:MEAT4_3296
020E: actor $LOANSHARK_MEAT4 look_at_actor $OWNER_MEAT4 
03D1: play_wav 
00BC: text_highpriority 'MEA4_B6' time 10000 1  // It's far too late for that Marty. You had your chance, but now I'm taking over the business...

:MEAT4_3321
if 
83D2:   not wav_ended 
jf @MEAT4_3421 
wait 0 
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_3376 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 

:MEAT4_3376
if 
0118:   actor $OWNER_MEAT4 dead 
jf @MEAT4_3414 
00BC: text_highpriority 'MEA4_2' time 5000 1  // ~r~Marty Chonks is dead!
jump @MEAT4_3660 

:MEAT4_3414
jump @MEAT4_3321 

:MEAT4_3421
03D5: remove_text 'MEA4_B6'  // It's far too late for that Marty. You had your chance, but now I'm taking over the business...
01B2: give_actor $LOANSHARK_MEAT4 weapon 4 ammo 2 
01C9: actor $LOANSHARK_MEAT4 kill_actor $OWNER_MEAT4 
TIMERA = 0 // @ = int 

:MEAT4_3455
if 
   not $FLAG_OWNER_DEAD_MEAT4 == 1 // $ == int 
jf @MEAT4_3610 
wait 0 
if 
03D2:   wav_ended 
jf @MEAT4_3500 
03D5: remove_text 'MEA4_B6'  // It's far too late for that Marty. You had your chance, but now I'm taking over the business...

:MEAT4_3500
if 
0118:   actor $OWNER_MEAT4 dead 
jf @MEAT4_3523 
$FLAG_OWNER_DEAD_MEAT4 = 1 // $ = int 

:MEAT4_3523
if 
0118:   actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_3561 
00BC: text_highpriority 'MEA4_1' time 5000 1  // ~r~Carlos is dead!
jump @MEAT4_3660 

:MEAT4_3561
if 
  TIMERA > 10000 // @ > int 
jf @MEAT4_3603 
if 
8118:   not actor $OWNER_MEAT4 dead 
jf @MEAT4_3603 
$FLAG_OWNER_DEAD_MEAT4 = 1 // $ = int 

:MEAT4_3603
jump @MEAT4_3455 

:MEAT4_3610
if 
03D2:   wav_ended 
jf @MEAT4_3633 
03D5: remove_text 'MEA4_B6'  // It's far too late for that Marty. You had your chance, but now I'm taking over the business...

:MEAT4_3633
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
02EB: restore_camera_with_jumpcut 
jump @MEAT4_3719 

:MEAT4_3660
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
if 
8118:   not actor $OWNER_MEAT4 dead 
jf @MEAT4_3696 
034F: destroy_actor_with_fade $OWNER_MEAT4 // The actor fades away like a ghost 

:MEAT4_3696
if 
8118:   not actor $LOANSHARK_MEAT4 dead 
jf @MEAT4_3717 
034F: destroy_actor_with_fade $LOANSHARK_MEAT4 // The actor fades away like a ghost 

:MEAT4_3717
return 

:MEAT4_3719
01E3: text_1number_styled 'M_PASS' 4000 5000 ms 1  // MISSION PASSED! $~1~
0318: set_latest_mission_passed 'MEA4'  // 'HER LOVER'
030C: progress_made += 1 
0394: play_music 1 
0109: player $PLAYER_CHAR money += 4000 
$FLAG_MEAT_MISSION4_PASSED = 1 // $ = int 
0110: clear_player $PLAYER_CHAR wanted_level 
return 

:MEAT4_3777
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_MEAT_MISSION = 0 // $ = int 
0249: release_model #FAN_MAN2 
0249: release_model #B_MAN2 
0249: release_model #STALLION 
0164: disable_marker $RADAR_BLIP_PED1_MEAT4 
0164: disable_marker $RADAR_BLIP_CAR_MEAT4 
0164: disable_marker $RADAR_BLIP_COORD2_MEAT4 
mission_cleanup 
return 

//-------------Mission 19---------------
// Originally: Give Me Liberty and Luigi's Girls

:EIGHT
script_name 'EIGHT' 
gosub @EIGHT_46 
if 
  wasted_or_busted 
jf @EIGHT_37 
gosub @EIGHT_15331 

:EIGHT_37
gosub @EIGHT_15514 
terminate_this_script 

:EIGHT_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_EIGHTBALL_MISSION = 1 // $ = int 
increment_mission_attempts 
set_weather 1 
00C0: set_current_time 4 0 
03CB: load_scene 807.0 -937.0 36.5625 
wait 0 
$FLAG_BLIP_ON_EIGHTBALL = 0 // $ = int 
$FLAG_PLAYER_GOT_COPS_MESSAGE_EIGHTBALL = 0 // $ = int 
$FLAG_PLAYER_GOT_CAR_MESSAGE1_EIGHTBALL = 0 // $ = int 
$FLAG_PLAYER_IN_AREA = 0 // $ = int 
$FLAG_EIGHTBALL_IN_AREA = 0 // $ = int 
$FLAG_PLAYER_HAD_CAR_MESSAGE_LM1 = 0 // $ = int 
$FLAG_PLAYER_NOT_IN_CAR_MESSAGE_LM1 = 0 // $ = int 
$NO_OF_PASSENGERS_CAR_LM1 = 0 // $ = int 
$FLAG_GIRL1_IN_CAR_LM1 = 0 // $ = int 
$PASSENGER_COUNT_LM1 = 0 // $ = int 
$TOTAL_SPACE_IN_CAR_LM1 = 0 // $ = int 
$FLAG_BLIP_ON_GIRL1_LM1 = 0 // $ = int 
$FLAG_COORD_BLIP_ON = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
$FLAG_LUIGI_COORD1_BLIP_CREATED = 0 // $ = int 
$FLAG_LUIGI_PED1_BLIP_CREATED = 0 // $ = int 
$FLAG_GIRL1_IN_GROUP_LM1 = 0 // $ = int 
$FLAG_PLAYER_HAD_VEHICLE_MESSAGE_LM1 = 0 // $ = int 
$FLAG_PLAYER_IN_AREA_LM1 = 0 // $ = int 
$FLAG_EIGHTBALL_IN_AREA_LM1 = 0 // $ = int 
$FLAG_HELP_8BALL1 = 0 // $ = int 
$FLAG_HELP_8BALL2 = 0 // $ = int 
$FLAG_CAR_MESSAGE_8BALL = 0 // $ = int 
$FLAG_BRAKE_MESSAGE = 0 // $ = int 
$FLAG_HBRAKE_MESSAGE = 0 // $ = int 
$FLAG_LOOK2_8BALL = 0 // $ = int 
$FLAG_LOOK3_8BALL = 0 // $ = int 
$FLAG_MISTY_STOP = 0 // $ = int 
$FLAG_PLAYER_HAD_CAMERA_MESSAGE_8BALL = 0 // $ = int 
$FLAG_GIRL_IN_GROUP_LM1 = 0 // $ = int 
$FLAG_TIMER_STOPPED_FLASHING_8BALL = 0 // $ = int 
if 
  $FLAG_REACHED_HIDEOUT == 0 // $ == int 
jf @EIGHT_393 
0247: request_model #KURUMA 
023C: load_special_actor 1 'EIGHT' 
038B: load_requested_models 
$CAR_8BALL_X = 0.0 // $ = float 
$CAR_8BALL_Y = 0.0 // $ = float 
$CAR_8BALL_Z = 0.0 // $ = float 
$CAR_8BALL_HEADING = 0.0 // $ = float 
$CAR_COLOUR1_8BALL = 0 // $ = int 
$CAR_COLOUR2_8BALL = 0 // $ = int 
jump @EIGHT_400 

:EIGHT_393
jump @EIGHT_8092 

:EIGHT_400
if 
  $FLAG_BRIDGE_CREATED_8BALL == 0 // $ == int 
jf @EIGHT_467 
029B: $DAMAGEA = init_object #BRIDGEFUKA at 715.6875 -937.875 40.1875 
01C7: remove_object_from_mission_cleanup_list $DAMAGEA 
029B: $DAMAGEB = init_object #BRIDGEFUKB at 787.8125 -939.1875 38.9375 
01C7: remove_object_from_mission_cleanup_list $DAMAGEB 
$FLAG_BRIDGE_CREATED_8BALL = 1 // $ = int 

:EIGHT_467
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
00A5: $CAR_EIGHTBALL = create_car #KURUMA at 812.0 -945.5 35.75 
0229: set_car $CAR_EIGHTBALL color_to 58 1 
0175: set_car $CAR_EIGHTBALL z_angle_to 262.375 
009A: $EIGHTBALL = create_actor 21 #SPECIAL01 at 811.875 -942.4375 -100.0 
0245: set_actor $EIGHTBALL walk_style_to 9 
01ED: reset_actor $EIGHTBALL threat_search 
01BE: set_actor $EIGHTBALL to_look_at_spot 811.875 -939.9375 35.75 
022D: set_actor $EIGHTBALL to_look_at_player $PLAYER_CHAR 
016E: override_next_restart at 811.875 -939.9375 35.75 angle 180.0 
0177: set_object $PLAYERSDOOR z_angle_to 0.0 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A2: create_particle 4 0 at 791.625 -936.875 38.3125 
02A2: create_particle 4 0 at 788.3125 -938.4375 38.0625 
02A2: create_particle 4 0 at 786.4375 -942.375 39.75 
02A2: create_particle 10 0 at 783.5625 -938.5 38.4375 
02A2: create_particle 10 0 at 790.5 -935.625 38.0 
02A2: create_particle 10 0 at 789.25 -938.875 38.125 
018E: stop_sound $FIRE_SOUND_8BALL 
018D: $FIRE_SOUND_8BALL = create_sound 102 at 790.5 -935.625 38.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
015F: set_camera_position 785.0 -936.75 39.75 rotation 0.0 0.0 0.0 
0159: camera_on_ped $EIGHTBALL mode 15 switchstyle 2 
03CF: load_wav 'LIB_A1' 
0169: set_fade_color 0 0 0 
fade 1 1000 

:EIGHT_765
if 
  fading 
jf @EIGHT_789 
wait 0 
jump @EIGHT_765 

:EIGHT_789
0169: set_fade_color 0 0 0 

:EIGHT_797
if 
83D0:   not wav_loaded 
jf @EIGHT_992 
wait 0 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_852 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_852
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_942 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_913 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_935 

:EIGHT_913
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_935
jump @EIGHT_985 

:EIGHT_942
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_985 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_985
jump @EIGHT_797 

:EIGHT_992
wait 2000 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_1035 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_1035
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_1125 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_1096 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_1118 

:EIGHT_1096
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_1118
jump @EIGHT_1168 

:EIGHT_1125
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_1168 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_1168
015F: set_camera_position 804.5625 -933.0 39.9375 rotation 0.0 0.0 0.0 
0160: point_camera 805.1875 -933.6875 39.5625 switchstyle 2 
00BA: text_styled 'EBAL' 15000 ms 2  // 'GIVE ME LIBERTY'
03D1: play_wav 
00BC: text_highpriority 'EBAL_A' time 5000 1  // I know a place on the edge of the Red Light District where we can lay low,

:EIGHT_1233
if 
83D2:   not wav_ended 
jf @EIGHT_1428 
wait 0 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_1288 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_1288
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_1378 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_1349 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_1371 

:EIGHT_1349
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_1371
jump @EIGHT_1421 

:EIGHT_1378
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_1421 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_1421
jump @EIGHT_1233 

:EIGHT_1428
03D5: remove_text 'EBAL_A'  // I know a place on the edge of the Red Light District where we can lay low,
03CF: load_wav 'LIB_A2' 

:EIGHT_1448
if 
83D0:   not wav_loaded 
jf @EIGHT_1643 
wait 0 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_1503 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_1503
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_1593 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_1564 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_1586 

:EIGHT_1564
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_1586
jump @EIGHT_1636 

:EIGHT_1593
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_1636 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_1636
jump @EIGHT_1448 

:EIGHT_1643
03D1: play_wav 
00BC: text_highpriority 'EBAL_A1' time 5000 1  // but my hands are all messed up so you better drive, brother.
if 
03D2:   wav_ended 
jf @EIGHT_1683 
03D5: remove_text 'EBAL_A1'  // but my hands are all messed up so you better drive, brother.

:EIGHT_1683
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_1721 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_1721
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_1811 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_1782 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_1804 

:EIGHT_1782
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_1804
jump @EIGHT_1854 

:EIGHT_1811
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_1854 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_1854
022F: set_actor $EIGHTBALL stop_looking 
01D4: actor $EIGHTBALL go_to_car $CAR_EIGHTBALL and_enter_it_as_a_passenger 

:EIGHT_1867
if 
80DB:   not actor $EIGHTBALL in_car $CAR_EIGHTBALL 
jf @EIGHT_2091 
wait 0 
if 
03D2:   wav_ended 
jf @EIGHT_1913 
03D5: remove_text 'EBAL_A1'  // but my hands are all messed up so you better drive, brother.

:EIGHT_1913
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_1951 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_1951
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_2041 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_2012 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_2034 

:EIGHT_2012
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_2034
jump @EIGHT_2084 

:EIGHT_2041
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_2084 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_2084
jump @EIGHT_1867 

:EIGHT_2091
if 
03D2:   wav_ended 
jf @EIGHT_2114 
03D5: remove_text 'EBAL_A1'  // but my hands are all messed up so you better drive, brother.

:EIGHT_2114
if 
  $FLAG_DONE_RADIO_8BALL == 0 // $ == int 
jf @EIGHT_2152 
041E: set_radio_station 0 0 
$FLAG_DONE_RADIO_8BALL = 1 // $ = int 
jump @EIGHT_2158 

:EIGHT_2152
041E: set_radio_station 0 -1 

:EIGHT_2158
039E: set_actor $EIGHTBALL locked_while_in_vehicle 1 
02A3: toggle_widescreen 0 
015A: restore_camera 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0186: $RADAR_BLIP_CAR1_EIGHTBALL = create_marker_above_car $CAR_EIGHTBALL 
gosub @EIGHT_15693 
wait 500 
if 
03D2:   wav_ended 
jf @EIGHT_2228 
03D5: remove_text 'EBAL_A1'  // but my hands are all messed up so you better drive, brother.

:EIGHT_2228
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_2266 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_2266
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_2356 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_2327 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_2349 

:EIGHT_2327
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_2349
jump @EIGHT_2399 

:EIGHT_2356
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_2399 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_2399
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @EIGHT_2432 
03E5: text_box 'EBAL_1'  // Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle.

:EIGHT_2432
if 
  $CONTROLMODE == 1 // $ == int 
jf @EIGHT_2460 
03E5: text_box 'EBAL_1'  // Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle.

:EIGHT_2460
if 
  $CONTROLMODE == 2 // $ == int 
jf @EIGHT_2488 
03E5: text_box 'EBAL_1B'  // Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle.

:EIGHT_2488
if 
  $CONTROLMODE == 3 // $ == int 
jf @EIGHT_2516 
03E5: text_box 'EBAL_1'  // Press the~h~ ~k~~VEHICLE_ENTER_EXIT~ button~w~ to ~h~enter ~w~or ~h~exit~w~ a vehicle.

:EIGHT_2516
TIMERB = 0 // @ = int 
wait 3000 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_2566 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_2566
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_2656 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_2627 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_2649 

:EIGHT_2627
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_2649
jump @EIGHT_2699 

:EIGHT_2656
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_2699 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_2699
if or
80DC:   not player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
80DB:   not actor $EIGHTBALL in_car $CAR_EIGHTBALL 
jf @EIGHT_2934 
wait 0 
if 
  120000 > TIMERB // int > @ 
jf @EIGHT_2756 
0110: clear_player $PLAYER_CHAR wanted_level 

:EIGHT_2756
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_2846 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_2817 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_2839 

:EIGHT_2817
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_2839
jump @EIGHT_2889 

:EIGHT_2846
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_2889 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_2889
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_2927 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_2927
jump @EIGHT_2699 

:EIGHT_2934
00A5: $COP_CAR1_8BALL = create_car #POLICE at 1083.188 -945.0 13.75 
0129: $COP1_8BALL = create_actor 4 #COP in_car $COP_CAR1_8BALL driverseat 
01ED: reset_actor $COP1_8BALL threat_search 
0175: set_car $COP_CAR1_8BALL z_angle_to 90.0 
0397: car $COP_CAR1_8BALL siren = 1 
00AE: set_vehicle $COP_CAR1_8BALL traffic_behavior_to 2 
00AD: set_car $COP_CAR1_8BALL max_speed_to 20.0 
00A7: car $COP_CAR1_8BALL drive_to 713.875 -916.6875 42.0 
00A5: $COP_CAR2_8BALL = create_car #POLICE at 1074.063 -946.6875 13.75 
0129: $COP2_8BALL = create_actor 4 #COP in_car $COP_CAR2_8BALL driverseat 
01ED: reset_actor $COP2_8BALL threat_search 
0175: set_car $COP_CAR2_8BALL z_angle_to 90.0 
0397: car $COP_CAR2_8BALL siren = 1 
00AE: set_vehicle $COP_CAR2_8BALL traffic_behavior_to 2 
00AD: set_car $COP_CAR2_8BALL max_speed_to 20.0 
00A7: car $COP_CAR2_8BALL drive_to 718.6875 -922.1875 42.0 
0164: disable_marker $RADAR_BLIP_CAR1_EIGHTBALL 
wait 500 
if 
  120000 > TIMERB // int > @ 
jf @EIGHT_3124 
0110: clear_player $PLAYER_CHAR wanted_level 

:EIGHT_3124
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_3214 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_3185 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_3207 

:EIGHT_3185
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_3207
jump @EIGHT_3257 

:EIGHT_3214
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_3257 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_3257
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_3295 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_3295
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @EIGHT_3328 
03E5: text_box 'HELP4_A'  // Press the~h~ ~k~~VEHICLE_ACCELERATE~ button~w~ to ~h~accelerate.

:EIGHT_3328
if 
  $CONTROLMODE == 1 // $ == int 
jf @EIGHT_3356 
03E5: text_box 'HELP4_A'  // Press the~h~ ~k~~VEHICLE_ACCELERATE~ button~w~ to ~h~accelerate.

:EIGHT_3356
if 
  $CONTROLMODE == 2 // $ == int 
jf @EIGHT_3384 
03E5: text_box 'HELP4_A'  // Press the~h~ ~k~~VEHICLE_ACCELERATE~ button~w~ to ~h~accelerate.

:EIGHT_3384
if 
  $CONTROLMODE == 3 // $ == int 
jf @EIGHT_3412 
03E5: text_box 'HELP4_D'  // Push the~h~ right analog stick~w~ up to ~h~accelerate.

:EIGHT_3412
018A: $RADAR_BLIP_COORD1_EIGHTBALL = create_checkpoint_at 875.0 -309.0 -100.0 
TIMERA = 0 // @ = int 
$BLOB_FLAG = 1 // $ = int 
if 
  120000 > TIMERB // int > @ 
jf @EIGHT_3466 
0110: clear_player $PLAYER_CHAR wanted_level 

:EIGHT_3466
03CF: load_wav 'LIB_A' 
TIMERA = 0 // @ = int 

:EIGHT_3483
if 
  10000 > TIMERA // int > @ 
jf @EIGHT_3883 
wait 0 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_3544 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_3544
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_3634 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_3605 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_3627 

:EIGHT_3605
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_3627
jump @EIGHT_3814 

:EIGHT_3634
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_3677 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_3677
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
jf @EIGHT_3763 
$BLOB_FLAG = 0 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 0 // $ == int 
jf @EIGHT_3756 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0164: disable_marker $RADAR_BLIP_COORD1_EIGHTBALL 
0186: $RADAR_BLIP_CAR1_EIGHTBALL = create_marker_above_car $CAR_EIGHTBALL 
$FLAG_CAR_MESSAGE_8BALL = 1 // $ = int 

:EIGHT_3756
jump @EIGHT_3814 

:EIGHT_3763
$BLOB_FLAG = 1 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 1 // $ == int 
jf @EIGHT_3814 
0164: disable_marker $RADAR_BLIP_CAR1_EIGHTBALL 
018A: $RADAR_BLIP_COORD1_EIGHTBALL = create_checkpoint_at 875.0 -309.0 -100.0 
$FLAG_CAR_MESSAGE_8BALL = 0 // $ = int 

:EIGHT_3814
if and
00E5:   player $PLAYER_CHAR 0 875.0 -309.0 radius 20.0 20.0 
00DC:   player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
  $FLAG_HELP_8BALL1 == 0 // $ == int 
jf @EIGHT_3876 
03E5: text_box 'HELP1'  // Stop in the center of the blue marker.
$FLAG_HELP_8BALL1 = 1 // $ = int 

:EIGHT_3876
jump @EIGHT_3483 

:EIGHT_3883
03E5: text_box 'EBAL_3'  // This is the ~h~radar~w~. Use it to navigate the city, follow the ~h~blip~w~ on the ~h~radar~w~ to find the hideout!
03E7: flash_hud 8 
TIMERA = 0 // @ = int 

:EIGHT_3904
if or
81A0:   not player $PLAYER_CHAR stopped $BLOB_FLAG 879.375 -303.375 7.25 870.0625 -311.6875 10.0 
81AA:   not actor $EIGHTBALL stopped 0 879.375 -303.375 7.25 870.0625 -311.6875 10.0 
8442:   not player $PLAYER_CHAR sitting_in_car $CAR_EIGHTBALL 
8448:   not actor $EIGHTBALL sitting_in_car $CAR_EIGHTBALL 
83D0:   not wav_loaded 
jf @EIGHT_4768 
wait 0 
if 
  120000 > TIMERB // int > @ 
jf @EIGHT_4014 
0110: clear_player $PLAYER_CHAR wanted_level 

:EIGHT_4014
if 
  $FLAG_TIMER_STOPPED_FLASHING_8BALL == 0 // $ == int 
jf @EIGHT_4062 
if 
  TIMERA > 4000 // @ > int 
jf @EIGHT_4062 
03E7: flash_hud -1 
$FLAG_TIMER_STOPPED_FLASHING_8BALL = 1 // $ = int 

:EIGHT_4062
if 
  $FLAG_BRAKE_MESSAGE == 0 // $ == int 
jf @EIGHT_4230 
if 
  TIMERA >= 10000 // @ >= int 
jf @EIGHT_4230 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @EIGHT_4132 
03E5: text_box 'HELP5_A'  // Press the~h~ ~k~~VEHICLE_BRAKE~ button~w~ to ~h~brake~w~, or to ~h~reverse~w~ if the vehicle has stopped.

:EIGHT_4132
if 
  $CONTROLMODE == 1 // $ == int 
jf @EIGHT_4160 
03E5: text_box 'HELP5_A'  // Press the~h~ ~k~~VEHICLE_BRAKE~ button~w~ to ~h~brake~w~, or to ~h~reverse~w~ if the vehicle has stopped.

:EIGHT_4160
if 
  $CONTROLMODE == 2 // $ == int 
jf @EIGHT_4188 
03E5: text_box 'HELP5_A'  // Press the~h~ ~k~~VEHICLE_BRAKE~ button~w~ to ~h~brake~w~, or to ~h~reverse~w~ if the vehicle has stopped.

:EIGHT_4188
if 
  $CONTROLMODE == 3 // $ == int 
jf @EIGHT_4216 
03E5: text_box 'HELP5_D'  // Pull the ~h~right analog stick~w~ back to ~h~brake~w~, or to ~h~reverse~w~ if the vehicle has stopped.

:EIGHT_4216
$FLAG_BRAKE_MESSAGE = 1 // $ = int 
TIMERA = 0 // @ = int 

:EIGHT_4230
if 
  TIMERA > 10000 // @ > int 
jf @EIGHT_4391 
if 
  $FLAG_HBRAKE_MESSAGE == 0 // $ == int 
jf @EIGHT_4391 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @EIGHT_4300 
03E5: text_box 'HELP6_A'  // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:EIGHT_4300
if 
  $CONTROLMODE == 1 // $ == int 
jf @EIGHT_4328 
03E5: text_box 'HELP6_A'  // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:EIGHT_4328
if 
  $CONTROLMODE == 2 // $ == int 
jf @EIGHT_4356 
03E5: text_box 'HELP6_C'  // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:EIGHT_4356
if 
  $CONTROLMODE == 3 // $ == int 
jf @EIGHT_4384 
03E5: text_box 'HELP6_D'  // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake.

:EIGHT_4384
$FLAG_HBRAKE_MESSAGE = 1 // $ = int 

:EIGHT_4391
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_4429 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_4429
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_4519 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_4490 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_4512 

:EIGHT_4490
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_4512
jump @EIGHT_4699 

:EIGHT_4519
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_4562 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_4562
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
jf @EIGHT_4648 
$BLOB_FLAG = 0 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 0 // $ == int 
jf @EIGHT_4641 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0164: disable_marker $RADAR_BLIP_COORD1_EIGHTBALL 
0186: $RADAR_BLIP_CAR1_EIGHTBALL = create_marker_above_car $CAR_EIGHTBALL 
$FLAG_CAR_MESSAGE_8BALL = 1 // $ = int 

:EIGHT_4641
jump @EIGHT_4699 

:EIGHT_4648
$BLOB_FLAG = 1 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 1 // $ == int 
jf @EIGHT_4699 
0164: disable_marker $RADAR_BLIP_CAR1_EIGHTBALL 
018A: $RADAR_BLIP_COORD1_EIGHTBALL = create_checkpoint_at 875.0 -309.0 -100.0 
$FLAG_CAR_MESSAGE_8BALL = 0 // $ = int 

:EIGHT_4699
if and
00E5:   player $PLAYER_CHAR 0 875.0 -309.0 radius 20.0 20.0 
00DC:   player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
  $FLAG_HELP_8BALL1 == 0 // $ == int 
jf @EIGHT_4761 
03E5: text_box 'HELP1'  // Stop in the center of the blue marker.
$FLAG_HELP_8BALL1 = 1 // $ = int 

:EIGHT_4761
jump @EIGHT_3904 

:EIGHT_4768
03E6: remove_text_box 
0164: disable_marker $RADAR_BLIP_COORD1_EIGHTBALL 
02A3: toggle_widescreen 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
if 
8119:   not car $COP_CAR1_8BALL wrecked 
jf @EIGHT_4819 
00A6: destroy_car $COP_CAR1_8BALL 

:EIGHT_4819
if 
8119:   not car $COP_CAR2_8BALL wrecked 
jf @EIGHT_4840 
00A6: destroy_car $COP_CAR2_8BALL 

:EIGHT_4840
0395: clear_area 1 at 886.75 -310.0625 -100.0 range 2.0 
00AA: store_car $CAR_EIGHTBALL position_to $CAR_8BALL_X $CAR_8BALL_Y $CAR_8BALL_Z 
0174: $CAR_8BALL_HEADING = car $CAR_EIGHTBALL z_angle 
03F3: get_car $CAR_EIGHTBALL color $CAR_COLOUR1_8BALL $CAR_COLOUR2_8BALL 

:EIGHT_4889
if 
834D:   not rotate_object $PLAYERSDOOR from_angle 210.0 to_angle 10.0 flag 0 
jf @EIGHT_5095 
wait 0 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_5007 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_4978 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_5000 

:EIGHT_4978
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_5000
jump @EIGHT_5050 

:EIGHT_5007
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_5050 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_5050
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_5088 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_5088
jump @EIGHT_4889 

:EIGHT_5095
0395: clear_area 1 at 889.6875 -308.1875 8.5625 range 3.0 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
01ED: reset_actor $PLAYER_ACTOR threat_search 
01D3: actor $EIGHTBALL leave_car $CAR_EIGHTBALL 

:EIGHT_5132
if 
00DB:   actor $EIGHTBALL in_car $CAR_EIGHTBALL 
jf @EIGHT_5333 
wait 0 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_5193 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_5193
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_5283 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_5254 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_5276 

:EIGHT_5254
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_5276
jump @EIGHT_5326 

:EIGHT_5283
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_5326 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_5326
jump @EIGHT_5132 

:EIGHT_5333
03D1: play_wav 
00BC: text_highpriority 'EBAL_B' time 7000 1  // This is the place right here, let's get off the street and find a change of clothes!
0239: actor $EIGHTBALL run_to 892.6875 -308.5625 
if 
03D2:   wav_ended 
jf @EIGHT_5384 
03D5: remove_text 'EBAL_B'  // This is the place right here, let's get off the street and find a change of clothes!

:EIGHT_5384
wait 1000 
if 
03D2:   wav_ended 
jf @EIGHT_5412 
03D5: remove_text 'EBAL_B'  // This is the place right here, let's get off the street and find a change of clothes!

:EIGHT_5412
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_5450 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_5450
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_5540 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_5511 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_5533 

:EIGHT_5511
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_5533
jump @EIGHT_5583 

:EIGHT_5540
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_5583 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_5583
if 
03D2:   wav_ended 
jf @EIGHT_5606 
03D5: remove_text 'EBAL_B'  // This is the place right here, let's get off the street and find a change of clothes!

:EIGHT_5606
01D3: actor $PLAYER_ACTOR leave_car $CAR_EIGHTBALL 
0395: clear_area 1 at 868.625 -311.6875 8.25 range 1.0 
if 
0339:   anything_in_cube_cornerA 870.375 -309.875 6.0 cornerB 865.1875 -314.6875 12.0 solid 0 car 1 actor 1 object 1 particle 1 
jf @EIGHT_5711 
015F: set_camera_position 848.25 -295.25 19.125 rotation 0.0 0.0 0.0 
0160: point_camera 849.0625 -295.75 19.125 switchstyle 2 
jump @EIGHT_5744 

:EIGHT_5711
015F: set_camera_position 868.625 -311.6875 8.25 rotation 0.0 0.0 0.0 
0160: point_camera 869.5625 -311.5 8.5 switchstyle 2 

:EIGHT_5744
if 
00DB:   actor $PLAYER_ACTOR in_car $CAR_EIGHTBALL 
jf @EIGHT_5968 
wait 0 
if 
03D2:   wav_ended 
jf @EIGHT_5790 
03D5: remove_text 'EBAL_B'  // This is the place right here, let's get off the street and find a change of clothes!

:EIGHT_5790
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_5828 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_5828
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_5918 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_5889 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_5911 

:EIGHT_5889
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_5911
jump @EIGHT_5961 

:EIGHT_5918
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_5961 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_5961
jump @EIGHT_5744 

:EIGHT_5968
0239: actor $PLAYER_ACTOR run_to 892.375 -308.5 
TIMERB = 0 // @ = int 

:EIGHT_5986
if or
   not $FLAG_PLAYER_IN_AREA == 2 // $ == int 
   not $FLAG_EIGHTBALL_IN_AREA == 2 // $ == int 
jf @EIGHT_6524 
wait 0 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_6105 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_6076 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_6098 

:EIGHT_6076
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_6098
jump @EIGHT_6148 

:EIGHT_6105
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_6148 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_6148
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_6186 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_6186
if 
  $FLAG_PLAYER_IN_AREA == 0 // $ == int 
jf @EIGHT_6252 
if 
00ED:   actor $PLAYER_ACTOR 0 892.375 -308.5 radius 0.5 0.5 
jf @EIGHT_6252 
0239: actor $PLAYER_ACTOR run_to 892.375 -305.5625 
$FLAG_PLAYER_IN_AREA = 1 // $ = int 

:EIGHT_6252
if 
  $FLAG_EIGHTBALL_IN_AREA == 0 // $ == int 
jf @EIGHT_6318 
if 
00ED:   actor $EIGHTBALL 0 892.6875 -308.5625 radius 0.5 0.5 
jf @EIGHT_6318 
0239: actor $EIGHTBALL run_to 894.1875 -304.25 
$FLAG_EIGHTBALL_IN_AREA = 1 // $ = int 

:EIGHT_6318
if 
  $FLAG_PLAYER_IN_AREA == 1 // $ == int 
jf @EIGHT_6373 
if 
00ED:   actor $PLAYER_ACTOR 0 892.375 -305.5625 radius 0.5 0.5 
jf @EIGHT_6373 
$FLAG_PLAYER_IN_AREA = 2 // $ = int 

:EIGHT_6373
if 
  $FLAG_EIGHTBALL_IN_AREA == 1 // $ == int 
jf @EIGHT_6428 
if 
00ED:   actor $EIGHTBALL 0 894.1875 -304.25 radius 0.5 0.5 
jf @EIGHT_6428 
$FLAG_EIGHTBALL_IN_AREA = 2 // $ = int 

:EIGHT_6428
if 
  TIMERB >= 10000 // @ >= int 
jf @EIGHT_6517 
if or
   not $FLAG_PLAYER_IN_AREA == 2 // $ == int 
   not $FLAG_EIGHTBALL_IN_AREA == 2 // $ == int 
jf @EIGHT_6517 
0055: put_player $PLAYER_CHAR at 892.375 -305.5625 7.6875 
009F: set_actor $PLAYER_ACTOR idle 
00A1: put_actor $EIGHTBALL at 894.1875 -304.25 7.6875 
009F: set_actor $EIGHTBALL idle 
jump @EIGHT_6524 

:EIGHT_6517
jump @EIGHT_5986 

:EIGHT_6524
015F: set_camera_position 886.75 -310.0625 9.875 rotation 0.0 0.0 0.0 
0160: point_camera 887.6875 -309.75 9.75 switchstyle 2 
009F: set_actor $EIGHTBALL idle 
011C: actor $PLAYER_ACTOR clear_objective 
03E5: text_box 'S_PROMP'  // When not on a mission you can ~h~save your game here~w~, this will advance time six hours.
wait 4000 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_6672 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_6643 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_6665 

:EIGHT_6643
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_6665
jump @EIGHT_6715 

:EIGHT_6672
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_6715 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_6715
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_6753 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_6753
03E5: text_box 'S_PROM2'  // The garage next door can store one vehicle when you save your game.
0160: point_camera 887.75 -310.5 9.6875 switchstyle 1 
0055: put_player $PLAYER_CHAR at 895.875 -311.375 7.6875 
00A1: put_actor $EIGHTBALL at 884.25 -309.1875 7.5625 
if 
8118:   not actor $EIGHTBALL dead 
jf @EIGHT_6968 
0352: set_actor $EIGHTBALL skin_to 'EIGHT2' 

:EIGHT_6833
if 
8248:   not model #SPECIAL01 available 
jf @EIGHT_6947 
wait 0 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_6897 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 
jump @EIGHT_6940 

:EIGHT_6897
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_6940 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_6940
jump @EIGHT_6833 

:EIGHT_6947
if 
8118:   not actor $EIGHTBALL dead 
jf @EIGHT_6968 
0353: refresh_actor $EIGHTBALL 

:EIGHT_6968
if 
8118:   not actor $PLAYER_ACTOR dead 
jf @EIGHT_7132 
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 

:EIGHT_6997
if 
8248:   not model #NULL available 
jf @EIGHT_7111 
wait 0 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_7061 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 
jump @EIGHT_7104 

:EIGHT_7061
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_7104 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_7104
jump @EIGHT_6997 

:EIGHT_7111
if 
8118:   not actor $PLAYER_ACTOR dead 
jf @EIGHT_7132 
0353: refresh_actor $PLAYER_ACTOR 

:EIGHT_7132
wait 3000 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_7227 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_7198 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_7220 

:EIGHT_7198
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_7220
jump @EIGHT_7270 

:EIGHT_7227
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_7270 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_7270
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_7308 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_7308
0055: put_player $PLAYER_CHAR at 883.5 -308.1875 7.5625 
01B7: release_weather 
01D4: actor $EIGHTBALL go_to_car $CAR_EIGHTBALL and_enter_it_as_a_passenger 
wait 1500 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_7375 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_7375
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_7465 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_7436 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_7458 

:EIGHT_7436
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_7458
jump @EIGHT_7508 

:EIGHT_7465
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_7508 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_7508
01D5: actor $PLAYER_ACTOR go_to_and_drive_car $CAR_EIGHTBALL 
0395: clear_area 1 at 868.625 -311.6875 8.25 range 1.0 
if 
0339:   anything_in_cube_cornerA 870.375 -309.875 6.0 cornerB 865.1875 -314.6875 12.0 solid 0 car 1 actor 1 object 1 particle 1 
jf @EIGHT_7613 
015F: set_camera_position 848.25 -295.25 19.125 rotation 0.0 0.0 0.0 
0160: point_camera 849.0625 -295.75 19.125 switchstyle 2 
jump @EIGHT_7646 

:EIGHT_7613
015F: set_camera_position 868.625 -311.6875 8.25 rotation 0.0 0.0 0.0 
0160: point_camera 869.5625 -311.5 8.5 switchstyle 2 

:EIGHT_7646
03E6: remove_text_box 

:EIGHT_7648
if or
80DC:   not player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
80DB:   not actor $EIGHTBALL in_car $CAR_EIGHTBALL 
jf @EIGHT_7857 
wait 0 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_7769 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_7740 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_7762 

:EIGHT_7740
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_7762
jump @EIGHT_7812 

:EIGHT_7769
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_7812 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_7812
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_7850 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_7850
jump @EIGHT_7648 

:EIGHT_7857
if 
834D:   not rotate_object $PLAYERSDOOR from_angle 0.0 to_angle 10.0 flag 0 
jf @EIGHT_8063 
wait 0 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_7975 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_7946 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_7968 

:EIGHT_7946
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_7968
jump @EIGHT_8018 

:EIGHT_7975
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_8018 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_8018
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_8056 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_8056
jump @EIGHT_7857 

:EIGHT_8063
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
$BLOB_FLAG = 1 // $ = int 

:EIGHT_8092
if 
  $FLAG_REACHED_HIDEOUT == 1 // $ == int 
jf @EIGHT_8621 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
0395: clear_area 1 at 868.625 -311.6875 8.25 range 1.0 
if 
0339:   anything_in_cube_cornerA 870.375 -309.875 6.0 cornerB 865.1875 -314.6875 12.0 solid 0 car 1 actor 1 object 1 particle 1 
jf @EIGHT_8233 
015F: set_camera_position 848.25 -295.25 19.125 rotation 0.0 0.0 0.0 
0160: point_camera 849.0625 -295.75 19.125 switchstyle 2 
jump @EIGHT_8266 

:EIGHT_8233
015F: set_camera_position 868.625 -311.6875 8.25 rotation 0.0 0.0 0.0 
0160: point_camera 869.5625 -311.5 8.5 switchstyle 2 

:EIGHT_8266
0177: set_object $PLAYERSDOOR z_angle_to 0.0 
023C: load_special_actor 1 'EIGHT2' 
0247: request_model #KURUMA 
038B: load_requested_models 
009A: $EIGHTBALL = create_actor 21 #SPECIAL01 at 884.25 -309.1875 7.5625 
0245: set_actor $EIGHTBALL walk_style_to 9 
0173: set_actor $EIGHTBALL z_angle_to 90.0 
01ED: reset_actor $EIGHTBALL threat_search 
00A5: $CAR_EIGHTBALL = create_car #KURUMA at $CAR_8BALL_X $CAR_8BALL_Y $CAR_8BALL_Z 
0175: set_car $CAR_EIGHTBALL z_angle_to $CAR_8BALL_HEADING 
0229: set_car $CAR_EIGHTBALL color_to $CAR_COLOUR1_8BALL $CAR_COLOUR2_8BALL 
01B7: release_weather 
01D5: actor $PLAYER_ACTOR go_to_and_drive_car $CAR_EIGHTBALL 
01D4: actor $EIGHTBALL go_to_car $CAR_EIGHTBALL and_enter_it_as_a_passenger 

:EIGHT_8383
if or
80DC:   not player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
80DB:   not actor $EIGHTBALL in_car $CAR_EIGHTBALL 
jf @EIGHT_8592 
wait 0 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_8504 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_8475 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_8497 

:EIGHT_8475
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_8497
jump @EIGHT_8547 

:EIGHT_8504
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_8547 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_8547
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_8585 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_8585
jump @EIGHT_8383 

:EIGHT_8592
039E: set_actor $EIGHTBALL locked_while_in_vehicle 1 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 

:EIGHT_8621
if 
  $FLAG_REACHED_HIDEOUT == 0 // $ == int 
jf @EIGHT_8710 
03AE: remove_objects_from_cube 804.0 -948.0 30.0 765.125 -924.3125 50.0 
018E: stop_sound $FIRE_SOUND_8BALL 
0108: destroy_object $DAMAGEA 
0108: destroy_object $DAMAGEB 
03B6: replace_model_at 1027.25 -933.75 15.0 radius 50.0 from #LOD_LAND014 to #INDHELIX_BARRIER 
0363: toggle_model_render_at 1027.25 -933.75 15.0 radius 50.0 object #INDHELIX_BARRIER 1 

:EIGHT_8710
$FLAG_REACHED_HIDEOUT = 1 // $ = int 
016E: override_next_restart at 883.5 -308.1875 7.5625 angle 90.0 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_8769 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_8769
018A: $RADAR_BLIP_COORD2_EIGHTBALL = create_checkpoint_at 906.1875 -426.0 -100.0 
03CF: load_wav 'LIB_B' 

:EIGHT_8793
if 
83D0:   not wav_loaded 
jf @EIGHT_9125 
wait 0 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_8900 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_8871 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_8893 

:EIGHT_8871
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_8893
jump @EIGHT_9080 

:EIGHT_8900
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_8943 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_8943
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
jf @EIGHT_9029 
$BLOB_FLAG = 0 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 0 // $ == int 
jf @EIGHT_9022 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0164: disable_marker $RADAR_BLIP_COORD2_EIGHTBALL 
0186: $RADAR_BLIP_CAR1_EIGHTBALL = create_marker_above_car $CAR_EIGHTBALL 
$FLAG_CAR_MESSAGE_8BALL = 1 // $ = int 

:EIGHT_9022
jump @EIGHT_9080 

:EIGHT_9029
$BLOB_FLAG = 1 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 1 // $ == int 
jf @EIGHT_9080 
0164: disable_marker $RADAR_BLIP_CAR1_EIGHTBALL 
018A: $RADAR_BLIP_COORD2_EIGHTBALL = create_checkpoint_at 906.1875 -426.0 -100.0 
$FLAG_CAR_MESSAGE_8BALL = 0 // $ = int 

:EIGHT_9080
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_9118 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_9118
jump @EIGHT_8793 

:EIGHT_9125
03D1: play_wav 
00BC: text_highpriority 'EBAL_D' time 5000 1  // I know a guy, he's connected, his name's Luigi.
wait 2000 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_9237 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_9208 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_9230 

:EIGHT_9208
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_9230
jump @EIGHT_9417 

:EIGHT_9237
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_9280 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_9280
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
jf @EIGHT_9366 
$BLOB_FLAG = 0 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 0 // $ == int 
jf @EIGHT_9359 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0164: disable_marker $RADAR_BLIP_COORD2_EIGHTBALL 
0186: $RADAR_BLIP_CAR1_EIGHTBALL = create_marker_above_car $CAR_EIGHTBALL 
$FLAG_CAR_MESSAGE_8BALL = 1 // $ = int 

:EIGHT_9359
jump @EIGHT_9417 

:EIGHT_9366
$BLOB_FLAG = 1 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 1 // $ == int 
jf @EIGHT_9417 
0164: disable_marker $RADAR_BLIP_CAR1_EIGHTBALL 
018A: $RADAR_BLIP_COORD2_EIGHTBALL = create_checkpoint_at 906.1875 -426.0 -100.0 
$FLAG_CAR_MESSAGE_8BALL = 0 // $ = int 

:EIGHT_9417
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_9455 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_9455
00BC: text_highpriority 'EBAL_D1' time 7000 1  // Me an' him go back so I could probably get you some work. C'mon lets head over there.

:EIGHT_9470
if 
83D2:   not wav_ended 
jf @EIGHT_9802 
wait 0 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_9577 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_9548 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_9570 

:EIGHT_9548
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_9570
jump @EIGHT_9757 

:EIGHT_9577
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_9620 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_9620
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
jf @EIGHT_9706 
$BLOB_FLAG = 0 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 0 // $ == int 
jf @EIGHT_9699 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0164: disable_marker $RADAR_BLIP_COORD2_EIGHTBALL 
0186: $RADAR_BLIP_CAR1_EIGHTBALL = create_marker_above_car $CAR_EIGHTBALL 
$FLAG_CAR_MESSAGE_8BALL = 1 // $ = int 

:EIGHT_9699
jump @EIGHT_9757 

:EIGHT_9706
$BLOB_FLAG = 1 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 1 // $ == int 
jf @EIGHT_9757 
0164: disable_marker $RADAR_BLIP_CAR1_EIGHTBALL 
018A: $RADAR_BLIP_COORD2_EIGHTBALL = create_checkpoint_at 906.1875 -426.0 -100.0 
$FLAG_CAR_MESSAGE_8BALL = 0 // $ = int 

:EIGHT_9757
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_9795 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_9795
jump @EIGHT_9470 

:EIGHT_9802
03D5: remove_text 'EBAL_D'  // I know a guy, he's connected, his name's Luigi.
03D5: remove_text 'EBAL_D1'  // Me an' him go back so I could probably get you some work. C'mon lets head over there.
03CF: load_wav 'LIB_C' 

:EIGHT_9832
if or
81A0:   not player $PLAYER_CHAR stopped $BLOB_FLAG 903.75 -420.1875 14.0 908.25 -431.0625 18.0 
81AA:   not actor $EIGHTBALL stopped 0 903.75 -420.1875 14.0 908.25 -431.0625 18.0 
80DC:   not player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
80DB:   not actor $EIGHTBALL in_car $CAR_EIGHTBALL 
83D0:   not wav_loaded 
jf @EIGHT_10293 
wait 0 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_10006 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_9977 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_9999 

:EIGHT_9977
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_9999
jump @EIGHT_10186 

:EIGHT_10006
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_10049 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_10049
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
jf @EIGHT_10135 
$BLOB_FLAG = 0 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 0 // $ == int 
jf @EIGHT_10128 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0164: disable_marker $RADAR_BLIP_COORD2_EIGHTBALL 
0186: $RADAR_BLIP_CAR1_EIGHTBALL = create_marker_above_car $CAR_EIGHTBALL 
$FLAG_CAR_MESSAGE_8BALL = 1 // $ = int 

:EIGHT_10128
jump @EIGHT_10186 

:EIGHT_10135
$BLOB_FLAG = 1 // $ = int 
if 
  $FLAG_CAR_MESSAGE_8BALL == 1 // $ == int 
jf @EIGHT_10186 
0164: disable_marker $RADAR_BLIP_CAR1_EIGHTBALL 
018A: $RADAR_BLIP_COORD2_EIGHTBALL = create_checkpoint_at 906.1875 -426.0 -100.0 
$FLAG_CAR_MESSAGE_8BALL = 0 // $ = int 

:EIGHT_10186
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_10224 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_10224
if and
00E5:   player $PLAYER_CHAR 0 902.75 -425.5625 radius 15.0 15.0 
00DC:   player $PLAYER_CHAR in_car $CAR_EIGHTBALL 
  $FLAG_HELP_8BALL2 == 0 // $ == int 
jf @EIGHT_10286 
03E5: text_box 'HELP1'  // Stop in the center of the blue marker.
$FLAG_HELP_8BALL2 = 1 // $ = int 

:EIGHT_10286
jump @EIGHT_9832 

:EIGHT_10293
03E6: remove_text_box 
0164: disable_marker $RADAR_BLIP_COORD2_EIGHTBALL 
02A3: toggle_widescreen 1 
0110: clear_player $PLAYER_CHAR wanted_level 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 887.375 -417.25 13.875 range 10.0 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
01ED: reset_actor $PLAYER_ACTOR threat_search 
01D3: actor $PLAYER_ACTOR leave_car $CAR_EIGHTBALL 
01D3: actor $EIGHTBALL leave_car $CAR_EIGHTBALL 
03D1: play_wav 
00BC: text_highpriority 'EBAL_G' time 7000 1  // This is Luigi's club. Let's go round the back and use the service door.

:EIGHT_10392
if 
00DB:   actor $PLAYER_ACTOR in_car $CAR_EIGHTBALL 
jf @EIGHT_10616 
wait 0 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_10453 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_10453
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_10543 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_10514 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_10536 

:EIGHT_10514
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_10536
jump @EIGHT_10586 

:EIGHT_10543
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_10586 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_10586
if 
03D2:   wav_ended 
jf @EIGHT_10609 
03D5: remove_text 'EBAL_G'  // This is Luigi's club. Let's go round the back and use the service door.

:EIGHT_10609
jump @EIGHT_10392 

:EIGHT_10616
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_10654 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_10654
if 
00DB:   actor $EIGHTBALL in_car $CAR_EIGHTBALL 
jf @EIGHT_10878 
wait 0 
if 
0119:   car $CAR_EIGHTBALL wrecked 
jf @EIGHT_10767 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_10738 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 
jump @EIGHT_10760 

:EIGHT_10738
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_10760
jump @EIGHT_10810 

:EIGHT_10767
if and
01F4:   car $CAR_EIGHTBALL flipped 
01C1:   car $CAR_EIGHTBALL stopped 
jf @EIGHT_10810 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @EIGHT_15331 

:EIGHT_10810
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_10848 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_10848
if 
03D2:   wav_ended 
jf @EIGHT_10871 
03D5: remove_text 'EBAL_G'  // This is Luigi's club. Let's go round the back and use the service door.

:EIGHT_10871
jump @EIGHT_10654 

:EIGHT_10878
01C3: mark_car_as_no_longer_needed $CAR_EIGHTBALL 
0211: actor $PLAYER_ACTOR walk_to 897.0625 -426.25 
0211: actor $EIGHTBALL walk_to 897.25 -424.5625 

:EIGHT_10905
if 
83D2:   not wav_ended 
jf @EIGHT_10967 
wait 0 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_10960 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_10960
jump @EIGHT_10905 

:EIGHT_10967
03D5: remove_text 'EBAL_G'  // This is Luigi's club. Let's go round the back and use the service door.
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
039E: set_actor $EIGHTBALL locked_while_in_vehicle 0 
03E6: remove_text_box 
01BD: $BREAKOUT_TIMER_START = current_time_in_ms 
$BREAKOUT_DIFF = 0 // $ = int 

:EIGHT_11012
if and
83EE:   not player $PLAYER_CHAR controllable 
  5000 > $BREAKOUT_DIFF // int > $ 
jf @EIGHT_11106 
wait 0 
if 
0118:   actor $EIGHTBALL dead 
jf @EIGHT_11078 
00BC: text_highpriority 'EBAL_4' time 5000 1  // ~r~8-Ball's dead!
jump @EIGHT_15331 

:EIGHT_11078
01BD: $BREAKOUT_TIMER = current_time_in_ms 
0084: $BREAKOUT_DIFF = $BREAKOUT_TIMER // $ = $ int 
0060: $BREAKOUT_DIFF -= $BREAKOUT_TIMER_START // $ -= $ int 
jump @EIGHT_11012 

:EIGHT_11106
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'LM1' 15000 ms 2  // 'LUIGI'S GIRLS'
0247: request_model #INDHIBUILD3 
0247: request_model #LUIGICLUBOUT 
0247: request_model #LUIGIINEERCLUB 
023C: load_special_actor 2 'MICKY' 
023C: load_special_actor 3 'LUIGI' 
02F3: load_object #CUTOBJ01 'LUDOOR' 
02F3: load_object #CUTOBJ02 'MICKYH' 
02F3: load_object #CUTOBJ03 'EIGHTH' 
02F3: load_object #CUTOBJ04 'LUIGIH' 
02F3: load_object #CUTOBJ05 'PLAYERH' 

:EIGHT_11249
if 
  fading 
jf @EIGHT_11273 
wait 0 
jump @EIGHT_11249 

:EIGHT_11273
038B: load_requested_models 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 926.5 -471.6875 1.0 830.75 -257.9375 25.0 
if 
8118:   not actor $EIGHTBALL dead 
jf @EIGHT_11321 
0192: set_actor $EIGHTBALL objective_to_stand_still 

:EIGHT_11321
0192: set_actor $PLAYER_ACTOR objective_to_stand_still 

:EIGHT_11326
if or
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
jf @EIGHT_11366 
wait 0 
jump @EIGHT_11326 

:EIGHT_11366
if or
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
8248:   not model #CUTOBJ05 available 
8248:   not model #INDHIBUILD3 available 
8248:   not model #LUIGICLUBOUT available 
8248:   not model #LUIGIINEERCLUB available 
jf @EIGHT_11418 
wait 0 
jump @EIGHT_11366 

:EIGHT_11418
009B: destroy_actor_instantly $EIGHTBALL 
0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 0 
02E4: load_cutscene_data 'L1_LG' 
0244: set_cutscene_pos 900.75 -427.5 13.8125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_MICKY = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MICKY 'MICKY' 
02E5: $CS_EIGHT = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_EIGHT 'EIGHT2' 
02E5: $CS_LUIGI = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $CS_LUIGI 'LUIGI' 
02F4: create_cutscene_actor $CS_MICKYHEAD from_head #CUTOBJ02 and_body $CS_MICKY 
02F5: set_head_anim $CS_MICKYHEAD 'MICKY' 
02F4: create_cutscene_actor $CS_EIGHTHEAD from_head #CUTOBJ03 and_body $CS_EIGHT 
02F5: set_head_anim $CS_EIGHTHEAD 'EIGHT' 
02F4: create_cutscene_actor $CS_LUIGIHEAD from_head #CUTOBJ04 and_body $CS_LUIGI 
02F5: set_head_anim $CS_LUIGIHEAD 'LUIGI' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ05 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_LUDOOR = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_LUDOOR 'LUDOOR' 
0395: clear_area 1 at 896.5625 -426.1875 13.875 range 1.0 
0055: put_player $PLAYER_CHAR at 896.5625 -426.1875 13.875 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
TIMERA = 0 // @ = int 

:EIGHT_11704
if 
  3500 > TIMERA // int > @ 
jf @EIGHT_11734 
wait 0 
jump @EIGHT_11704 

:EIGHT_11734
fade 1 1500 
0395: clear_area 1 at 887.375 -417.25 13.875 range 10.0 
0395: clear_area 1 at 892.75 -425.5 13.875 range 3.0 
0395: clear_area 1 at 896.25 -425.5625 13.75 range 3.0 
0395: clear_area 1 at 899.6875 -425.6875 14.0 range 0.5 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 
0336: set_player $PLAYER_CHAR visible 0 

:EIGHT_11823
if 
  11165 > $CS_TIME // int > $ 
jf @EIGHT_11858 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @EIGHT_11823 

:EIGHT_11858
00BC: text_highpriority 'EBAL_H' time 10000 1  // Wait here man while I go in and talk to Luigi.

:EIGHT_11873
if 
  13416 > $CS_TIME // int > $ 
jf @EIGHT_11908 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @EIGHT_11873 

:EIGHT_11908
03D5: remove_text 'EBAL_H'  // Wait here man while I go in and talk to Luigi.

:EIGHT_11918
if 
  30834 > $CS_TIME // int > $ 
jf @EIGHT_11953 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @EIGHT_11918 

:EIGHT_11953
00BC: text_highpriority 'EBAL_J' time 10000 1  // 8-Ball's got some business up stairs.

:EIGHT_11968
if 
  33186 > $CS_TIME // int > $ 
jf @EIGHT_12005 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @EIGHT_11968 

:EIGHT_12005
00BC: text_highpriority 'EBAL_K' time 10000 1  // Maybe you can do me a favor.

:EIGHT_12020
if 
  35235 > $CS_TIME // int > $ 
jf @EIGHT_12057 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @EIGHT_12020 

:EIGHT_12057
00BC: text_highpriority 'EBAL_L' time 10000 1  // One of my girls needs a ride so grab a car and pick up Misty from the clinic. Then bring her back here.

:EIGHT_12072
if 
  41551 > $CS_TIME // int > $ 
jf @EIGHT_12109 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @EIGHT_12072 

:EIGHT_12109
00BC: text_highpriority 'EBAL_M' time 10000 1  // Remember no one messes with my girls!

:EIGHT_12124
if 
  45634 > $CS_TIME // int > $ 
jf @EIGHT_12161 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @EIGHT_12124 

:EIGHT_12161
00BC: text_highpriority 'EBAL_N' time 10000 1  // So keep your hands on the wheel!

:EIGHT_12176
if 
  47560 > $CS_TIME // int > $ 
jf @EIGHT_12213 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @EIGHT_12176 

:EIGHT_12213
00BC: text_highpriority 'EBAL_O' time 10000 1  // If you don't mess this up, maybe there be more work for you. Now get outta here!

:EIGHT_12228
if 
  51911 > $CS_TIME // int > $ 
jf @EIGHT_12265 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @EIGHT_12228 

:EIGHT_12265
03D5: remove_text 'EBAL_O'  // If you don't mess this up, maybe there be more work for you. Now get outta here!

:EIGHT_12275
if 
  52500 > $CS_TIME // int > $ 
jf @EIGHT_12312 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @EIGHT_12275 

:EIGHT_12312
fade 0 1500 

:EIGHT_12319
if 
82E9:   not cutscene_reached_end 
jf @EIGHT_12343 
wait 0 
jump @EIGHT_12319 

:EIGHT_12343
00BE: text_clear_all 

:EIGHT_12345
if 
  fading 
jf @EIGHT_12369 
wait 0 
jump @EIGHT_12345 

:EIGHT_12369
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
wait 500 
03AF: set_streaming 1 
fade 1 1500 
03AD: set_rubbish 1 
03CB: load_scene 920.25 -425.375 15.0 
0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #CUTOBJ05 
0249: release_model #INDHIBUILD3 
0249: release_model #LUIGICLUBOUT 
0249: release_model #LUIGIINEERCLUB 
01B4: set_player $PLAYER_CHAR can_move 1 
03DE: set_pedestrians_density_multiplier_to 1.0 
023C: load_special_actor 2 'MISTY' 
00BC: text_highpriority 'EBAL_5' time 5000 1  // ~g~Get a vehicle!

:EIGHT_12513
if 
823D:   not special_actor 2 loaded 
jf @EIGHT_12539 
wait 0 
jump @EIGHT_12513 

:EIGHT_12539
009A: $GIRL1_LM1 = create_actor 21 #SPECIAL02 at 1144.563 -592.75 13.875 
01ED: reset_actor $GIRL1_LM1 threat_search 
0173: set_actor $GIRL1_LM1 z_angle_to 90.0 
0245: set_actor $GIRL1_LM1 walk_style_to 15 
0187: $RADAR_BLIP_PED1_LM1 = create_marker_above_actor $GIRL1_LM1 
$FLAG_BLIP_ON_GIRL1_LM1 = 1 // $ = int 
03CF: load_wav 'LIB_D' 

:EIGHT_12602
if or
80E0:   not player $PLAYER_CHAR in_any_car 
83D0:   not wav_loaded 
jf @EIGHT_12693 
wait 0 
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_12662 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 

:EIGHT_12662
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @EIGHT_12686 
00DA: $CAR_LM1 = player $PLAYER_CHAR car 

:EIGHT_12686
jump @EIGHT_12602 

:EIGHT_12693
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @EIGHT_12728 
03E6: remove_text_box 
03E5: text_box 'RADIO_A'  // Press the ~h~~k~~VEHICLE_CHANGE_RADIO_STATION~ button~w~ to cycle through the ~h~radio stations.

:EIGHT_12728
if 
  $CONTROLMODE == 1 // $ == int 
jf @EIGHT_12758 
03E6: remove_text_box 
03E5: text_box 'RADIO_B'  // Press the ~h~~k~~VEHICLE_CHANGE_RADIO_STATION~ button~w~ to cycle through the ~h~radio stations.

:EIGHT_12758
if 
  $CONTROLMODE == 2 // $ == int 
jf @EIGHT_12788 
03E6: remove_text_box 
03E5: text_box 'RADIO_C'  // Press the ~h~~k~~VEHICLE_CHANGE_RADIO_STATION~ button~w~ to cycle through the ~h~radio stations.

:EIGHT_12788
if 
  $CONTROLMODE == 3 // $ == int 
jf @EIGHT_12818 
03E6: remove_text_box 
03E5: text_box 'RADIO_D'  // Press the ~h~~k~~VEHICLE_CHANGE_RADIO_STATION~ button~w~ to cycle through the ~h~radio stations.

:EIGHT_12818
00BC: text_highpriority 'EBAL_6' time 5000 1  // ~g~Pick up Misty!

:EIGHT_12833
if 
  $FLAG_GIRL1_IN_CAR_LM1 == 0 // $ == int 
jf @EIGHT_13925 
wait 0 
if 
  $FLAG_GIRL_IN_GROUP_LM1 == 0 // $ == int 
jf @EIGHT_13613 
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_12911 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 

:EIGHT_12911
if 
  $FLAG_MISTY_STOP == 0 // $ == int 
jf @EIGHT_12973 
if 
00EB:   player $PLAYER_CHAR 0 $GIRL1_LM1 radius 20.0 20.0 
jf @EIGHT_12973 
03E5: text_box 'LM1_7'  // Stop the vehicle next to Misty and allow her to enter it.
$FLAG_MISTY_STOP = 1 // $ = int 

:EIGHT_12973
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @EIGHT_13066 
if 
  $FLAG_PLAYER_HAD_VEHICLE_MESSAGE_LM1 == 0 // $ == int 
jf @EIGHT_13059 
00BC: text_highpriority 'IN_VEH2' time 5000 1  // ~g~You need some wheels for this job!
if 
  $FLAG_BLIP_ON_GIRL1_LM1 == 1 // $ == int 
jf @EIGHT_13052 
0164: disable_marker $RADAR_BLIP_PED1_LM1 
$FLAG_BLIP_ON_GIRL1_LM1 = 0 // $ = int 

:EIGHT_13052
$FLAG_PLAYER_HAD_VEHICLE_MESSAGE_LM1 = 1 // $ = int 

:EIGHT_13059
jump @EIGHT_13147 

:EIGHT_13066
00DA: $CAR_LM1 = player $PLAYER_CHAR car 
if 
  $FLAG_PLAYER_HAD_VEHICLE_MESSAGE_LM1 == 1 // $ == int 
jf @EIGHT_13147 
00BC: text_highpriority 'EBAL_6' time 5000 1  // ~g~Pick up Misty!
if 
  $FLAG_BLIP_ON_GIRL1_LM1 == 0 // $ == int 
jf @EIGHT_13140 
0187: $RADAR_BLIP_PED1_LM1 = create_marker_above_actor $GIRL1_LM1 
$FLAG_BLIP_ON_GIRL1_LM1 = 1 // $ = int 

:EIGHT_13140
$FLAG_PLAYER_HAD_VEHICLE_MESSAGE_LM1 = 0 // $ = int 

:EIGHT_13147
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @EIGHT_13613 
00DA: $CAR_LM1 = player $PLAYER_CHAR car 
if 
00EB:   player $PLAYER_CHAR 0 $GIRL1_LM1 radius 8.0 8.0 
jf @EIGHT_13613 
if 
029F:   player $PLAYER_CHAR stopped 
jf @EIGHT_13613 
01D4: actor $GIRL1_LM1 go_to_car $CAR_LM1 and_enter_it_as_a_passenger 

:EIGHT_13222
if or
80DB:   not actor $GIRL1_LM1 in_car $CAR_LM1 
80DC:   not player $PLAYER_CHAR in_car $CAR_LM1 
jf @EIGHT_13589 
wait 0 
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_13291 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 

:EIGHT_13291
if 
0119:   car $CAR_LM1 wrecked 
jf @EIGHT_13374 
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_13352 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 
jump @EIGHT_13374 

:EIGHT_13352
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_13374
if 
00DB:   actor $GIRL1_LM1 in_car $CAR_LM1 
jf @EIGHT_13400 
039E: set_actor $GIRL1_LM1 locked_while_in_vehicle 1 

:EIGHT_13400
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_LM1 
jf @EIGHT_13504 
if 
  $FLAG_PLAYER_HAD_VEHICLE_MESSAGE_LM1 == 0 // $ == int 
jf @EIGHT_13497 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
if 
  $FLAG_BLIP_ON_GIRL1_LM1 == 1 // $ == int 
jf @EIGHT_13490 
0164: disable_marker $RADAR_BLIP_PED1_LM1 
0186: $RADAR_BLIP_CAR1_LM1 = create_marker_above_car $CAR_LM1 
$FLAG_BLIP_ON_GIRL1_LM1 = 0 // $ = int 

:EIGHT_13490
$FLAG_PLAYER_HAD_VEHICLE_MESSAGE_LM1 = 1 // $ = int 

:EIGHT_13497
jump @EIGHT_13582 

:EIGHT_13504
if 
  $FLAG_PLAYER_HAD_VEHICLE_MESSAGE_LM1 == 1 // $ == int 
jf @EIGHT_13582 
00BC: text_highpriority 'EBAL_6' time 5000 1  // ~g~Pick up Misty!
if 
  $FLAG_BLIP_ON_GIRL1_LM1 == 0 // $ == int 
jf @EIGHT_13575 
0187: $RADAR_BLIP_PED1_LM1 = create_marker_above_actor $GIRL1_LM1 
0164: disable_marker $RADAR_BLIP_CAR1_LM1 
$FLAG_BLIP_ON_GIRL1_LM1 = 1 // $ = int 

:EIGHT_13575
$FLAG_PLAYER_HAD_VEHICLE_MESSAGE_LM1 = 0 // $ = int 

:EIGHT_13582
jump @EIGHT_13222 

:EIGHT_13589
0164: disable_marker $RADAR_BLIP_PED1_LM1 
0164: disable_marker $RADAR_BLIP_CAR1_LM1 
$FLAG_BLIP_ON_GIRL1_LM1 = 0 // $ = int 
$FLAG_GIRL_IN_GROUP_LM1 = 1 // $ = int 

:EIGHT_13613
if 
  $FLAG_GIRL_IN_GROUP_LM1 == 1 // $ == int 
jf @EIGHT_13918 
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_13669 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 

:EIGHT_13669
if 
0119:   car $CAR_LM1 wrecked 
jf @EIGHT_13752 
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_13730 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 
jump @EIGHT_13752 

:EIGHT_13730
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_13752
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_LM1 
jf @EIGHT_13819 
if 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_LM1 == 0 // $ == int 
jf @EIGHT_13819 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR1_LM1 = create_marker_above_car $CAR_LM1 
$FLAG_PLAYER_HAD_CAR_MESSAGE_LM1 = 1 // $ = int 

:EIGHT_13819
if 
00DC:   player $PLAYER_CHAR in_car $CAR_LM1 
jf @EIGHT_13918 
if 
00DB:   actor $GIRL1_LM1 in_car $CAR_LM1 
jf @EIGHT_13888 
00BC: text_highpriority 'LM1_9' time 10000 1  // Hi I'm Misty.
03D1: play_wav 
039E: set_actor $GIRL1_LM1 locked_while_in_vehicle 0 
$FLAG_GIRL1_IN_CAR_LM1 = 1 // $ = int 

:EIGHT_13888
if 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_LM1 == 1 // $ == int 
jf @EIGHT_13918 
0164: disable_marker $RADAR_BLIP_CAR1_LM1 
$FLAG_PLAYER_HAD_CAR_MESSAGE_LM1 = 0 // $ = int 

:EIGHT_13918
jump @EIGHT_12833 

:EIGHT_13925
0164: disable_marker $RADAR_BLIP_PED1_LM1 
01DF: tie_actor $GIRL1_LM1 to_player $PLAYER_CHAR 

:EIGHT_13938
if 
83D2:   not wav_ended 
jf @EIGHT_14200 
wait 0 
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_14000 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 
jump @EIGHT_14110 

:EIGHT_14000
if and
8320:   not actor $GIRL1_LM1 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_GIRL1_LM1 == 0 // $ == int 
jf @EIGHT_14056 
00BC: text_highpriority 'HEY4' time 5000 1  // ~g~Lose Misty and Luigi will lose your face! Go and get her!
0187: $RADAR_BLIP_PED1_LM1 = create_marker_above_actor $GIRL1_LM1 
$FLAG_BLIP_ON_GIRL1_LM1 = 1 // $ = int 

:EIGHT_14056
if and
00E9:   player $PLAYER_CHAR 0 $GIRL1_LM1 radius 8.0 8.0 
  $FLAG_BLIP_ON_GIRL1_LM1 == 1 // $ == int 
jf @EIGHT_14110 
01DF: tie_actor $GIRL1_LM1 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED1_LM1 
$FLAG_BLIP_ON_GIRL1_LM1 = 0 // $ = int 

:EIGHT_14110
if 
0119:   car $CAR_LM1 wrecked 
jf @EIGHT_14193 
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_14171 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 
jump @EIGHT_14193 

:EIGHT_14171
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @EIGHT_15331 

:EIGHT_14193
jump @EIGHT_13938 

:EIGHT_14200
03D5: remove_text 'LM1_9'  // Hi I'm Misty.
00BC: text_highpriority 'LM1_2' time 7000 1  // ~g~Take Misty to Luigi's Club.
018A: $RADAR_BLIP_COORD1_LM1 = create_checkpoint_at 906.1875 -426.0 -100.0 
$BLOB_FLAG = 1 // $ = int 
03E5: text_box 'LOOK_A'  // Press and hold the ~h~~k~~VEHICLE_LOOKLEFT~ button ~w~or the ~h~~k~~VEHICLE_LOOKRIGHT~ button~w~ to look ~h~left~w~ or ~h~right~w~ while in a vehicle. Press both to look ~h~behind~w~.
TIMERA = 0 // @ = int 

:EIGHT_14263
if or
81A8:   not actor $GIRL1_LM1 stopped $BLOB_FLAG 903.75 -420.1875 14.0 908.25 -431.0625 18.0 
819E:   not player $PLAYER_CHAR stopped 0 903.75 -420.1875 14.0 908.25 -431.0625 18.0 
jf @EIGHT_14721 
wait 0 
if 
  $FLAG_PLAYER_HAD_CAMERA_MESSAGE_8BALL == 0 // $ == int 
jf @EIGHT_14511 
0293: $CONTROLMODE = current_controls 
if 
  TIMERA > 10000 // @ > int 
jf @EIGHT_14511 
if 
  $CONTROLMODE == 0 // $ == int 
jf @EIGHT_14406 
03E5: text_box 'CAM_A'  // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ button~w~ to change ~h~camera ~w~modes when on foot or in a vehicle.
$FLAG_PLAYER_HAD_CAMERA_MESSAGE_8BALL = 1 // $ = int 

:EIGHT_14406
if 
  $CONTROLMODE == 0 // $ == int 
jf @EIGHT_14441 
03E5: text_box 'CAM_B'  // Press the ~h~directional button up~w~ and ~h~down~w~ to change ~h~camera ~w~modes when on foot or in a vehicle.
$FLAG_PLAYER_HAD_CAMERA_MESSAGE_8BALL = 1 // $ = int 

:EIGHT_14441
if 
  $CONTROLMODE == 0 // $ == int 
jf @EIGHT_14476 
03E5: text_box 'CAM_A'  // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ button~w~ to change ~h~camera ~w~modes when on foot or in a vehicle.
$FLAG_PLAYER_HAD_CAMERA_MESSAGE_8BALL = 1 // $ = int 

:EIGHT_14476
if 
  $CONTROLMODE == 0 // $ == int 
jf @EIGHT_14511 
03E5: text_box 'CAM_A'  // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ button~w~ to change ~h~camera ~w~modes when on foot or in a vehicle.
$FLAG_PLAYER_HAD_CAMERA_MESSAGE_8BALL = 1 // $ = int 

:EIGHT_14511
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_14556 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 
jump @EIGHT_14714 

:EIGHT_14556
if and
8320:   not actor $GIRL1_LM1 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_GIRL1_LM1 == 0 // $ == int 
jf @EIGHT_14624 
00BC: text_highpriority 'HEY4' time 5000 1  // ~g~Lose Misty and Luigi will lose your face! Go and get her!
0187: $RADAR_BLIP_PED1_LM1 = create_marker_above_actor $GIRL1_LM1 
0164: disable_marker $RADAR_BLIP_COORD1_LM1 
$BLOB_FLAG = 0 // $ = int 
$FLAG_BLIP_ON_GIRL1_LM1 = 1 // $ = int 

:EIGHT_14624
if and
00E9:   player $PLAYER_CHAR 0 $GIRL1_LM1 radius 8.0 8.0 
  $FLAG_BLIP_ON_GIRL1_LM1 == 1 // $ == int 
jf @EIGHT_14714 
01DF: tie_actor $GIRL1_LM1 to_player $PLAYER_CHAR 
00BC: text_highpriority 'LM1_2' time 7000 1  // ~g~Take Misty to Luigi's Club.
018A: $RADAR_BLIP_COORD1_LM1 = create_checkpoint_at 906.1875 -426.0 -100.0 
0164: disable_marker $RADAR_BLIP_PED1_LM1 
$BLOB_FLAG = 1 // $ = int 
$FLAG_BLIP_ON_GIRL1_LM1 = 0 // $ = int 

:EIGHT_14714
jump @EIGHT_14263 

:EIGHT_14721
0164: disable_marker $RADAR_BLIP_COORD1_LM1 
01E0: clear_leader $GIRL1_LM1 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 1 at 887.375 -417.25 13.875 range 10.0 
0247: request_model #INDHIBUILD3 
0247: request_model #LUIGICLUBOUT 
0247: request_model #LUIGIINEERCLUB 
if 
00DF:   actor $GIRL1_LM1 in_any_car 
jf @EIGHT_14896 
039E: set_actor $GIRL1_LM1 locked_while_in_vehicle 0 
00D9: $CAR_LM1 = actor $GIRL1_LM1 car // add to mission cleanup 
01D3: actor $GIRL1_LM1 leave_car $CAR_LM1 

:EIGHT_14831
if 
00DF:   actor $GIRL1_LM1 in_any_car 
jf @EIGHT_14896 
wait 0 
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_14889 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 

:EIGHT_14889
jump @EIGHT_14831 

:EIGHT_14896
if or
8248:   not model #INDHIBUILD3 available 
8248:   not model #LUIGICLUBOUT available 
8248:   not model #LUIGIINEERCLUB available 
jf @EIGHT_14971 
wait 0 
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_14964 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 

:EIGHT_14964
jump @EIGHT_14896 

:EIGHT_14971
0211: actor $GIRL1_LM1 walk_to 900.125 -425.375 
TIMERB = 0 // @ = int 

:EIGHT_14989
if 
  1000 > TIMERB // int > @ 
jf @EIGHT_15057 
wait 0 
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_15050 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 

:EIGHT_15050
jump @EIGHT_14989 

:EIGHT_15057
if 
0118:   actor $GIRL1_LM1 dead 
jf @EIGHT_15095 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @EIGHT_15331 

:EIGHT_15095
00A1: put_actor $GIRL1_LM1 at 898.875 -425.75 13.875 
0173: set_actor $GIRL1_LM1 z_angle_to 90.0 
0211: actor $GIRL1_LM1 walk_to 887.0625 -425.1875 
02A3: toggle_widescreen 1 
015F: set_camera_position 882.5625 -425.5625 14.375 rotation 0.0 0.0 0.0 
0160: point_camera 890.1875 -421.0625 15.0 switchstyle 2 
01E3: text_1number_styled 'M_PASS' 1500 5000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 1500 
0394: play_music 1 
TIMERB = 0 // @ = int 

:EIGHT_15202
if 
  5000 > TIMERB // int > @ 
jf @EIGHT_15232 
wait 0 
jump @EIGHT_15202 

:EIGHT_15232
0169: set_fade_color 0 0 0 
fade 0 1000 

:EIGHT_15247
if 
  fading 
jf @EIGHT_15271 
wait 0 
jump @EIGHT_15247 

:EIGHT_15271
wait 0 
0373: set_camera_directly_behind_player 
wait 0 
02A3: toggle_widescreen 0 
wait 0 
02EB: restore_camera_with_jumpcut 
wait 750 
fade 1 250 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
jump @EIGHT_15437 

:EIGHT_15331
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
$FLAG_EIGHTBALL_MISSION_LAUNCHED = 0 // $ = int 
if 
  $FLAG_REACHED_HIDEOUT == 0 // $ == int 
jf @EIGHT_15392 
0255: set_critical_mission_restart_at 811.875 -939.9375 35.75 angle 180.0 
jump @EIGHT_15406 

:EIGHT_15392
0255: set_critical_mission_restart_at 883.5 -308.1875 7.5625 angle 90.0 

:EIGHT_15406
mission_cleanup 

:EIGHT_15408
if 
8256:   not player $PLAYER_CHAR defined 
jf @EIGHT_15435 
wait 0 
jump @EIGHT_15408 

:EIGHT_15435
return 

:EIGHT_15437
01F6: cancel_override_restart 
$FLAG_EIGHTBALL_MISSION_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'LM1'  // 'LUIGI'S GIRLS'
030C: progress_made += 1 
$FLAG_LUIGI_MISSION1_PASSED = 1 // $ = int 
0110: clear_player $PLAYER_CHAR wanted_level 
02A7: $LUIGI_CONTACT_BLIP = create_icon_marker_and_sphere 13 at 892.75 -425.75 13.875 
start_new_script @NONAME_17 
start_new_script @BLOB_HP 
start_new_script @LUIHELP 
return 

:EIGHT_15514
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_EIGHTBALL_MISSION = 0 // $ = int 
03AE: remove_objects_from_cube 804.0 -948.0 30.0 765.125 -924.3125 50.0 
018E: stop_sound $FIRE_SOUND_8BALL 
0169: set_fade_color 0 0 0 
0249: release_model #INDHIBUILD3 
0249: release_model #LUIGICLUBOUT 
0249: release_model #LUIGIINEERCLUB 
0249: release_model #KURUMA 
0164: disable_marker $RADAR_BLIP_COORD1_EIGHTBALL 
0164: disable_marker $RADAR_BLIP_COORD2_EIGHTBALL 
0164: disable_marker $RADAR_BLIP_CAR1_EIGHTBALL 
009B: destroy_actor_instantly $EIGHTBALL 
009B: destroy_actor_instantly $GIRL1_LM1 
0164: disable_marker $RADAR_BLIP_COORD1_LM1 
0164: disable_marker $RADAR_BLIP_PED1_LM1 
0164: disable_marker $RADAR_BLIP_CAR1_LM1 
03E7: flash_hud -1 
if 
8119:   not car $COP_CAR1_8BALL wrecked 
jf @EIGHT_15645 
01C3: mark_car_as_no_longer_needed $COP_CAR1_8BALL 

:EIGHT_15645
if 
8119:   not car $COP_CAR2_8BALL wrecked 
jf @EIGHT_15666 
01C3: mark_car_as_no_longer_needed $COP_CAR2_8BALL 

:EIGHT_15666
if 
8118:   not actor $GIRL1_LM1 dead 
jf @EIGHT_15689 
039E: set_actor $GIRL1_LM1 locked_while_in_vehicle 0 

:EIGHT_15689
mission_cleanup 
return 

:EIGHT_15693
014C: set_parked_car_generator $GEN_CAR44 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR45 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR46 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR47 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR48 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR49 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR28 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR29 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR1 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR2 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR3 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR4 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR5 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR6 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR6 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR9 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR10 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR11 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR12 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR13 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR15 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR16 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR17 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR18 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR57 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR58 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR19 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR20 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR21 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR22 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR24 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR25 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR59 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR23 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR30 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR31 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR53 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR8 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR32 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR34 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR36 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR37 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR38 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR40 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR41 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR42 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR43 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR54 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR55 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR56 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR33 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR51 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR52 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR64 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR1 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR2 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR25 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR26 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR3 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR4 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR5 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR6 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR7 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR8 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR9 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR10 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR11 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR12 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR20 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR21 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR27 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR28 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR29 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR30 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR31 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR32 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR33 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR34 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR35 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR36 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR37 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR38 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR39 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR40 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR60 cars_to_generate_to 0 
014C: set_parked_car_generator $GEN_CAR61 cars_to_generate_to 0 
014C: set_parked_car_generator $GEN_CAR62 cars_to_generate_to 0 
014C: set_parked_car_generator $COM_CAR41 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR42 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR43 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR44 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR45 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR35 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR15 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR16 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR17 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR19 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR24 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR13 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR23 cars_to_generate_to 0 
014C: set_parked_car_generator $COM_CAR14 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR22 cars_to_generate_to 101 
014C: set_parked_car_generator $PHIL_CAR cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR46 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR47 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR48 cars_to_generate_to 101 
014C: set_parked_car_generator $COM_CAR49 cars_to_generate_to 101 
014C: set_parked_car_generator $SPECIAL_TANK cars_to_generate_to 0 
014C: set_parked_car_generator $SUB_CAR1 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR2 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR3 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR4 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR5 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR6 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR7 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR25 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR63 cars_to_generate_to 0 
014C: set_parked_car_generator $SUB_CAR40 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR41 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR42 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR43 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR44 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR45 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR46 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR8 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR9 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR10 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR11 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR12 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR13 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR14 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR15 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR16 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR19 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR20 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR17 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR18 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR21 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR22 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR23 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR24 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR30 cars_to_generate_to 101 
014C: set_parked_car_generator $SUB_CAR31 cars_to_generate_to 101 
014C: set_parked_car_generator $RC_VAN1 cars_to_generate_to 101 
014C: set_parked_car_generator $RC_VAN2 cars_to_generate_to 101 
014C: set_parked_car_generator $RC_VAN3 cars_to_generate_to 101 
014C: set_parked_car_generator $RC_VAN4 cars_to_generate_to 101 
return 

//-------------Mission 20---------------
// Originally: Don't Spank My Bitch Up

:LUIGI2
script_name 'LUIGI2' 
gosub @LUIGI2_46 
if 
  wasted_or_busted 
jf @LUIGI2_37 
gosub @LUIGI2_3489 

:LUIGI2_37
gosub @LUIGI2_3572 
terminate_this_script 

:LUIGI2_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_LUIGI_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_GOT_HELP_MESSAGE_LM2 = 0 // $ = int 
$FLAG_VICTIM_PED_LM2_CHANGED = 0 // $ = int 
$FLAG_VICTIM_DEAD_LM2 = 0 // $ = int 
$FLAG_CAR_IN_GARAGE_LM2 = 0 // $ = int 
$FLAG_PLAYER_HAD_CAR_MESSAGE_LM2 = 0 // $ = int 
$FLAG_PLAYER_HAD_GARAGE_MESSAGE_LM2 = 0 // $ = int 
$FLAG_BUYER1_DEAD_LM2 = 0 // $ = int 
$FLAG_BUYER2_DEAD_LM2 = 0 // $ = int 
$FLAG_DONE_LOOKING_BIT_LM2 = 0 // $ = int 
$FLAG_HAD_SPRAY_HELP = 0 // $ = int 
$FLAG_PLAYER_HAD_BAT_MESSAGE_LM2 = 0 // $ = int 
$FLAG_HAD_PATH_MESSAGE_LM2 = 0 // $ = int 
$FLAG_LOCKUP_MESSAGE_LM2 = 0 // $ = int 
$FLAG_GIRL1_RUNNING_LM2 = 0 // $ = int 
$FLAG_GIRL2_RUNNING_LM2 = 0 // $ = int 
$FLAG_PLAYER_IN_AREA_LM2 = 0 // $ = int 
$FLAG_PLAYER_IN_CAR_LM2 = 0 // $ = int 
0247: request_model #DOCKER2 
0247: request_model #PROSTITUTE 
0247: request_model #PROSTITUTE2 
0247: request_model #STALLION 
03E6: remove_text_box 
0247: request_model #INDHIBUILD3 
0247: request_model #LUIGICLUBOUT 
0247: request_model #LUIGIINEERCLUB 
023C: load_special_actor 1 'MICKY' 
02F3: load_object #CUTOBJ01 'LUDOOR' 
02F3: load_object #CUTOBJ02 'MICKYH' 
02F3: load_object #CUTOBJ03 'PLAYERH' 
02F3: load_object #CUTOBJ04 'NOTE' 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 926.5 -471.6875 1.0 830.75 -257.9375 25.0 
038B: load_requested_models 

:LUIGI2_310
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
jf @LUIGI2_356 
wait 0 
jump @LUIGI2_310 

:LUIGI2_356
if or
8248:   not model #INDHIBUILD3 available 
8248:   not model #LUIGICLUBOUT available 
8248:   not model #LUIGIINEERCLUB available 
jf @LUIGI2_393 
wait 0 
jump @LUIGI2_356 

:LUIGI2_393
0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 0 
02E4: load_cutscene_data 'L2_DSB' 
0244: set_cutscene_pos 900.75 -427.5 13.8125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_MICKY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_MICKY 'MICKY' 
02F4: create_cutscene_actor $CS_MICKYHEAD from_head #CUTOBJ02 and_body $CS_MICKY 
02F5: set_head_anim $CS_MICKYHEAD 'MICKY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ03 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_LUDOOR = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_LUDOOR 'LUDOOR' 
02E5: $CS_NOTE = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $CS_NOTE 'NOTE' 
0395: clear_area 1 at 896.5625 -426.1875 13.875 range 1.0 
0055: put_player $PLAYER_CHAR at 896.5625 -426.1875 13.875 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 1500 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:LUIGI2_618
if 
  5634 > $CS_TIME // int > $ 
jf @LUIGI2_653 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI2_618 

:LUIGI2_653
00BC: text_highpriority 'LM2_C' time 10000 1  // Luigi said to, to give you this so...

:LUIGI2_668
if 
  7989 > $CS_TIME // int > $ 
jf @LUIGI2_703 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI2_668 

:LUIGI2_703
00BC: text_highpriority 'LM2_D' time 10000 1  // here, here take it.

:LUIGI2_718
if 
  12078 > $CS_TIME // int > $ 
jf @LUIGI2_753 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI2_718 

:LUIGI2_753
00BC: text_highpriority 'LM2_A' time 10000 1  // There's a new high on the street goes by the name of SPANK.

:LUIGI2_768
if 
  15287 > $CS_TIME // int > $ 
jf @LUIGI2_803 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI2_768 

:LUIGI2_803
00BC: text_highpriority 'LM2_E' time 10000 1  // Some wiseguy's been introducing this trash to my girls down Portland Harbor.

:LUIGI2_818
if 
  19558 > $CS_TIME // int > $ 
jf @LUIGI2_853 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI2_818 

:LUIGI2_853
00BC: text_highpriority 'LM2_B' time 10000 1  // Go and introduce a bat to his face!

:LUIGI2_868
if 
  23042 > $CS_TIME // int > $ 
jf @LUIGI2_903 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI2_868 

:LUIGI2_903
00BC: text_highpriority 'LM2_F' time 10000 1  // Then take his car, respray it.

:LUIGI2_918
if 
  25852 > $CS_TIME // int > $ 
jf @LUIGI2_953 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI2_918 

:LUIGI2_953
00BC: text_highpriority 'LM2_G' time 10000 1  // I want compensation for this insult!

:LUIGI2_968
if 
  28632 > $CS_TIME // int > $ 
jf @LUIGI2_1003 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI2_968 

:LUIGI2_1003
03D5: remove_text 'LM2_G'  // I want compensation for this insult!

:LUIGI2_1013
if 
  31000 > $CS_TIME // int > $ 
jf @LUIGI2_1048 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI2_1013 

:LUIGI2_1048
fade 0 1500 

:LUIGI2_1055
if 
82E9:   not cutscene_reached_end 
jf @LUIGI2_1079 
wait 0 
jump @LUIGI2_1055 

:LUIGI2_1079
00BE: text_clear_all 

:LUIGI2_1081
if 
  fading 
jf @LUIGI2_1105 
wait 0 
jump @LUIGI2_1081 

:LUIGI2_1105
02EA: end_cutscene 
03AF: set_streaming 1 
03AD: set_rubbish 1 
03CB: load_scene 920.25 -425.375 15.0 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0373: set_camera_directly_behind_player 
0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 1 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #INDHIBUILD3 
0249: release_model #LUIGICLUBOUT 
0249: release_model #LUIGIINEERCLUB 
03DE: set_pedestrians_density_multiplier_to 1.0 
022B: create_forbidden_for_peds_cube 1609.75 -615.1875 9.0 1557.75 -673.375 20.0 
0213: $BAT_LM2 = create_pickup #BAT type 3 at 917.1875 -425.25 14.5 
03DC: $BAT_BLIP_LM2 = create_marker_above_pickup $BAT_LM2 

:LUIGI2_1251
if or
8248:   not model #STALLION available 
8248:   not model #DOCKER2 available 
8248:   not model #PROSTITUTE available 
8248:   not model #PROSTITUTE2 available 
jf @LUIGI2_1290 
wait 0 
jump @LUIGI2_1251 

:LUIGI2_1290
if 
  fading 
jf @LUIGI2_1314 
wait 0 
jump @LUIGI2_1290 

:LUIGI2_1314
01B4: set_player $PLAYER_CHAR can_move 1 
00BC: text_highpriority 'BAT1' time 5000 1  // ~g~Pick up the bat!
03E5: text_box 'HELP14'  // To collect weapons walk through them. These cannot be collected while in a vehicle.
009A: $VICTIM_PED_LM2 = create_actor 5 #DOCKER2 at 1399.625 -833.6875 -100.0 
01BE: set_actor $VICTIM_PED_LM2 to_look_at_spot 1397.438 -835.5 10.75 
01ED: reset_actor $VICTIM_PED_LM2 threat_search 
009A: $BUYER1_LM2 = create_actor 20 #PROSTITUTE at 1397.188 -832.8125 -100.0 
01ED: reset_actor $BUYER1_LM2 threat_search 
01BE: set_actor $BUYER1_LM2 to_look_at_spot 1399.625 -833.6875 10.75 
009A: $BUYER2_LM2 = create_actor 20 #PROSTITUTE2 at 1397.25 -834.375 -100.0 
01ED: reset_actor $BUYER2_LM2 threat_search 
01BE: set_actor $BUYER2_LM2 to_look_at_spot 1399.625 -833.6875 10.75 
00A5: $CAR_LM2 = create_car #STALLION at 1396.625 -837.6875 -100.0 
0175: set_car $CAR_LM2 z_angle_to 301.0 
0135: 2 = car $CAR_LM2 door_status 
0187: $RADAR_BLIP_PED1_LM2 = create_marker_above_actor $VICTIM_PED_LM2 
if 
8118:   not actor $VICTIM_PED_LM2 dead 
jf @LUIGI2_1539 
if 
8118:   not actor $BUYER1_LM2 dead 
jf @LUIGI2_1539 
03F9: make_actors $VICTIM_PED_LM2 $BUYER1_LM2 converse_in -1 ms 

:LUIGI2_1539
wait 0 
TIMERB = 0 // @ = int 

:LUIGI2_1550
if 
8118:   not actor $VICTIM_PED_LM2 dead 
jf @LUIGI2_2158 
gosub @LUIGI2_3724 
if 
  $FLAG_PLAYER_HAD_BAT_MESSAGE_LM2 == 0 // $ == int 
jf @LUIGI2_1639 
if 
0214:   pickup $BAT_LM2 picked_up 
jf @LUIGI2_1639 
03E5: text_box 'GUN_1A'  // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons.
0164: disable_marker $BAT_BLIP_LM2 
03D5: remove_text 'BAT1'  // ~g~Pick up the bat!
$FLAG_PLAYER_HAD_BAT_MESSAGE_LM2 = 1 // $ = int 

:LUIGI2_1639
if 
  $FLAG_HAD_PATH_MESSAGE_LM2 == 0 // $ == int 
jf @LUIGI2_1693 
if 
  TIMERB >= 30000 // @ >= int 
jf @LUIGI2_1693 
03E5: text_box 'HELP13'  // Sometimes you may need to use pathways not shown on the radar.
$FLAG_HAD_PATH_MESSAGE_LM2 = 1 // $ = int 

:LUIGI2_1693
if 
0118:   actor $VICTIM_PED_LM2 dead 
jf @LUIGI2_1721 
0164: disable_marker $RADAR_BLIP_PED1_LM2 
$FLAG_VICTIM_DEAD_LM2 = 1 // $ = int 

:LUIGI2_1721
if 
0119:   car $CAR_LM2 wrecked 
jf @LUIGI2_1766 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI2_3489 
jump @LUIGI2_1809 

:LUIGI2_1766
if and
01F4:   car $CAR_LM2 flipped 
01C1:   car $CAR_LM2 stopped 
jf @LUIGI2_1809 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @LUIGI2_3489 

:LUIGI2_1809
if or
  $FLAG_DONE_LOOKING_BIT_LM2 == 1 // $ == int 
0057:   player $PLAYER_CHAR 0 1430.75 -807.0 9.0 1355.188 -883.1875 20.0 
jf @LUIGI2_2147 
$FLAG_DONE_LOOKING_BIT_LM2 = 1 // $ = int 
$FLAG_PLAYER_IN_AREA_LM2 = 1 // $ = int 
if 
  $FLAG_VICTIM_DEAD_LM2 == 0 // $ == int 
jf @LUIGI2_2147 
if and
00FB:   player $PLAYER_CHAR 0 $VICTIM_PED_LM2 radius 10.0 10.0 10.0 
  $FLAG_VICTIM_PED_LM2_CHANGED == 0 // $ == int 
jf @LUIGI2_1965 
020F: actor $VICTIM_PED_LM2 look_at_player $PLAYER_CHAR 
011A: set_actor $VICTIM_PED_LM2 search_threat 1 
0243: set_actor $VICTIM_PED_LM2 ped_stats_to 16 
0291: set_actor $VICTIM_PED_LM2 heed_threats 1 
01CA: actor $VICTIM_PED_LM2 kill_player $PLAYER_CHAR 
$FLAG_VICTIM_PED_LM2_CHANGED = 1 // $ = int 

:LUIGI2_1965
if and
00FB:   player $PLAYER_CHAR 0 $VICTIM_PED_LM2 radius 6.0 6.0 15.0 
  $FLAG_PLAYER_GOT_HELP_MESSAGE_LM2 == 0 // $ == int 
jf @LUIGI2_2147 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @LUIGI2_2042 
03E5: text_box 'LM2_2A'  // Use the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~punch ~w~and ~h~kick~w~ or ~h~swing ~w~the bat!
$FLAG_PLAYER_GOT_HELP_MESSAGE_LM2 = 1 // $ = int 

:LUIGI2_2042
if 
  $CONTROLMODE == 1 // $ == int 
jf @LUIGI2_2077 
03E5: text_box 'LM2_2A'  // Use the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~punch ~w~and ~h~kick~w~ or ~h~swing ~w~the bat!
$FLAG_PLAYER_GOT_HELP_MESSAGE_LM2 = 1 // $ = int 

:LUIGI2_2077
if 
  $CONTROLMODE == 2 // $ == int 
jf @LUIGI2_2112 
03E5: text_box 'LM2_2C'  // Use the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~punch ~w~and ~h~kick~w~ or ~h~swing ~w~the bat~w~!
$FLAG_PLAYER_GOT_HELP_MESSAGE_LM2 = 1 // $ = int 

:LUIGI2_2112
if 
  $CONTROLMODE == 3 // $ == int 
jf @LUIGI2_2147 
03E5: text_box 'LM2_2D'  // Use the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~punch ~w~and ~h~kick~w~ or ~h~swing ~w~the bat~w~!
$FLAG_PLAYER_GOT_HELP_MESSAGE_LM2 = 1 // $ = int 

:LUIGI2_2147
wait 0 
jump @LUIGI2_1550 

:LUIGI2_2158
if 
8214:   not pickup $BAT_LM2 picked_up 
jf @LUIGI2_2191 
0164: disable_marker $BAT_BLIP_LM2 
0215: destroy_pickup $BAT_LM2 
$FLAG_PLAYER_HAD_BAT_MESSAGE_LM2 = 1 // $ = int 

:LUIGI2_2191
0164: disable_marker $RADAR_BLIP_PED1_LM2 
if 
0119:   car $CAR_LM2 wrecked 
jf @LUIGI2_2241 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI2_3489 
jump @LUIGI2_2284 

:LUIGI2_2241
if and
01F4:   car $CAR_LM2 flipped 
01C1:   car $CAR_LM2 stopped 
jf @LUIGI2_2284 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @LUIGI2_3489 

:LUIGI2_2284
0135: 1 = car $CAR_LM2 door_status 
0186: $RADAR_BLIP_CAR1_LM2 = create_marker_above_car $CAR_LM2 
00BC: text_highpriority 'LM2_1' time 7000 1  // ~g~Take his car and get it resprayed.

:LUIGI2_2314
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_LM2 
jf @LUIGI2_2439 
wait 0 
gosub @LUIGI2_3724 
if 
0119:   car $CAR_LM2 wrecked 
jf @LUIGI2_2389 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI2_3489 
jump @LUIGI2_2432 

:LUIGI2_2389
if and
01F4:   car $CAR_LM2 flipped 
01C1:   car $CAR_LM2 stopped 
jf @LUIGI2_2432 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @LUIGI2_3489 

:LUIGI2_2432
jump @LUIGI2_2314 

:LUIGI2_2439
$FLAG_PLAYER_IN_CAR_LM2 = 1 // $ = int 
0335: set_free_paynspray_to 1 
0164: disable_marker $RADAR_BLIP_CAR1_LM2 
02A8: $RADAR_BLIP_COORD1_LM2 = create_marker 18 at 924.0 -361.0 10.0 
03BC: $SPHERE1_LM2 = create_sphere 925.0625 -350.5 9.25 2.5 
0329:   garage $SPRAYSHOP1 respray_done 

:LUIGI2_2493
if or
8329:   not garage $SPRAYSHOP1 respray_done 
80DC:   not player $PLAYER_CHAR in_car $CAR_LM2 
8199:   not player $PLAYER_CHAR 0 922.5625 -366.0625 928.5625 -354.25 
jf @LUIGI2_2874 
wait 0 
if 
0119:   car $CAR_LM2 wrecked 
jf @LUIGI2_2585 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI2_3489 
jump @LUIGI2_2628 

:LUIGI2_2585
if and
01F4:   car $CAR_LM2 flipped 
01C1:   car $CAR_LM2 stopped 
jf @LUIGI2_2628 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @LUIGI2_3489 

:LUIGI2_2628
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_LM2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_LM2 == 0 // $ == int 
jf @LUIGI2_2694 
00BC: text_highpriority 'IN_VEH' time 7000 1  // ~g~Hey! Get back in the vehicle!
0164: disable_marker $RADAR_BLIP_COORD1_LM2 
03BD: destroy_sphere $SPHERE1_LM2 
0186: $RADAR_BLIP_CAR1_LM2 = create_marker_above_car $CAR_LM2 
$FLAG_PLAYER_HAD_CAR_MESSAGE_LM2 = 1 // $ = int 

:LUIGI2_2694
if and
00DC:   player $PLAYER_CHAR in_car $CAR_LM2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_LM2 == 1 // $ == int 
jf @LUIGI2_2783 
0164: disable_marker $RADAR_BLIP_CAR1_LM2 
02A8: $RADAR_BLIP_COORD1_LM2 = create_marker 18 at 924.0 -361.0 10.0 
if 
  $FLAG_HAD_SPRAY_HELP == 0 // $ == int 
jf @LUIGI2_2776 
03BC: $SPHERE1_LM2 = create_sphere 925.0625 -350.5 9.25 2.5 

:LUIGI2_2776
$FLAG_PLAYER_HAD_CAR_MESSAGE_LM2 = 0 // $ = int 

:LUIGI2_2783
if and
00F7:   player $PLAYER_CHAR 0 925.0625 -350.5 9.25 radius 2.5 2.5 2.5 
00DC:   player $PLAYER_CHAR in_car $CAR_LM2 
jf @LUIGI2_2867 
if 
  $FLAG_HAD_SPRAY_HELP == 0 // $ == int 
jf @LUIGI2_2867 
03E5: text_box 'SPRAY1'  // Drive your vehicle into the spray shop to lose your ~h~wanted level~w~, ~h~repair ~w~and ~h~respray ~w~your vehicle. Cost - ~h~$1000~w~. This time it's free.
03BD: destroy_sphere $SPHERE1_LM2 
$FLAG_HAD_SPRAY_HELP = 1 // $ = int 

:LUIGI2_2867
jump @LUIGI2_2493 

:LUIGI2_2874
03BD: destroy_sphere $SPHERE1_LM2 
0164: disable_marker $RADAR_BLIP_COORD1_LM2 
018A: $RADAR_BLIP_COORD2_LM2 = create_checkpoint_at 1087.0 -574.0 -100.0 
03BC: $SPHERE2_LM2 = create_sphere 1088.375 -574.375 13.6875 2.5 
$FLAG_BLIP2_ON_LM2 = 1 // $ = int 
021B: set_garage $GARAGE_LM2 to_accept_car $CAR_LM2 
TIMERB = 0 // @ = int 

:LUIGI2_2937
if 
821C:   not car_inside_garage $GARAGE_LM2 
jf @LUIGI2_3472 
wait 0 
if 
  $FLAG_LOCKUP_MESSAGE_LM2 == 0 // $ == int 
jf @LUIGI2_3016 
if 
  TIMERB >= 3000 // @ >= int 
jf @LUIGI2_3016 
00BC: text_highpriority 'LM2_3' time 7000 1  // ~g~Stash the car in Luigi's lockup!
$FLAG_LOCKUP_MESSAGE_LM2 = 1 // $ = int 

:LUIGI2_3016
if 
  $FLAG_CAR_IN_GARAGE_LM2 == 0 // $ == int 
jf @LUIGI2_3409 
if 
0119:   car $CAR_LM2 wrecked 
jf @LUIGI2_3079 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI2_3489 
jump @LUIGI2_3122 

:LUIGI2_3079
if and
01F4:   car $CAR_LM2 flipped 
01C1:   car $CAR_LM2 stopped 
jf @LUIGI2_3122 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @LUIGI2_3489 

:LUIGI2_3122
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_LM2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_LM2 == 0 // $ == int 
jf @LUIGI2_3188 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
03BD: destroy_sphere $SPHERE2_LM2 
0186: $RADAR_BLIP_CAR1_LM2 = create_marker_above_car $CAR_LM2 
0164: disable_marker $RADAR_BLIP_COORD2_LM2 
$FLAG_PLAYER_HAD_CAR_MESSAGE_LM2 = 1 // $ = int 

:LUIGI2_3188
if and
00DC:   player $PLAYER_CHAR in_car $CAR_LM2 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_LM2 == 1 // $ == int 
jf @LUIGI2_3275 
0164: disable_marker $RADAR_BLIP_CAR1_LM2 
018A: $RADAR_BLIP_COORD2_LM2 = create_checkpoint_at 1087.0 -574.0 -100.0 
if 
  $FLAG_PLAYER_HAD_GARAGE_MESSAGE_LM2 == 0 // $ == int 
jf @LUIGI2_3268 
03BC: $SPHERE2_LM2 = create_sphere 1088.375 -574.375 13.6875 2.5 

:LUIGI2_3268
$FLAG_PLAYER_HAD_CAR_MESSAGE_LM2 = 0 // $ = int 

:LUIGI2_3275
if 
  $FLAG_PLAYER_HAD_GARAGE_MESSAGE_LM2 == 0 // $ == int 
jf @LUIGI2_3359 
if and
00F7:   player $PLAYER_CHAR 0 1088.375 -574.375 13.6875 radius 2.5 2.5 2.5 
00DC:   player $PLAYER_CHAR in_car $CAR_LM2 
jf @LUIGI2_3359 
03E5: text_box 'GARAGE'  // Drive the vehicle into the garage, then walk outside.
03BD: destroy_sphere $SPHERE2_LM2 
$FLAG_PLAYER_HAD_GARAGE_MESSAGE_LM2 = 1 // $ = int 

:LUIGI2_3359
if and
80F7:   not player $PLAYER_CHAR 0 1088.375 -574.375 13.6875 radius 2.5 2.5 2.5 
  $FLAG_PLAYER_HAD_GARAGE_MESSAGE_LM2 == 1 // $ == int 
jf @LUIGI2_3409 
$FLAG_PLAYER_HAD_GARAGE_MESSAGE_LM2 = 0 // $ = int 

:LUIGI2_3409
if 
8119:   not car $CAR_LM2 wrecked 
jf @LUIGI2_3465 
if 
0422:   garage_contain_car $GARAGE_LM2 $CAR_LM2 
jf @LUIGI2_3458 
$FLAG_CAR_IN_GARAGE_LM2 = 1 // $ = int 
jump @LUIGI2_3465 

:LUIGI2_3458
$FLAG_CAR_IN_GARAGE_LM2 = 0 // $ = int 

:LUIGI2_3465
jump @LUIGI2_2937 

:LUIGI2_3472
0164: disable_marker $RADAR_BLIP_COORD2_LM2 
03BD: destroy_sphere $SPHERE2_LM2 
jump @LUIGI2_3506 

:LUIGI2_3489
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:LUIGI2_3506
$FLAG_LUIGI_MISSION2_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'LM2'  // 'DON'T SPANK MA BITCH UP'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 4000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 4000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_18 
return 

:LUIGI2_3572
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LUIGI_MISSION = 0 // $ = int 
if 
  $FLAG_PLAYER_HAD_BAT_MESSAGE_LM2 == 0 // $ == int 
jf @LUIGI2_3614 
0164: disable_marker $BAT_BLIP_LM2 
0215: destroy_pickup $BAT_LM2 

:LUIGI2_3614
if 
8119:   not car $CAR_LM2 wrecked 
jf @LUIGI2_3637 
0135: 1 = car $CAR_LM2 door_status 

:LUIGI2_3637
021B: set_garage $GARAGE_LM2 to_accept_car -1 
0249: release_model #STALLION 
0249: release_model #DOCKER2 
0249: release_model #PROSTITUTE 
0249: release_model #PROSTITUTE2 
0164: disable_marker $RADAR_BLIP_PED1_LM2 
0164: disable_marker $RADAR_BLIP_CAR1_LM2 
0164: disable_marker $RADAR_BLIP_COORD1_LM2 
0164: disable_marker $RADAR_BLIP_COORD2_LM2 
0164: disable_marker $BAT_BLIP_LM2 
03BD: destroy_sphere $SPHERE1_LM2 
03BD: destroy_sphere $SPHERE2_LM2 
0335: set_free_paynspray_to 0 
022A: remove_forbidden_for_peds_cube 1609.75 -615.1875 9.0 1557.75 -673.375 20.0 
mission_cleanup 
return 

:LUIGI2_3724
if 
  $FLAG_PLAYER_IN_CAR_LM2 == 0 // $ == int 
jf @LUIGI2_4084 
if 
  $FLAG_PLAYER_IN_AREA_LM2 == 1 // $ == int 
jf @LUIGI2_4084 
if 
  $FLAG_VICTIM_PED_LM2_CHANGED == 1 // $ == int 
jf @LUIGI2_4084 
if 
  $FLAG_BUYER1_DEAD_LM2 == 0 // $ == int 
jf @LUIGI2_3931 
if 
0118:   actor $BUYER1_LM2 dead 
jf @LUIGI2_3826 
$FLAG_BUYER1_DEAD_LM2 = 1 // $ = int 
jump @LUIGI2_3931 

:LUIGI2_3826
if 
  $FLAG_GIRL1_RUNNING_LM2 == 0 // $ == int 
jf @LUIGI2_3862 
0239: actor $BUYER1_LM2 run_to 1387.188 -837.375 
$FLAG_GIRL1_RUNNING_LM2 = 1 // $ = int 

:LUIGI2_3862
if 
  $FLAG_GIRL1_RUNNING_LM2 == 1 // $ == int 
jf @LUIGI2_3931 
if 
00FF:   actor $BUYER1_LM2 0 1387.188 -837.375 10.75 radius 4.0 4.0 4.0 
jf @LUIGI2_3931 
01D0: actor $BUYER1_LM2 avoid_player $PLAYER_CHAR 
$FLAG_GIRL1_RUNNING_LM2 = 2 // $ = int 

:LUIGI2_3931
if 
  $FLAG_BUYER2_DEAD_LM2 == 0 // $ == int 
jf @LUIGI2_4084 
if 
0118:   actor $BUYER2_LM2 dead 
jf @LUIGI2_3979 
$FLAG_BUYER2_DEAD_LM2 = 1 // $ = int 
jump @LUIGI2_4084 

:LUIGI2_3979
if 
  $FLAG_GIRL2_RUNNING_LM2 == 0 // $ == int 
jf @LUIGI2_4015 
0239: actor $BUYER2_LM2 run_to 1385.938 -839.25 
$FLAG_GIRL2_RUNNING_LM2 = 1 // $ = int 

:LUIGI2_4015
if 
  $FLAG_GIRL2_RUNNING_LM2 == 1 // $ == int 
jf @LUIGI2_4084 
if 
00FF:   actor $BUYER2_LM2 0 1385.938 -839.25 10.75 radius 4.0 4.0 4.0 
jf @LUIGI2_4084 
01D0: actor $BUYER2_LM2 avoid_player $PLAYER_CHAR 
$FLAG_GIRL2_RUNNING_LM2 = 2 // $ = int 

:LUIGI2_4084
return 

//-------------Mission 21---------------
// Originally: Drive Misty For Me

:LUIGI3
script_name 'LUIGI3' 
gosub @LUIGI3_46 
if 
  wasted_or_busted 
jf @LUIGI3_37 
gosub @LUIGI3_5683 

:LUIGI3_37
gosub @LUIGI3_5798 
terminate_this_script 

:LUIGI3_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_LUIGI_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_GOT_MESSAGE_LM3 = 0 // $ = int 
$FLAG_PLAYER_GOT_COPS_MESSAGE_LM3 = 0 // $ = int 
$FLAG_PLAYER_NOT_IN_ZONE_LM3 = 0 // $ = int 
$DOOR1_POSITION_LM3 = 0.0 // $ = float 
$DOOR2_POSITION_LM3 = 0.0 // $ = float 
$DIFFERENCE_IN_HEADING_DOOR1_LM3 = 0.0 // $ = float 
$DIFFERENCE_IN_HEADING_DOOR2_LM3 = 0.0 // $ = float 
$FLAG_BLIP_ON_MISTY_LM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
$FLAG_HAD_BUS_MESSAGE_LM3 = 0 // $ = int 
$FLAG_CAMERA_MODE_LM3 = 0 // $ = int 
023C: load_special_actor 1 'LUIGI' 
023C: load_special_actor 2 'MICKY' 
0247: request_model #INDHIBUILD3 
0247: request_model #LUIGICLUBOUT 
0247: request_model #LUIGIINEERCLUB 
02F3: load_object #CUTOBJ01 'LUDOOR' 
02F3: load_object #CUTOBJ02 'LUIGIH' 
02F3: load_object #CUTOBJ03 'PLAYERH' 
02F3: load_object #CUTOBJ04 'MICKYH' 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 926.5 -471.6875 1.0 830.75 -257.9375 25.0 
038B: load_requested_models 

:LUIGI3_265
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
jf @LUIGI3_315 
wait 0 
jump @LUIGI3_265 

:LUIGI3_315
if or
8248:   not model #INDHIBUILD3 available 
8248:   not model #LUIGICLUBOUT available 
8248:   not model #LUIGIINEERCLUB available 
jf @LUIGI3_352 
wait 0 
jump @LUIGI3_315 

:LUIGI3_352
0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 0 
02E4: load_cutscene_data 'L3_DM' 
0244: set_cutscene_pos 900.75 -427.5 13.8125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_LUIGI = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_LUIGI 'LUIGI' 
02E5: $CS_MICKY = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MICKY 'MICKY' 
02F4: create_cutscene_actor $CS_LUIGIHEAD from_head #CUTOBJ02 and_body $CS_LUIGI 
02F5: set_head_anim $CS_LUIGIHEAD 'LUIGI' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ03 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_MICKYHEAD from_head #CUTOBJ04 and_body $CS_MICKY 
02F5: set_head_anim $CS_MICKYHEAD 'MICKY' 
02E5: $CS_LUDOOR = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_LUDOOR 'LUDOOR' 
0395: clear_area 1 at 896.5625 -426.1875 13.875 range 1.0 
0055: put_player $PLAYER_CHAR at 896.5625 -426.1875 13.875 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 1500 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:LUIGI3_600
if 
  2433 > $CS_TIME // int > $ 
jf @LUIGI3_635 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_600 

:LUIGI3_635
00BC: text_highpriority 'LM3_A' time 10000 1  // Hey I've gotta talk to you... All right Mick I'll talk to yah later.

:LUIGI3_650
if 
  5504 > $CS_TIME // int > $ 
jf @LUIGI3_685 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_650 

:LUIGI3_685
03D5: remove_text 'LM3_A'  // Hey I've gotta talk to you... All right Mick I'll talk to yah later.

:LUIGI3_695
if 
  8333 > $CS_TIME // int > $ 
jf @LUIGI3_730 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_695 

:LUIGI3_730
00BC: text_highpriority 'LM3_B' time 10000 1  // How yah doing kid?

:LUIGI3_745
if 
  9667 > $CS_TIME // int > $ 
jf @LUIGI3_780 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_745 

:LUIGI3_780
00BC: text_highpriority 'LM3_C' time 10000 1  // The Don's son, Joey Leone, he wants some action from his regular girl Misty.

:LUIGI3_795
if 
  13833 > $CS_TIME // int > $ 
jf @LUIGI3_830 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_795 

:LUIGI3_830
00BC: text_highpriority 'LM3_D' time 10000 1  // Go pick her up at Hepburn Heights...

:LUIGI3_845
if 
  15467 > $CS_TIME // int > $ 
jf @LUIGI3_880 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_845 

:LUIGI3_880
00BC: text_highpriority 'LM3_E' time 10000 1  // but watch yourself that's Diablo turf.

:LUIGI3_895
if 
  18233 > $CS_TIME // int > $ 
jf @LUIGI3_930 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_895 

:LUIGI3_930
00BC: text_highpriority 'LM3_F' time 10000 1  // Then run her over to his garage in Trenton and make it quick,

:LUIGI3_945
if 
  21100 > $CS_TIME // int > $ 
jf @LUIGI3_980 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_945 

:LUIGI3_980
00BC: text_highpriority 'LM3_G' time 10000 1  // Joey ain't the kind you keep waiting, remember, this is your foot in the door...

:LUIGI3_995
if 
  25333 > $CS_TIME // int > $ 
jf @LUIGI3_1030 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_995 

:LUIGI3_1030
00BC: text_highpriority 'LM3_H' time 10000 1  // so keep your eyes on the road and off Misty!

:LUIGI3_1045
if 
  27701 > $CS_TIME // int > $ 
jf @LUIGI3_1080 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_1045 

:LUIGI3_1080
03D5: remove_text 'LM3_H'  // so keep your eyes on the road and off Misty!

:LUIGI3_1090
if 
  29666 > $CS_TIME // int > $ 
jf @LUIGI3_1125 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_1090 

:LUIGI3_1125
fade 0 1500 

:LUIGI3_1132
if 
82E9:   not cutscene_reached_end 
jf @LUIGI3_1156 
wait 0 
jump @LUIGI3_1132 

:LUIGI3_1156
00BE: text_clear_all 

:LUIGI3_1158
if 
  fading 
jf @LUIGI3_1182 
wait 0 
jump @LUIGI3_1158 

:LUIGI3_1182
02EA: end_cutscene 
03AF: set_streaming 1 
03AD: set_rubbish 1 
03CB: load_scene 920.25 -425.375 15.0 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #INDHIBUILD3 
0249: release_model #LUIGICLUBOUT 
0249: release_model #LUIGIINEERCLUB 
03DE: set_pedestrians_density_multiplier_to 1.0 
023C: load_special_actor 2 'MISTY' 

:LUIGI3_1295
if 
823D:   not special_actor 2 loaded 
jf @LUIGI3_1321 
wait 0 
jump @LUIGI3_1295 

:LUIGI3_1321
if 
  fading 
jf @LUIGI3_1345 
wait 0 
jump @LUIGI3_1321 

:LUIGI3_1345
00BC: text_highpriority 'LM3_10' time 5000 1  // ~g~Get a vehicle!
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @LUIGI3_1393 
03E5: text_box 'HELP15'  // When on foot press the ~h~~k~~PED_LOOKBEHIND~ button~w~ to ~h~look behind~w~.

:LUIGI3_1393
if 
  $CONTROLMODE == 1 // $ == int 
jf @LUIGI3_1421 
03E5: text_box 'HELP15'  // When on foot press the ~h~~k~~PED_LOOKBEHIND~ button~w~ to ~h~look behind~w~.

:LUIGI3_1421
if 
  $CONTROLMODE == 2 // $ == int 
jf @LUIGI3_1449 
03E5: text_box 'HELP15'  // When on foot press the ~h~~k~~PED_LOOKBEHIND~ button~w~ to ~h~look behind~w~.

:LUIGI3_1449
if 
  $CONTROLMODE == 3 // $ == int 
jf @LUIGI3_1477 
03E5: text_box 'HELP15'  // When on foot press the ~h~~k~~PED_LOOKBEHIND~ button~w~ to ~h~look behind~w~.

:LUIGI3_1477
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @LUIGI3_1504 
wait 0 
jump @LUIGI3_1477 

:LUIGI3_1504
00DA: $CAR_LM3 = player $PLAYER_CHAR car 
00BC: text_highpriority 'LM3_4' time 7000 1  // ~g~Go pick up Misty!
03CF: load_wav 'L2_A' 
018A: $RADAR_BLIP_COORD1_LM3 = create_checkpoint_at 937.875 -259.75 -100.0 
$BLOB_FLAG = 1 // $ = int 

:LUIGI3_1558
if or
80E8:   not player $PLAYER_CHAR stopped $BLOB_FLAG 937.875 -259.75 radius 3.0 3.0 
83D0:   not wav_loaded 
jf @LUIGI3_1718 
wait 0 
if and
80E0:   not player $PLAYER_CHAR in_any_car 
  $FLAG_PLAYER_GOT_MESSAGE_LM3 == 0 // $ == int 
jf @LUIGI3_1652 
00BC: text_highpriority 'IN_VEH2' time 5000 1  // ~g~You need some wheels for this job!
0164: disable_marker $RADAR_BLIP_COORD1_LM3 
$FLAG_PLAYER_GOT_MESSAGE_LM3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:LUIGI3_1652
if and
00E0:   player $PLAYER_CHAR in_any_car 
  $FLAG_PLAYER_GOT_MESSAGE_LM3 == 1 // $ == int 
jf @LUIGI3_1711 
018A: $RADAR_BLIP_COORD1_LM3 = create_checkpoint_at 937.875 -259.75 -100.0 
00DA: $CAR_LM3 = player $PLAYER_CHAR car 
$FLAG_PLAYER_GOT_MESSAGE_LM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:LUIGI3_1711
jump @LUIGI3_1558 

:LUIGI3_1718
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @LUIGI3_1751 
03E5: text_box 'LM3_1A'  // Press the~h~ ~k~~VEHICLE_HORN~ button~w~ to activate the ~h~horn~w~ and let Misty know you are here.

:LUIGI3_1751
if 
  $CONTROLMODE == 1 // $ == int 
jf @LUIGI3_1779 
03E5: text_box 'LM3_1B'  // Press the~h~ ~k~~VEHICLE_HORN~ button~w~ to activate the ~h~horn~w~ and let Misty know you are here.

:LUIGI3_1779
if 
  $CONTROLMODE == 2 // $ == int 
jf @LUIGI3_1807 
03E5: text_box 'LM3_1C'  // Press the~h~ ~k~~VEHICLE_HORN~ button~w~ to activate the ~h~horn~w~ and let Misty know you are here.

:LUIGI3_1807
if 
  $CONTROLMODE == 3 // $ == int 
jf @LUIGI3_1835 
03E5: text_box 'LM3_1A'  // Press the~h~ ~k~~VEHICLE_HORN~ button~w~ to activate the ~h~horn~w~ and let Misty know you are here.

:LUIGI3_1835
$BLOB_FLAG = 1 // $ = int 

:LUIGI3_1842
if or
8122:   not player $PLAYER_CHAR pressing_horn 
80E8:   not player $PLAYER_CHAR stopped $BLOB_FLAG 937.875 -259.75 radius 3.0 3.0 
8443:   not player $PLAYER_CHAR sitting_in_any_car 
jf @LUIGI3_2010 
wait 0 
if and
80E0:   not player $PLAYER_CHAR in_any_car 
  $FLAG_PLAYER_GOT_MESSAGE_LM3 == 0 // $ == int 
jf @LUIGI3_1944 
00BC: text_highpriority 'IN_VEH2' time 5000 1  // ~g~You need some wheels for this job!
0164: disable_marker $RADAR_BLIP_COORD1_LM3 
$FLAG_PLAYER_GOT_MESSAGE_LM3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:LUIGI3_1944
if and
00E0:   player $PLAYER_CHAR in_any_car 
  $FLAG_PLAYER_GOT_MESSAGE_LM3 == 1 // $ == int 
jf @LUIGI3_2003 
018A: $RADAR_BLIP_COORD1_LM3 = create_checkpoint_at 937.875 -259.75 -100.0 
00DA: $CAR_LM3 = player $PLAYER_CHAR car 
$FLAG_PLAYER_GOT_MESSAGE_LM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:LUIGI3_2003
jump @LUIGI3_1842 

:LUIGI3_2010
03E6: remove_text_box 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
039E: set_actor $PLAYER_ACTOR locked_while_in_vehicle 1 
wait 500 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 936.1875 -263.875 5.0 range 1.0 
if 
00E5:   player $PLAYER_CHAR 0 937.875 -259.75 radius 3.0 3.0 
jf @LUIGI3_2267 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #BUS 
00DE:   player $PLAYER_CHAR driving_vehicle_type #COACH 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FLATBED 
00DE:   player $PLAYER_CHAR driving_vehicle_type #FIRETRUK 
00DE:   player $PLAYER_CHAR driving_vehicle_type #LANDSTAL 
00DE:   player $PLAYER_CHAR driving_vehicle_type #LINERUN 
jf @LUIGI3_2150 
$FLAG_CAMERA_MODE_LM3 = 1 // $ = int 

:LUIGI3_2150
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #TRASH 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PONY 
00DE:   player $PLAYER_CHAR driving_vehicle_type #MULE 
00DE:   player $PLAYER_CHAR driving_vehicle_type #AMBULAN 
00DE:   player $PLAYER_CHAR driving_vehicle_type #MRWHOOP 
00DE:   player $PLAYER_CHAR driving_vehicle_type #ENFORCER 
jf @LUIGI3_2210 
$FLAG_CAMERA_MODE_LM3 = 1 // $ = int 

:LUIGI3_2210
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #RUMPO 
00DE:   player $PLAYER_CHAR driving_vehicle_type #BELLYUP 
00DE:   player $PLAYER_CHAR driving_vehicle_type #MRWONGS 
00DE:   player $PLAYER_CHAR driving_vehicle_type #YANKEE 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SECURICA 
jf @LUIGI3_2267 
$FLAG_CAMERA_MODE_LM3 = 1 // $ = int 

:LUIGI3_2267
if 
  $FLAG_CAMERA_MODE_LM3 == 1 // $ == int 
jf @LUIGI3_2341 
0395: clear_area 1 at 930.0625 -264.9375 7.3125 range 4.0 
015F: set_camera_position 930.0625 -264.9375 7.3125 rotation 0.0 0.0 0.0 
0160: point_camera 930.9375 -265.4375 7.125 switchstyle 2 
jump @LUIGI3_2390 

:LUIGI3_2341
0395: clear_area 1 at 928.125 -267.5 4.0 range 4.0 
015F: set_camera_position 928.125 -267.5 5.5625 rotation 0.0 0.0 0.0 
0160: point_camera 929.125 -267.375 5.625 switchstyle 2 

:LUIGI3_2390
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 1 at 941.6875 -269.1875 4.0 range 1.0 
0164: disable_marker $RADAR_BLIP_COORD1_LM3 
009A: $MISTY_LM3 = create_actor 21 #SPECIAL02 at 946.4375 -275.5 3.875 
01BE: set_actor $MISTY_LM3 to_look_at_spot 942.0 -268.0 -100.0 
01ED: reset_actor $MISTY_LM3 threat_search 
0245: set_actor $MISTY_LM3 walk_style_to 15 
0176: $DOOR1_POSITION_LM3 = object $MISTY_DOOR1 z_angle 

:LUIGI3_2477
if 
   not $DOOR1_POSITION_LM3 == 90.0 // $ == float 
jf @LUIGI3_2611 
wait 0 
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_2538 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_2538
$DIFFERENCE_IN_HEADING_DOOR1_LM3 = 90.0 // $ = float 
0061: $DIFFERENCE_IN_HEADING_DOOR1_LM3 -= $DOOR1_POSITION_LM3 // $ -= $ float 
if 
  10.0 > $DIFFERENCE_IN_HEADING_DOOR1_LM3 // float > $ 
jf @LUIGI3_2588 
$DOOR1_POSITION_LM3 = 90.0 // $ = float 
jump @LUIGI3_2596 

:LUIGI3_2588
$DOOR1_POSITION_LM3 += 10.0 // $ += float 

:LUIGI3_2596
0177: set_object $MISTY_DOOR1 z_angle_to $DOOR1_POSITION_LM3 
jump @LUIGI3_2477 

:LUIGI3_2611
wait 0 
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_2653 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_2653
0395: clear_area 1 at 944.0625 -270.6875 4.0 range 2.0 
0211: actor $MISTY_LM3 walk_to 944.0625 -270.6875 
TIMERB = 0 // @ = int 

:LUIGI3_2687
if 
8126:   not actor $MISTY_LM3 objective_passed 
jf @LUIGI3_2863 
wait 0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI3_2769 
00DA: $CAR_LM3 = player $PLAYER_CHAR car 
if 
0119:   car $CAR_LM3 wrecked 
jf @LUIGI3_2769 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI3_5683 

:LUIGI3_2769
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_2807 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_2807
if 
  TIMERB >= 10000 // @ >= int 
jf @LUIGI3_2856 
if 
8126:   not actor $MISTY_LM3 objective_passed 
jf @LUIGI3_2856 
00A1: put_actor $MISTY_LM3 at 944.0625 -270.6875 3.875 

:LUIGI3_2856
jump @LUIGI3_2687 

:LUIGI3_2863
0395: clear_area 1 at 941.0 -264.0 -100.0 range 4.0 
015F: set_camera_position 934.1875 -265.75 5.875 rotation 0.0 0.0 0.0 
0160: point_camera 934.6875 -264.875 5.6875 switchstyle 2 
0177: set_object $MISTY_DOOR1 z_angle_to 0.0 
if 
8118:   not actor $MISTY_LM3 dead 
jf @LUIGI3_3007 
if 
8339:   not anything_in_cube_cornerA 934.0625 -266.4375 2.0 cornerB 935.0625 -268.875 10.0 solid 0 car 1 actor 1 object 1 particle 1 
jf @LUIGI3_3007 
0395: clear_area 1 at 934.75 -267.4375 3.875 range 1.0 
00A1: put_actor $MISTY_LM3 at 934.75 -267.4375 3.875 

:LUIGI3_3007
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI3_3235 
00DA: $CAR_LM3 = player $PLAYER_CHAR car 
01D4: actor $MISTY_LM3 go_to_car $CAR_LM3 and_enter_it_as_a_passenger 
if 
0119:   car $CAR_LM3 wrecked 
jf @LUIGI3_3077 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI3_5683 

:LUIGI3_3077
if 
80DB:   not actor $MISTY_LM3 in_car $CAR_LM3 
jf @LUIGI3_3228 
wait 0 
if 
0119:   car $CAR_LM3 wrecked 
jf @LUIGI3_3183 
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_3161 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 
jump @LUIGI3_3183 

:LUIGI3_3161
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI3_5683 

:LUIGI3_3183
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_3221 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_3221
jump @LUIGI3_3077 

:LUIGI3_3228
jump @LUIGI3_3370 

:LUIGI3_3235
01D2: actor $MISTY_LM3 follow_player $PLAYER_CHAR 

:LUIGI3_3243
if 
8126:   not actor $MISTY_LM3 objective_passed 
jf @LUIGI3_3370 
wait 0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI3_3325 
00DA: $CAR_LM3 = player $PLAYER_CHAR car 
if 
0119:   car $CAR_LM3 wrecked 
jf @LUIGI3_3325 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI3_5683 

:LUIGI3_3325
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_3363 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_3363
jump @LUIGI3_3243 

:LUIGI3_3370
01DF: tie_actor $MISTY_LM3 to_player $PLAYER_CHAR 
02A3: toggle_widescreen 0 
015A: restore_camera 
039E: set_actor $PLAYER_ACTOR locked_while_in_vehicle 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03D1: play_wav 
00BC: text_highpriority 'LM3_5' time 7000 1  // You working regular for Luigi now huh? It's about time he got a driver we can trust!

:LUIGI3_3429
if 
83D2:   not wav_ended 
jf @LUIGI3_3615 
wait 0 
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_3484 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_3484
if and
8320:   not actor $MISTY_LM3 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_MISTY_LM3 == 0 // $ == int 
jf @LUIGI3_3547 
00BC: text_highpriority 'HEY4' time 5000 1  // ~g~Lose Misty and Luigi will lose your face! Go and get her!
0187: $RADAR_BLIP_PED1_LM3 = create_marker_above_actor $MISTY_LM3 
$FLAG_BLIP_ON_MISTY_LM3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:LUIGI3_3547
if and
00E9:   player $PLAYER_CHAR 0 $MISTY_LM3 radius 8.0 8.0 
  $FLAG_BLIP_ON_MISTY_LM3 == 1 // $ == int 
jf @LUIGI3_3608 
01DF: tie_actor $MISTY_LM3 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED1_LM3 
$FLAG_BLIP_ON_MISTY_LM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:LUIGI3_3608
jump @LUIGI3_3429 

:LUIGI3_3615
03D5: remove_text 'LM3_5'  // You working regular for Luigi now huh? It's about time he got a driver we can trust!
00BC: text_highpriority 'LM3_2' time 5000 1  // ~g~Take Misty to Joey's.
018A: $RADAR_BLIP_COORD2_LM3 = create_checkpoint_at 1196.0 -874.0 -100.0 
$BLOB_FLAG = 1 // $ = int 

:LUIGI3_3661
if or
80E6:   not player $PLAYER_CHAR stopped $BLOB_FLAG 1196.0 -874.0 radius 3.0 4.0 
80EF:   not actor $MISTY_LM3 stopped 0 1196.0 -874.0 radius 3.0 4.0 
jf @LUIGI3_3918 
wait 0 
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_3753 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_3753
if and
8320:   not actor $MISTY_LM3 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_MISTY_LM3 == 0 // $ == int 
jf @LUIGI3_3821 
00BC: text_highpriority 'HEY4' time 5000 1  // ~g~Lose Misty and Luigi will lose your face! Go and get her!
0187: $RADAR_BLIP_PED1_LM3 = create_marker_above_actor $MISTY_LM3 
0164: disable_marker $RADAR_BLIP_COORD2_LM3 
$FLAG_BLIP_ON_MISTY_LM3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:LUIGI3_3821
if and
00E9:   player $PLAYER_CHAR 0 $MISTY_LM3 radius 8.0 8.0 
  $FLAG_BLIP_ON_MISTY_LM3 == 1 // $ == int 
jf @LUIGI3_3911 
01DF: tie_actor $MISTY_LM3 to_player $PLAYER_CHAR 
00BC: text_highpriority 'LM3_2' time 5000 1  // ~g~Take Misty to Joey's.
0164: disable_marker $RADAR_BLIP_PED1_LM3 
018A: $RADAR_BLIP_COORD2_LM3 = create_checkpoint_at 1196.0 -874.0 -100.0 
$FLAG_BLIP_ON_MISTY_LM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:LUIGI3_3911
jump @LUIGI3_3661 

:LUIGI3_3918
0164: disable_marker $RADAR_BLIP_COORD2_LM3 
015F: set_camera_position 1211.813 -882.375 19.375 rotation 0.0 0.0 0.0 
0160: point_camera 1210.938 -881.875 19.3125 switchstyle 2 
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_3994 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_3994
01E0: clear_leader $MISTY_LM3 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
0395: clear_area 1 at 1190.563 -869.0625 -100.0 range 6.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
if 
00DF:   actor $MISTY_LM3 in_any_car 
jf @LUIGI3_4078 
00D9: $CAR_LM3 = actor $MISTY_LM3 car // add to mission cleanup 
01D3: actor $MISTY_LM3 leave_car $CAR_LM3 

:LUIGI3_4078
if 
00DF:   actor $MISTY_LM3 in_any_car 
jf @LUIGI3_4143 
wait 0 
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_4136 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_4136
jump @LUIGI3_4078 

:LUIGI3_4143
if 
00DF:   actor $PLAYER_ACTOR in_any_car 
jf @LUIGI3_4175 
00D9: $CAR_LM3 = actor $PLAYER_ACTOR car // add to mission cleanup 
01D3: actor $PLAYER_ACTOR leave_car $CAR_LM3 

:LUIGI3_4175
0211: actor $MISTY_LM3 walk_to 1193.063 -868.25 

:LUIGI3_4186
if 
00DF:   actor $PLAYER_ACTOR in_any_car 
jf @LUIGI3_4251 
wait 0 
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_4244 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_4244
jump @LUIGI3_4186 

:LUIGI3_4251
0211: actor $PLAYER_ACTOR walk_to 1193.063 -868.25 
wait 500 
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_4305 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_4305
01C3: mark_car_as_no_longer_needed $CAR_LM3 
01BD: $BREAKOUT_TIMER_START = current_time_in_ms 
$BREAKOUT_DIFF = 0 // $ = int 

:LUIGI3_4322
if and
83EE:   not player $PLAYER_CHAR controllable 
  5000 > $BREAKOUT_DIFF // int > $ 
jf @LUIGI3_4416 
wait 0 
if 
0118:   actor $MISTY_LM3 dead 
jf @LUIGI3_4388 
00BC: text_highpriority 'MISTY1' time 5000 1  // ~r~Misty is morgue-meat!
jump @LUIGI3_5683 

:LUIGI3_4388
01BD: $BREAKOUT_TIMER = current_time_in_ms 
0084: $BREAKOUT_DIFF = $BREAKOUT_TIMER // $ = $ int 
0060: $BREAKOUT_DIFF -= $BREAKOUT_TIMER_START // $ -= $ int 
jump @LUIGI3_4322 

:LUIGI3_4416
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
023C: load_special_actor 1 'JOEY' 
02F3: load_object #CUTOBJ01 'JOEDOOR' 
02F3: load_object #CUTOBJ02 'JOEYH' 
02F3: load_object #CUTOBJ03 'PLAYERH' 
02F3: load_object #CUTOBJ04 'MISTYH' 
0247: request_model #MAFIA 
0247: request_model #IDAHO 
0247: request_model #STALLION 
0247: request_model #JOGARAGEEXT 
0247: request_model #JOGARAGEINT 

:LUIGI3_4528
if 
  fading 
jf @LUIGI3_4552 
wait 0 
jump @LUIGI3_4528 

:LUIGI3_4552
009F: set_actor $PLAYER_ACTOR idle 
if 
8118:   not actor $MISTY_LM3 dead 
jf @LUIGI3_4578 
009F: set_actor $MISTY_LM3 idle 

:LUIGI3_4578
038B: load_requested_models 

:LUIGI3_4580
if or
823D:   not special_actor 1 loaded 
8248:   not model #IDAHO available 
8248:   not model #MAFIA available 
8248:   not model #STALLION available 
jf @LUIGI3_4620 
wait 0 
jump @LUIGI3_4580 

:LUIGI3_4620
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ04 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #JOGARAGEEXT available 
8248:   not model #JOGARAGEINT available 
jf @LUIGI3_4672 
wait 0 
jump @LUIGI3_4620 

:LUIGI3_4672
02E4: load_cutscene_data 'J0_DM2' 
0244: set_cutscene_pos 1190.063 -869.8125 13.9375 
00A5: $CUT_CAR_LM3 = create_car #MAFIA at 1189.063 -858.75 14.0 
0175: set_car $CUT_CAR_LM3 z_angle_to 76.0 
00A5: $CUT_CAR2_LM3 = create_car #IDAHO at 1182.5 -857.0 14.0625 
0175: set_car $CUT_CAR2_LM3 z_angle_to 291.1875 
00A5: $CUT_CAR3_LM3 = create_car #STALLION at 1192.875 -860.75 14.0 
0175: set_car $CUT_CAR3_LM3 z_angle_to 150.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_JOEY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_JOEY 'JOEY' 
02E5: $CS_MISTY = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MISTY 'MISTY' 
02F4: create_cutscene_actor $CS_JOEYHEAD from_head #CUTOBJ02 and_body $CS_JOEY 
02F5: set_head_anim $CS_JOEYHEAD 'JOEY' 
02F4: create_cutscene_actor $CS_MISTYHEAD from_head #CUTOBJ04 and_body $CS_MISTY 
02F5: set_head_anim $CS_MISTYHEAD 'MISTY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ03 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_JOEDOOR = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_JOEDOOR 'JOEDOOR' 
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 0 
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 0 
0395: clear_area 1 at 1194.0 -872.5 14.0 range 2.0 
0055: put_player $PLAYER_CHAR at 1194.0 -872.5 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
009B: destroy_actor_instantly $MISTY_LM3 
fade 1 1500 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:LUIGI3_5017
if 
  10538 > $CS_TIME // int > $ 
jf @LUIGI3_5052 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_5017 

:LUIGI3_5052
00BC: text_highpriority 'LM3_6' time 10000 1  // Joey...

:LUIGI3_5067
if 
  11896 > $CS_TIME // int > $ 
jf @LUIGI3_5102 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_5067 

:LUIGI3_5102
03D5: remove_text 'LM3_6'  // Joey...

:LUIGI3_5112
if 
  14353 > $CS_TIME // int > $ 
jf @LUIGI3_5147 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_5112 

:LUIGI3_5147
00BC: text_highpriority 'LM3_6A' time 10000 1  // Am I goin' to play with your big end again?

:LUIGI3_5162
if 
  16869 > $CS_TIME // int > $ 
jf @LUIGI3_5197 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_5162 

:LUIGI3_5197
00BC: text_highpriority 'LM3_7' time 10000 1  // I'll be with you in a minute spark plug.

:LUIGI3_5212
if 
  20173 > $CS_TIME // int > $ 
jf @LUIGI3_5247 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_5212 

:LUIGI3_5247
00BC: text_highpriority 'LM3_8' time 10000 1  // Hey, I'm Joey.

:LUIGI3_5262
if 
  21116 > $CS_TIME // int > $ 
jf @LUIGI3_5297 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_5262 

:LUIGI3_5297
00BC: text_highpriority 'LM3_9' time 10000 1  // Luigi said you were reliable so come back later,

:LUIGI3_5312
if 
  23397 > $CS_TIME // int > $ 
jf @LUIGI3_5347 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_5312 

:LUIGI3_5347
00BC: text_highpriority 'LM3_9A' time 10000 1  // there might be some work for you.

:LUIGI3_5362
if 
  25088 > $CS_TIME // int > $ 
jf @LUIGI3_5397 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_5362 

:LUIGI3_5397
00BC: text_highpriority 'LM3_9B' time 10000 1  // Alright?

:LUIGI3_5412
if 
  25723 > $CS_TIME // int > $ 
jf @LUIGI3_5447 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_5412 

:LUIGI3_5447
03D5: remove_text 'LM3_9B'  // Alright?

:LUIGI3_5457
if 
  26666 > $CS_TIME // int > $ 
jf @LUIGI3_5492 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI3_5457 

:LUIGI3_5492
fade 0 1500 

:LUIGI3_5499
if 
82E9:   not cutscene_reached_end 
jf @LUIGI3_5523 
wait 0 
jump @LUIGI3_5499 

:LUIGI3_5523
00BE: text_clear_all 

:LUIGI3_5525
if 
  fading 
jf @LUIGI3_5549 
wait 0 
jump @LUIGI3_5525 

:LUIGI3_5549
02EA: end_cutscene 
03AD: set_rubbish 1 
03AF: set_streaming 1 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 1 
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #MAFIA 
0249: release_model #IDAHO 
0249: release_model #STALLION 
0249: release_model #JOGARAGEEXT 
0249: release_model #JOGARAGEINT 
00A6: destroy_car $CUT_CAR_LM3 
00A6: destroy_car $CUT_CAR2_LM3 
00A6: destroy_car $CUT_CAR3_LM3 
jump @LUIGI3_5700 

:LUIGI3_5683
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:LUIGI3_5700
$FLAG_LUIGI_MISSION3_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'LM3'  // 'DRIVE MISTY FOR ME'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 1000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 1000 
0110: clear_player $PLAYER_CHAR wanted_level 
02A7: $JOEY_CONTACT_BLIP = create_icon_marker_and_sphere 10 at 1191.688 -870.0 -100.0 
start_new_script @NONAME_19 
start_new_script @NONAME_21 
start_new_script @NONAME_12 
return 

:LUIGI3_5798
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LUIGI_MISSION = 0 // $ = int 
034F: destroy_actor_with_fade $MISTY_LM3 // The actor fades away like a ghost 
0249: release_model #MAFIA 
0249: release_model #IDAHO 
0249: release_model #STALLION 
0164: disable_marker $RADAR_BLIP_COORD1_LM3 
0164: disable_marker $RADAR_BLIP_COORD2_LM3 
mission_cleanup 
return 

//-------------Mission 22---------------
// Originally: Pump-Action Pimp

:LUIGI4
script_name 'LUIGI4' 
gosub @LUIGI4_46 
if 
  wasted_or_busted 
jf @LUIGI4_37 
gosub @LUIGI4_1929 

:LUIGI4_37
gosub @LUIGI4_2080 
terminate_this_script 

:LUIGI4_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_LUIGI_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_GOT_MESSAGE_LUIGI4 = 0 // $ = int 
$CAR_HEALTH_LM4 = 0 // $ = int 
$FLAG_CAR_DEAD_LM4 = 0 // $ = int 
$FLAG_PIMP_DEAD_LM4 = 0 // $ = int 
$CAR_LM4_X = 0.0 // $ = float 
$CAR_LM4_Y = 0.0 // $ = float 
$CAR_LM4_Z = 0.0 // $ = float 
$FLAG_COLLECTED_GUN_LM4 = 0 // $ = int 
$FLAG_GUN_MESSAGE_LM4 = 0 // $ = int 
$FLAG_PIMP2_DEAD_LM4 = 0 // $ = int 
$FLAG_PIMP_KILL_PLAYER_LUIGI4 = 0 // $ = int 
$FLAG_PED1_NOT_IN_CAR = 0 // $ = int 
$FLAG_PED2_NOT_IN_CAR = 0 // $ = int 
$FLAG_PLAYER_HAD_SHOP_AUDIO_LM4 = 0 // $ = int 
$FLAG_PLAYER_HAD_MESSAGE1_LM4 = 0 // $ = int 
$FLAG_PLAYER_HAD_MESSAGE2_LM4 = 0 // $ = int 
$FLAG_BLOKES_GET_OUT_OF_CAR_LM4 = 0 // $ = int 
$FLAG_CAR_BLIP_ON_LM4 = 0 // $ = int 
$FLAG_DONE_CAMERA_LM4 = 0 // $ = int 
$FLAG_SET_CAR_DRIVING_LM4 = 0 // $ = int 
023C: load_special_actor 1 'LUIGI' 
02F3: load_object #CUTOBJ01 'LUDOOR' 
02F3: load_object #CUTOBJ02 'LUIGIH' 
02F3: load_object #CUTOBJ03 'PLAYERH' 
0247: request_model #INDHIBUILD3 
0247: request_model #LUIGICLUBOUT 
0247: request_model #LUIGIINEERCLUB 
0247: request_model #DIABLOS 
0247: request_model #GANG05 
0247: request_model #PIMP 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 926.5 -471.6875 1.0 830.75 -257.9375 25.0 
038B: load_requested_models 

:LUIGI4_315
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @LUIGI4_356 
wait 0 
jump @LUIGI4_315 

:LUIGI4_356
if or
8248:   not model #INDHIBUILD3 available 
8248:   not model #LUIGICLUBOUT available 
8248:   not model #LUIGIINEERCLUB available 
8248:   not model #DIABLOS available 
8248:   not model #GANG05 available 
8248:   not model #PIMP available 
jf @LUIGI4_406 
wait 0 
jump @LUIGI4_356 

:LUIGI4_406
0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 0 
02E4: load_cutscene_data 'L4_PAP' 
0244: set_cutscene_pos 900.75 -427.5 13.8125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_LUIGI = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_LUIGI 'LUIGI' 
02F4: create_cutscene_actor $CS_LUIGIHEAD from_head #CUTOBJ02 and_body $CS_LUIGI 
02F5: set_head_anim $CS_LUIGIHEAD 'LUIGI' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ03 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_LUDOOR = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_LUDOOR 'LUDOOR' 
0395: clear_area 1 at 896.5625 -426.1875 13.875 range 1.0 
0055: put_player $PLAYER_CHAR at 896.5625 -426.1875 13.875 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 1500 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:LUIGI4_610
if 
  8775 > $CS_TIME // int > $ 
jf @LUIGI4_645 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI4_610 

:LUIGI4_645
00BC: text_highpriority 'LM4_A' time 10000 1  // Some Diablo scumbag has been pimping his skuzzy bitches in my backyard.

:LUIGI4_660
if 
  12872 > $CS_TIME // int > $ 
jf @LUIGI4_695 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI4_660 

:LUIGI4_695
00BC: text_highpriority 'LM4_B' time 10000 1  // Go and take care of things for me.

:LUIGI4_710
if 
  14886 > $CS_TIME // int > $ 
jf @LUIGI4_745 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI4_710 

:LUIGI4_745
00BC: text_highpriority 'LM4_C' time 10000 1  // If you need a piece go around the back of AmmuNation opposite the subway.

:LUIGI4_760
if 
  18506 > $CS_TIME // int > $ 
jf @LUIGI4_795 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI4_760 

:LUIGI4_795
03D5: remove_text 'LM4_C'  // If you need a piece go around the back of AmmuNation opposite the subway.

:LUIGI4_805
if 
  19333 > $CS_TIME // int > $ 
jf @LUIGI4_840 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI4_805 

:LUIGI4_840
fade 0 1500 

:LUIGI4_847
if 
82E9:   not cutscene_reached_end 
jf @LUIGI4_871 
wait 0 
jump @LUIGI4_847 

:LUIGI4_871
00BE: text_clear_all 

:LUIGI4_873
if 
  fading 
jf @LUIGI4_897 
wait 0 
jump @LUIGI4_873 

:LUIGI4_897
02EA: end_cutscene 
03AD: set_rubbish 1 
03AF: set_streaming 1 
03CB: load_scene 920.25 -425.375 15.0 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 1 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #INDHIBUILD3 
0249: release_model #LUIGICLUBOUT 
0249: release_model #LUIGIINEERCLUB 
03DE: set_pedestrians_density_multiplier_to 1.0 
0247: request_model #DIABLOS 
0247: request_model #GANG05 
0247: request_model #PIMP 
038B: load_requested_models 

:LUIGI4_1004
if or
8248:   not model #DIABLOS available 
8248:   not model #GANG05 available 
8248:   not model #PIMP available 
jf @LUIGI4_1039 
wait 0 
jump @LUIGI4_1004 

:LUIGI4_1039
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
00A5: $CAR_LM4 = create_car #DIABLOS at 1058.5 -421.0 -100.0 
020A: set_car $CAR_LM4 door_status_to 3 
0175: set_car $CAR_LM4 z_angle_to 360.0 
02AA: set_car $CAR_LM4 immune_to_nonplayer 1 
039C: set_car $CAR_LM4 watertight 1 
0129: $RIVAL_PIMP_TO_KILL = create_actor 4 #GANG05 in_car $CAR_LM4 driverseat 
01ED: reset_actor $RIVAL_PIMP_TO_KILL threat_search 
01B2: give_actor $RIVAL_PIMP_TO_KILL weapon 3 ammo 30000 
01C8: $PIMP_LM4 = create_actor 4 #PIMP in_car $CAR_LM4 passenger_seat 0 
01ED: reset_actor $PIMP_LM4 threat_search 
01B2: give_actor $PIMP_LM4 weapon 4 ammo 30000 
00AF: set_car $CAR_LM4 driver_behaviour_to 11 
0186: $RADAR_BLIP_CAR1_LM4 = create_marker_above_car $CAR_LM4 
$FLAG_CAR_BLIP_ON_LM4 = 1 // $ = int 
03CB: load_scene 1065.063 -398.5625 14.9375 
015F: set_camera_position 1048.063 -398.25 15.5 rotation 0.0 0.0 0.0 
0160: point_camera 1049.063 -398.25 15.5 switchstyle 2 
032B: $GUN_LM4 = create_weapon_pickup #COLT45 3 ammo 45 at 1080.5 -396.0 14.5 
03DD: pickup $GUN_LM4 show_on_radar 20 $RADAR_BLIP_COORD1_LM4 
TIMERB = 0 // @ = int 

:LUIGI4_1270
if 
  8400 > TIMERB // int > @ 
jf @LUIGI4_1660 
wait 0 
if 
  $FLAG_SET_CAR_DRIVING_LM4 == 0 // $ == int 
jf @LUIGI4_1368 
if 
  TIMERB >= 2000 // @ >= int 
jf @LUIGI4_1368 
if 
8119:   not car $CAR_LM4 wrecked 
jf @LUIGI4_1368 
00AF: set_car $CAR_LM4 driver_behaviour_to 1 
00AD: set_car $CAR_LM4 max_speed_to 20.0 
$FLAG_SET_CAR_DRIVING_LM4 = 1 // $ = int 

:LUIGI4_1368
if 
  $FLAG_DONE_CAMERA_LM4 == 0 // $ == int 
jf @LUIGI4_1452 
if 
8119:   not car $CAR_LM4 wrecked 
jf @LUIGI4_1452 
if 
01AD:   car $CAR_LM4 0 1058.5 -398.5 6.0 6.0 
jf @LUIGI4_1452 
0160: point_camera 1048.563 -397.375 15.5 switchstyle 1 
$FLAG_DONE_CAMERA_LM4 = 1 // $ = int 

:LUIGI4_1452
gosub @LUIGI4_2992 
gosub @LUIGI4_2208 
gosub @LUIGI4_3239 
if 
  $FLAG_COLLECTED_GUN_LM4 == 0 // $ == int 
jf @LUIGI4_1598 
if 
0214:   pickup $GUN_LM4 picked_up 
jf @LUIGI4_1519 
0164: disable_marker $RADAR_BLIP_COORD1_LM4 
$FLAG_COLLECTED_GUN_LM4 = 1 // $ = int 

:LUIGI4_1519
if 
  $FLAG_PLAYER_HAD_SHOP_AUDIO_LM4 == 0 // $ == int 
jf @LUIGI4_1598 
if 
0057:   player $PLAYER_CHAR 0 1066.563 -403.5 14.0 1072.75 -394.0 18.0 
jf @LUIGI4_1598 
if 
  $CAMERA_AMMU1 == 1 // $ == int 
jf @LUIGI4_1598 
gosub @LUIGI4_2584 

:LUIGI4_1598
if and
  $FLAG_PED2_NOT_IN_CAR == 1 // $ == int 
  $FLAG_PED1_NOT_IN_CAR == 1 // $ == int 
jf @LUIGI4_1653 
if 
  $FLAG_CAR_BLIP_ON_LM4 == 1 // $ == int 
jf @LUIGI4_1653 
0164: disable_marker $RADAR_BLIP_CAR1_LM4 
$FLAG_CAR_BLIP_ON_LM4 = 0 // $ = int 

:LUIGI4_1653
jump @LUIGI4_1270 

:LUIGI4_1660
03CB: load_scene 920.25 -425.375 15.0 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:LUIGI4_1698
if or
  $FLAG_PIMP_DEAD_LM4 == 0 // $ == int 
  $FLAG_PIMP2_DEAD_LM4 == 0 // $ == int 
jf @LUIGI4_1917 
wait 0 
gosub @LUIGI4_2992 
gosub @LUIGI4_2208 
gosub @LUIGI4_3239 
if 
  $FLAG_COLLECTED_GUN_LM4 == 0 // $ == int 
jf @LUIGI4_1855 
if 
0214:   pickup $GUN_LM4 picked_up 
jf @LUIGI4_1794 
0164: disable_marker $RADAR_BLIP_COORD1_LM4 
$FLAG_COLLECTED_GUN_LM4 = 1 // $ = int 

:LUIGI4_1794
if 
  $FLAG_PLAYER_HAD_SHOP_AUDIO_LM4 == 0 // $ == int 
jf @LUIGI4_1855 
if 
0057:   player $PLAYER_CHAR 0 1066.563 -403.5 14.0 1072.75 -394.0 18.0 
jf @LUIGI4_1855 
gosub @LUIGI4_2584 

:LUIGI4_1855
if and
  $FLAG_PED2_NOT_IN_CAR == 1 // $ == int 
  $FLAG_PED1_NOT_IN_CAR == 1 // $ == int 
jf @LUIGI4_1910 
if 
  $FLAG_CAR_BLIP_ON_LM4 == 1 // $ == int 
jf @LUIGI4_1910 
0164: disable_marker $RADAR_BLIP_CAR1_LM4 
$FLAG_CAR_BLIP_ON_LM4 = 0 // $ = int 

:LUIGI4_1910
jump @LUIGI4_1698 

:LUIGI4_1917
0164: disable_marker $RADAR_BLIP_COORD1_LM4 
jump @LUIGI4_1988 

:LUIGI4_1929
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
if 
8118:   not actor $RIVAL_PIMP_TO_KILL dead 
jf @LUIGI4_1965 
034F: destroy_actor_with_fade $RIVAL_PIMP_TO_KILL // The actor fades away like a ghost 

:LUIGI4_1965
if 
0118:   actor $PIMP_LM4 dead 
jf @LUIGI4_1986 
034F: destroy_actor_with_fade $PIMP_LM4 // The actor fades away like a ghost 

:LUIGI4_1986
return 

:LUIGI4_1988
$FLAG_LUIGI_MISSION4_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'LM4'  // 'PUMP-ACTION PIMP'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 4000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 4000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_20 
if 
  $OUT_OF_STOCK_PISTOL == 0 // $ == int 
jf @LUIGI4_2078 
start_new_script @PISTOL1 

:LUIGI4_2078
return 

:LUIGI4_2080
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LUIGI_MISSION = 0 // $ = int 
$SPECIAL_AMMU_AUDIO = 0 // $ = int 
if 
  $FLAG_CAR_DEAD_LM4 == 0 // $ == int 
jf @LUIGI4_2156 
if 
8119:   not car $CAR_LM4 wrecked 
jf @LUIGI4_2156 
02AA: set_car $CAR_LM4 immune_to_nonplayer 0 
020A: set_car $CAR_LM4 door_status_to 1 
039C: set_car $CAR_LM4 watertight 0 

:LUIGI4_2156
0215: destroy_pickup $GUN_LM4 
0249: release_model #DIABLOS 
0249: release_model #GANG05 
0249: release_model #PIMP 
if 
  $FLAG_COLLECTED_GUN_LM4 == 0 // $ == int 
jf @LUIGI4_2197 
0215: destroy_pickup $GUN_LM4 

:LUIGI4_2197
gosub @LUIGI4_4577 
mission_cleanup 
return 

:LUIGI4_2208
if 
  $FLAG_PIMP_DEAD_LM4 == 0 // $ == int 
jf @LUIGI4_2395 
if 
8118:   not actor $RIVAL_PIMP_TO_KILL dead 
jf @LUIGI4_2367 
if or
  $FLAG_BLOKES_GET_OUT_OF_CAR_LM4 == 1 // $ == int 
80DB:   not actor $RIVAL_PIMP_TO_KILL in_car $CAR_LM4 
jf @LUIGI4_2315 
if 
  $FLAG_PLAYER_GOT_MESSAGE_LUIGI4 == 0 // $ == int 
jf @LUIGI4_2315 
01CC: actor $RIVAL_PIMP_TO_KILL kill_player $PLAYER_CHAR 
011A: set_actor $RIVAL_PIMP_TO_KILL search_threat 1 
0243: set_actor $RIVAL_PIMP_TO_KILL ped_stats_to 16 
$FLAG_PLAYER_GOT_MESSAGE_LUIGI4 = 1 // $ = int 

:LUIGI4_2315
if 
  $FLAG_PED1_NOT_IN_CAR == 0 // $ == int 
jf @LUIGI4_2367 
if 
80DB:   not actor $RIVAL_PIMP_TO_KILL in_car $CAR_LM4 
jf @LUIGI4_2367 
0187: $RADAR_BLIP_PED1_LM4 = create_marker_above_actor $RIVAL_PIMP_TO_KILL 
$FLAG_PED1_NOT_IN_CAR = 1 // $ = int 

:LUIGI4_2367
if 
0118:   actor $RIVAL_PIMP_TO_KILL dead 
jf @LUIGI4_2395 
0164: disable_marker $RADAR_BLIP_PED1_LM4 
$FLAG_PIMP_DEAD_LM4 = 1 // $ = int 

:LUIGI4_2395
if 
  $FLAG_PIMP2_DEAD_LM4 == 0 // $ == int 
jf @LUIGI4_2582 
if 
8118:   not actor $PIMP_LM4 dead 
jf @LUIGI4_2554 
if or
  $FLAG_BLOKES_GET_OUT_OF_CAR_LM4 == 1 // $ == int 
80DB:   not actor $PIMP_LM4 in_car $CAR_LM4 
jf @LUIGI4_2502 
if 
  $FLAG_PIMP_KILL_PLAYER_LUIGI4 == 0 // $ == int 
jf @LUIGI4_2502 
01CC: actor $PIMP_LM4 kill_player $PLAYER_CHAR 
011A: set_actor $PIMP_LM4 search_threat 1 
0243: set_actor $PIMP_LM4 ped_stats_to 16 
$FLAG_PIMP_KILL_PLAYER_LUIGI4 = 1 // $ = int 

:LUIGI4_2502
if 
  $FLAG_PED2_NOT_IN_CAR == 0 // $ == int 
jf @LUIGI4_2554 
if 
80DB:   not actor $PIMP_LM4 in_car $CAR_LM4 
jf @LUIGI4_2554 
0187: $RADAR_BLIP_PED2_LM4 = create_marker_above_actor $PIMP_LM4 
$FLAG_PED2_NOT_IN_CAR = 1 // $ = int 

:LUIGI4_2554
if 
0118:   actor $PIMP_LM4 dead 
jf @LUIGI4_2582 
0164: disable_marker $RADAR_BLIP_PED2_LM4 
$FLAG_PIMP2_DEAD_LM4 = 1 // $ = int 

:LUIGI4_2582
return 

:LUIGI4_2584
if 
0057:   player $PLAYER_CHAR 0 1066.563 -403.5 14.0 1072.75 -394.0 18.0 
jf @LUIGI4_2981 
$SPECIAL_AMMU_AUDIO = 1 // $ = int 
if 
  $CAMERA_AMMU1 == 1 // $ == int 
jf @LUIGI4_2974 
if 
8118:   not actor $AMMU_SHOP_BLOKE1 dead 
jf @LUIGI4_2965 
if 
  $FLAG_PLAYER_HAD_MESSAGE1_LM4 == 0 // $ == int 
jf @LUIGI4_2696 
03CF: load_wav 'AMMU_A' 
$FLAG_PLAYER_HAD_MESSAGE1_LM4 = 1 // $ = int 

:LUIGI4_2696
if 
  $FLAG_PLAYER_HAD_MESSAGE1_LM4 == 1 // $ == int 
jf @LUIGI4_2751 
if 
03D0:   wav_loaded 
jf @LUIGI4_2751 
03D1: play_wav 
00BC: text_highpriority 'AMMU_A' time 5000 1  // Luigi said you'd need a piece...
$FLAG_PLAYER_HAD_MESSAGE1_LM4 = 2 // $ = int 

:LUIGI4_2751
if 
  $FLAG_PLAYER_HAD_MESSAGE1_LM4 == 2 // $ == int 
jf @LUIGI4_2799 
if 
03D2:   wav_ended 
jf @LUIGI4_2799 
03D5: remove_text 'AMMU_A'  // Luigi said you'd need a piece...
$FLAG_PLAYER_HAD_MESSAGE1_LM4 = 3 // $ = int 

:LUIGI4_2799
if and
  $FLAG_PLAYER_HAD_MESSAGE1_LM4 == 3 // $ == int 
  $FLAG_PLAYER_HAD_MESSAGE2_LM4 == 0 // $ == int 
jf @LUIGI4_2841 
03CF: load_wav 'AMMU_C' 
$FLAG_PLAYER_HAD_MESSAGE2_LM4 = 1 // $ = int 

:LUIGI4_2841
if 
  $FLAG_PLAYER_HAD_MESSAGE2_LM4 == 1 // $ == int 
jf @LUIGI4_2896 
if 
03D0:   wav_loaded 
jf @LUIGI4_2896 
03D1: play_wav 
00BC: text_highpriority 'AMMU_C' time 5000 1  // So go around back of the shop. I left you a nine in the yard.
$FLAG_PLAYER_HAD_MESSAGE2_LM4 = 2 // $ = int 

:LUIGI4_2896
if 
  $FLAG_PLAYER_HAD_MESSAGE2_LM4 == 2 // $ == int 
jf @LUIGI4_2958 
if 
03D2:   wav_ended 
jf @LUIGI4_2958 
03D5: remove_text 'AMMU_C'  // So go around back of the shop. I left you a nine in the yard.
$FLAG_PLAYER_HAD_SHOP_AUDIO_LM4 = 1 // $ = int 
$SPECIAL_AMMU_AUDIO = 0 // $ = int 
$FLAG_PLAYER_HAD_MESSAGE2_LM4 = 3 // $ = int 

:LUIGI4_2958
jump @LUIGI4_2974 

:LUIGI4_2965
040D: clear_mission_audio 
$SPECIAL_AMMU_AUDIO = 0 // $ = int 

:LUIGI4_2974
jump @LUIGI4_2990 

:LUIGI4_2981
040D: clear_mission_audio 
$SPECIAL_AMMU_AUDIO = 0 // $ = int 

:LUIGI4_2990
return 

:LUIGI4_2992
if 
  $FLAG_CAR_DEAD_LM4 == 0 // $ == int 
jf @LUIGI4_3237 
if 
0119:   car $CAR_LM4 wrecked 
jf @LUIGI4_3070 
if 
  $FLAG_CAR_BLIP_ON_LM4 == 1 // $ == int 
jf @LUIGI4_3056 
0164: disable_marker $RADAR_BLIP_CAR1_LM4 
$FLAG_CAR_BLIP_ON_LM4 = 0 // $ = int 

:LUIGI4_3056
$FLAG_CAR_DEAD_LM4 = 1 // $ = int 
jump @LUIGI4_3237 

:LUIGI4_3070
if 
02BF:   car $CAR_LM4 sunk 
jf @LUIGI4_3189 
if 
02CA:   car $CAR_LM4 bounding_sphere_visible 
jf @LUIGI4_3116 
039C: set_car $CAR_LM4 watertight 0 
jump @LUIGI4_3150 

:LUIGI4_3116
00AA: store_car $CAR_LM4 position_to $CAR_LM4_X $CAR_LM4_Y $CAR_LM4_Z 
02C1: set $CAR_LM4_X $CAR_LM4_Y $CAR_LM4_Z to_car_path_coords_closest_to $CAR_LM4_X $CAR_LM4_Y $CAR_LM4_Z 

:LUIGI4_3150
if 
80C2:   not sphere_onscreen $CAR_LM4_X $CAR_LM4_Y $CAR_LM4_Z 5.0 
jf @LUIGI4_3189 
00AB: put_car $CAR_LM4 at $CAR_LM4_X $CAR_LM4_Y $CAR_LM4_Z 

:LUIGI4_3189
0227: $CAR_HEALTH_LM4 = car $CAR_LM4 health 
if 
  999 > $CAR_HEALTH_LM4 // int > $ 
jf @LUIGI4_3230 
$FLAG_BLOKES_GET_OUT_OF_CAR_LM4 = 1 // $ = int 
jump @LUIGI4_3237 

:LUIGI4_3230
$FLAG_BLOKES_GET_OUT_OF_CAR_LM4 = 0 // $ = int 

:LUIGI4_3237
return 

:LUIGI4_3239
if 
  $FLAG_PLAYER_HAD_GUN_MESSAGE == 0 // $ == int 
jf @LUIGI4_4575 
if 
019C:   player $PLAYER_CHAR 0 1075.188 -384.75 14.0 1086.188 -403.25 17.0 
jf @LUIGI4_4575 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @LUIGI4_3602 
if 
  $FLAG_GUN_MESSAGE_LM4 == 0 // $ == int 
jf @LUIGI4_3358 
03E5: text_box 'GUN_1A'  // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 1 // $ = int 

:LUIGI4_3358
if 
  $FLAG_GUN_MESSAGE_LM4 == 1 // $ == int 
jf @LUIGI4_3419 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_3419 
03E5: text_box 'GUN_2A'  // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets...
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 2 // $ = int 

:LUIGI4_3419
if 
  $FLAG_GUN_MESSAGE_LM4 == 2 // $ == int 
jf @LUIGI4_3480 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_3480 
03E5: text_box 'GUN_3A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 3 // $ = int 

:LUIGI4_3480
if 
  $FLAG_GUN_MESSAGE_LM4 == 3 // $ == int 
jf @LUIGI4_3541 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_3541 
03E5: text_box 'GUN_4A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 4 // $ = int 

:LUIGI4_3541
if 
  $FLAG_GUN_MESSAGE_LM4 == 4 // $ == int 
jf @LUIGI4_3602 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_3602 
03E5: text_box 'GUN_5'  // You can practice targeting and shooting on these paper targets. When you are finished resume the mission.
$FLAG_GUN_MESSAGE_LM4 = 5 // $ = int 
$FLAG_PLAYER_HAD_GUN_MESSAGE = 1 // $ = int 

:LUIGI4_3602
if 
  $CONTROLMODE == 1 // $ == int 
jf @LUIGI4_3906 
if 
  $FLAG_GUN_MESSAGE_LM4 == 0 // $ == int 
jf @LUIGI4_3662 
03E5: text_box 'GUN_1A'  // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 1 // $ = int 

:LUIGI4_3662
if 
  $FLAG_GUN_MESSAGE_LM4 == 1 // $ == int 
jf @LUIGI4_3723 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_3723 
03E5: text_box 'GUN_2A'  // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets...
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 2 // $ = int 

:LUIGI4_3723
if 
  $FLAG_GUN_MESSAGE_LM4 == 2 // $ == int 
jf @LUIGI4_3784 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_3784 
03E5: text_box 'GUN_3A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 3 // $ = int 

:LUIGI4_3784
if 
  $FLAG_GUN_MESSAGE_LM4 == 3 // $ == int 
jf @LUIGI4_3845 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_3845 
03E5: text_box 'GUN_4A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 4 // $ = int 

:LUIGI4_3845
if 
  $FLAG_GUN_MESSAGE_LM4 == 4 // $ == int 
jf @LUIGI4_3906 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_3906 
03E5: text_box 'GUN_5'  // You can practice targeting and shooting on these paper targets. When you are finished resume the mission.
$FLAG_GUN_MESSAGE_LM4 = 5 // $ = int 
$FLAG_PLAYER_HAD_GUN_MESSAGE = 1 // $ = int 

:LUIGI4_3906
if 
  $CONTROLMODE == 2 // $ == int 
jf @LUIGI4_4210 
if 
  $FLAG_GUN_MESSAGE_LM4 == 0 // $ == int 
jf @LUIGI4_3966 
03E5: text_box 'GUN_1A'  // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 1 // $ = int 

:LUIGI4_3966
if 
  $FLAG_GUN_MESSAGE_LM4 == 1 // $ == int 
jf @LUIGI4_4027 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_4027 
03E5: text_box 'GUN_2C'  // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets...
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 2 // $ = int 

:LUIGI4_4027
if 
  $FLAG_GUN_MESSAGE_LM4 == 2 // $ == int 
jf @LUIGI4_4088 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_4088 
03E5: text_box 'GUN_3A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 3 // $ = int 

:LUIGI4_4088
if 
  $FLAG_GUN_MESSAGE_LM4 == 3 // $ == int 
jf @LUIGI4_4149 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_4149 
03E5: text_box 'GUN_4A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 4 // $ = int 

:LUIGI4_4149
if 
  $FLAG_GUN_MESSAGE_LM4 == 4 // $ == int 
jf @LUIGI4_4210 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_4210 
03E5: text_box 'GUN_5'  // You can practice targeting and shooting on these paper targets. When you are finished resume the mission.
$FLAG_GUN_MESSAGE_LM4 = 5 // $ = int 
$FLAG_PLAYER_HAD_GUN_MESSAGE = 1 // $ = int 

:LUIGI4_4210
if 
  $CONTROLMODE == 3 // $ == int 
jf @LUIGI4_4575 
if 
  $FLAG_GUN_MESSAGE_LM4 == 0 // $ == int 
jf @LUIGI4_4270 
03E5: text_box 'GUN_1A'  // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 1 // $ = int 

:LUIGI4_4270
if 
  $FLAG_GUN_MESSAGE_LM4 == 1 // $ == int 
jf @LUIGI4_4331 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_4331 
03E5: text_box 'GUN_2D'  // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets...
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 2 // $ = int 

:LUIGI4_4331
if 
  $FLAG_GUN_MESSAGE_LM4 == 1 // $ == int 
jf @LUIGI4_4392 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_4392 
03E5: text_box 'GUN_2C'  // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets...
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 2 // $ = int 

:LUIGI4_4392
if 
  $FLAG_GUN_MESSAGE_LM4 == 2 // $ == int 
jf @LUIGI4_4453 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_4453 
03E5: text_box 'GUN_3B'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 3 // $ = int 

:LUIGI4_4453
if 
  $FLAG_GUN_MESSAGE_LM4 == 3 // $ == int 
jf @LUIGI4_4514 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_4514 
03E5: text_box 'GUN_4B'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_LM4 = 4 // $ = int 

:LUIGI4_4514
if 
  $FLAG_GUN_MESSAGE_LM4 == 4 // $ == int 
jf @LUIGI4_4575 
if 
  TIMERB > 10000 // @ > int 
jf @LUIGI4_4575 
03E5: text_box 'GUN_5'  // You can practice targeting and shooting on these paper targets. When you are finished resume the mission.
$FLAG_GUN_MESSAGE_LM4 = 5 // $ = int 
$FLAG_PLAYER_HAD_GUN_MESSAGE = 1 // $ = int 

:LUIGI4_4575
return 

:LUIGI4_4577
0164: disable_marker $RADAR_BLIP_PED1_LM4 
0164: disable_marker $RADAR_BLIP_PED2_LM4 
0164: disable_marker $RADAR_BLIP_COORD1_LM4 
0164: disable_marker $RADAR_BLIP_CAR1_LM4 
return 

//-------------Mission 23---------------
// Originally: The Fuzz Ball

:LUIGI5
script_name 'LUIGI5' 
gosub @LUIGI5_46 
if 
  wasted_or_busted 
jf @LUIGI5_37 
gosub @LUIGI5_12768 

:LUIGI5_37
gosub @LUIGI5_13057 
terminate_this_script 

:LUIGI5_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_LUIGI_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$MAX_NO_OF_PASSENGERS_LM5 = 0 // $ = int 
$FLAG_PROSSIE1_AT_BALL = 0 // $ = int 
$FLAG_PROSSIE2_AT_BALL = 0 // $ = int 
$FLAG_PROSSIE3_AT_BALL = 0 // $ = int 
$FLAG_PROSSIE4_AT_BALL = 0 // $ = int 
$FLAG_PROSSIE5_AT_BALL = 0 // $ = int 
$FLAG_PROSSIE6_AT_BALL = 0 // $ = int 
$FLAG_PROSSIE7_AT_BALL = 0 // $ = int 
$FLAG_PROSSIE8_AT_BALL = 0 // $ = int 
$ROOM_LEFT_IN_CAR_LM5 = 0 // $ = int 
$NO_OF_PASSENGERS_LM5 = 0 // $ = int 
$FLAG_HAD_ROOM_MESSAGE_LM5 = 0 // $ = int 
$COUNTER_NO_OF_GIRLS_AT_THE_BALL = 0 // $ = int 
$SCORE_LM5 = 0 // $ = int 
$FLAG_PROSSIE2_IN_CAR_PARK = 0 // $ = int 
$FLAG_PROSSIE2_TOLD_TO_GO_INTO_BALL = 0 // $ = int 
$FLAG_PROSSIE1_IN_CAR_PARK = 0 // $ = int 
$FLAG_PROSSIE1_TOLD_TO_GO_INTO_BALL = 0 // $ = int 
$TIMER_LM5 = 301000 // $ = int 
$FLAG_BLIP_ON_PROSSIE1_LM5 = 0 // $ = int 
$FLAG_BLIP_ON_PROSSIE2_LM5 = 0 // $ = int 
$FLAG_BLIP_ON_PROSSIE3_LM5 = 0 // $ = int 
$FLAG_BLIP_ON_PROSSIE4_LM5 = 0 // $ = int 
$FLAG_BLIP_ON_PROSSIE5_LM5 = 0 // $ = int 
$FLAG_BLIP_ON_PROSSIE6_LM5 = 0 // $ = int 
$FLAG_BLIP_ON_PROSSIE7_LM5 = 0 // $ = int 
$FLAG_BLIP_ON_PROSSIE8_LM5 = 0 // $ = int 
$FLAG_PROSSIE1_LM5_IN_CAR = 0 // $ = int 
$FLAG_PROSSIE2_LM5_IN_CAR = 0 // $ = int 
$FLAG_PROSSIE3_LM5_IN_CAR = 0 // $ = int 
$FLAG_PROSSIE4_LM5_IN_CAR = 0 // $ = int 
$FLAG_PROSSIE5_LM5_IN_CAR = 0 // $ = int 
$FLAG_PROSSIE6_LM5_IN_CAR = 0 // $ = int 
$FLAG_PROSSIE7_LM5_IN_CAR = 0 // $ = int 
$FLAG_PROSSIE8_LM5_IN_CAR = 0 // $ = int 
$FLAG_PROSSIE3_IN_CAR_PARK = 0 // $ = int 
$FLAG_PROSSIE3_TOLD_TO_GO_INTO_BALL = 0 // $ = int 
$FLAG_PROSSIE4_IN_CAR_PARK = 0 // $ = int 
$FLAG_PROSSIE4_TOLD_TO_GO_INTO_BALL = 0 // $ = int 
$FLAG_PROSSIE5_IN_CAR_PARK = 0 // $ = int 
$FLAG_PROSSIE5_TOLD_TO_GO_INTO_BALL = 0 // $ = int 
$FLAG_PROSSIE6_IN_CAR_PARK = 0 // $ = int 
$FLAG_PROSSIE6_TOLD_TO_GO_INTO_BALL = 0 // $ = int 
$FLAG_PROSSIE7_IN_CAR_PARK = 0 // $ = int 
$FLAG_PROSSIE7_TOLD_TO_GO_INTO_BALL = 0 // $ = int 
$FLAG_PROSSIE8_IN_CAR_PARK = 0 // $ = int 
$FLAG_PROSSIE8_TOLD_TO_GO_INTO_BALL = 0 // $ = int 
$NUMBER_OF_DEAD_PROSSIES = 0 // $ = int 
$FLAG_MOVED_DOOR1_LM5 = 0 // $ = int 
$FLAG_MOVED_DOOR2_LM5 = 0 // $ = int 
$FLAG_HAD_CAR_MESSAGE1_LM5 = 0 // $ = int 
$FLAG_HAD_CAR_MESSAGE2_LM5 = 0 // $ = int 
$FLAG_HAD_CAR_MESSAGE3_LM5 = 0 // $ = int 
$FLAG_HAD_CAR_MESSAGE4_LM5 = 0 // $ = int 
$FLAG_HAD_CAR_MESSAGE5_LM5 = 0 // $ = int 
$FLAG_HAD_CAR_MESSAGE6_LM5 = 0 // $ = int 
$FLAG_HAD_CAR_MESSAGE7_LM5 = 0 // $ = int 
$FLAG_HAD_CAR_MESSAGE8_LM5 = 0 // $ = int 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL = 0 // $ = int 
$FLAG_TIMER_PROSSIE1_LM5 = 0 // $ = int 
$FLAG_TIMER_PROSSIE2_LM5 = 0 // $ = int 
$FLAG_TIMER_PROSSIE3_LM5 = 0 // $ = int 
$FLAG_TIMER_PROSSIE4_LM5 = 0 // $ = int 
$FLAG_TIMER_PROSSIE5_LM5 = 0 // $ = int 
$FLAG_TIMER_PROSSIE6_LM5 = 0 // $ = int 
$FLAG_TIMER_PROSSIE7_LM5 = 0 // $ = int 
$FLAG_TIMER_PROSSIE8_LM5 = 0 // $ = int 
023C: load_special_actor 1 'LUIGI' 
023C: load_special_actor 2 'MICKY' 
02F3: load_object #CUTOBJ01 'LUDOOR' 
02F3: load_object #CUTOBJ02 'LUIGIH' 
02F3: load_object #CUTOBJ03 'PLAYERH' 
02F3: load_object #CUTOBJ04 'MICKYH' 
0247: request_model #INDHIBUILD3 
0247: request_model #LUIGICLUBOUT 
0247: request_model #LUIGIINEERCLUB 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 926.5 -471.6875 1.0 830.75 -257.9375 25.0 
038B: load_requested_models 

:LUIGI5_656
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
jf @LUIGI5_706 
wait 0 
jump @LUIGI5_656 

:LUIGI5_706
if or
8248:   not model #INDHIBUILD3 available 
8248:   not model #LUIGICLUBOUT available 
8248:   not model #LUIGIINEERCLUB available 
jf @LUIGI5_743 
wait 0 
jump @LUIGI5_706 

:LUIGI5_743
0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 0 
02E4: load_cutscene_data 'L5_TFB' 
0244: set_cutscene_pos 900.75 -427.5 13.8125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_LUIGI = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_LUIGI 'LUIGI' 
02E5: $CS_MICKY = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MICKY 'MICKY' 
02F4: create_cutscene_actor $CS_LUIGIHEAD from_head #CUTOBJ02 and_body $CS_LUIGI 
02F5: set_head_anim $CS_LUIGIHEAD 'LUIGI' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ03 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_MICKYHEAD from_head #CUTOBJ04 and_body $CS_MICKY 
02F5: set_head_anim $CS_MICKYHEAD 'MICKY' 
02E5: $CS_LUDOOR = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_LUDOOR 'LUDOOR' 
0395: clear_area 1 at 896.5625 -426.1875 13.875 range 1.0 
0055: put_player $PLAYER_CHAR at 896.5625 -426.1875 13.875 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 1500 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:LUIGI5_991
if 
  11950 > $CS_TIME // int > $ 
jf @LUIGI5_1026 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI5_991 

:LUIGI5_1026
00BC: text_highpriority 'LM5_A' time 10000 1  // The Policeman's Ball is being held at the old school hall near the Callahan Bridge

:LUIGI5_1041
if 
  15702 > $CS_TIME // int > $ 
jf @LUIGI5_1076 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI5_1041 

:LUIGI5_1076
00BC: text_highpriority 'LM5_B' time 10000 1  // and they'll be looking for some 'old school' action.

:LUIGI5_1091
if 
  17617 > $CS_TIME // int > $ 
jf @LUIGI5_1126 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI5_1091 

:LUIGI5_1126
00BC: text_highpriority 'LM5_C' time 10000 1  // Now I got girls all over town walking the streets.

:LUIGI5_1141
if 
  20281 > $CS_TIME // int > $ 
jf @LUIGI5_1176 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI5_1141 

:LUIGI5_1176
00BC: text_highpriority 'LM5_D' time 10000 1  // Get'em to the ball they'll make a bundle.

:LUIGI5_1191
if 
  22295 > $CS_TIME // int > $ 
jf @LUIGI5_1226 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI5_1191 

:LUIGI5_1226
00BC: text_highpriority 'LM5_E' time 10000 1  // Get as many of them as you can before the cops drink away their green.

:LUIGI5_1241
if 
  25606 > $CS_TIME // int > $ 
jf @LUIGI5_1276 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI5_1241 

:LUIGI5_1276
03D5: remove_text 'LM5_E'  // Get as many of them as you can before the cops drink away their green.

:LUIGI5_1286
if 
  26000 > $CS_TIME // int > $ 
jf @LUIGI5_1321 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LUIGI5_1286 

:LUIGI5_1321
fade 0 1500 

:LUIGI5_1328
if 
82E9:   not cutscene_reached_end 
jf @LUIGI5_1352 
wait 0 
jump @LUIGI5_1328 

:LUIGI5_1352
00BE: text_clear_all 

:LUIGI5_1354
if 
  fading 
jf @LUIGI5_1378 
wait 0 
jump @LUIGI5_1354 

:LUIGI5_1378
02EA: end_cutscene 
03AD: set_rubbish 1 
03AF: set_streaming 1 
03CB: load_scene 920.25 -425.375 15.0 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0363: toggle_model_render_at 890.875 -416.875 15.0 radius 6.0 object #BACKDOOR 1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #INDHIBUILD3 
0249: release_model #LUIGICLUBOUT 
0249: release_model #LUIGIINEERCLUB 
03DE: set_pedestrians_density_multiplier_to 1.0 
014C: set_parked_car_generator $GEN_CAR28 cars_to_generate_to 0 
03BC: $SPHERE_LM5 = create_sphere 999.875 -879.25 14.0 4.0 
0247: request_model #PROSTITUTE 
0247: request_model #PROSTITUTE2 

:LUIGI5_1511
if or
8248:   not model #PROSTITUTE available 
8248:   not model #PROSTITUTE2 available 
jf @LUIGI5_1541 
wait 0 
jump @LUIGI5_1511 

:LUIGI5_1541
if 
  fading 
jf @LUIGI5_1565 
wait 0 
jump @LUIGI5_1541 

:LUIGI5_1565
00A5: $COP_CAR1_LM5 = create_car #POLICE at 1027.688 -873.0625 13.875 
0175: set_car $COP_CAR1_LM5 z_angle_to 90.0 
020A: set_car $COP_CAR1_LM5 door_status_to 1 
00A5: $COP_CAR2_LM5 = create_car #POLICE at 998.625 -860.75 14.5 
0175: set_car $COP_CAR2_LM5 z_angle_to 90.0 
020A: set_car $COP_CAR2_LM5 door_status_to 1 
029B: $FUZZBALL_SIGN = init_object #POLICEBALLSIGNS at 1010.688 -896.4375 24.125 
018D: $BALL_SOUNDS = create_sound 71 at 999.875 -892.375 16.0 
0177: set_object $FUZZ_DOOR1 z_angle_to 270.0 
0177: set_object $FUZZ_DOOR2 z_angle_to 270.0 
014E: set_timer_to $TIMER_LM5 
018A: $RADAR_BLIP_COORD1_LM5 = create_checkpoint_at 999.875 -879.25 -100.0 
009A: $PROSSIE1_LM5 = create_actor 20 #PROSTITUTE2 at 870.0 -482.0 -100.0 
0173: set_actor $PROSSIE1_LM5 z_angle_to 180.0 
01ED: reset_actor $PROSSIE1_LM5 threat_search 
0187: $RADARPED_PROSSIE1_LM5 = create_marker_above_actor $PROSSIE1_LM5 
$FLAG_BLIP_ON_PROSSIE1_LM5 = 1 // $ = int 
0319: set_actor $PROSSIE1_LM5 wander_state_to 1 
009A: $PROSSIE2_LM5 = create_actor 20 #PROSTITUTE at 916.0 -90.0 -100.0 
0173: set_actor $PROSSIE2_LM5 z_angle_to 180.0 
01ED: reset_actor $PROSSIE2_LM5 threat_search 
0187: $RADARPED_PROSSIE2_LM5 = create_marker_above_actor $PROSSIE2_LM5 
$FLAG_BLIP_ON_PROSSIE2_LM5 = 1 // $ = int 
0319: set_actor $PROSSIE2_LM5 wander_state_to 1 
009A: $PROSSIE3_LM5 = create_actor 20 #PROSTITUTE2 at 1203.0 23.0 -100.0 
01ED: reset_actor $PROSSIE3_LM5 threat_search 
0187: $RADARPED_PROSSIE3_LM5 = create_marker_above_actor $PROSSIE3_LM5 
$FLAG_BLIP_ON_PROSSIE3_LM5 = 1 // $ = int 
0319: set_actor $PROSSIE3_LM5 wander_state_to 1 
009A: $PROSSIE4_LM5 = create_actor 20 #PROSTITUTE at 1240.0 -336.0 -100.0 
0173: set_actor $PROSSIE4_LM5 z_angle_to 180.0 
01ED: reset_actor $PROSSIE4_LM5 threat_search 
0187: $RADARPED_PROSSIE4_LM5 = create_marker_above_actor $PROSSIE4_LM5 
$FLAG_BLIP_ON_PROSSIE4_LM5 = 1 // $ = int 
0319: set_actor $PROSSIE4_LM5 wander_state_to 1 
009A: $PROSSIE5_LM5 = create_actor 20 #PROSTITUTE2 at 1231.0 -511.0 -100.0 
01ED: reset_actor $PROSSIE5_LM5 threat_search 
0187: $RADARPED_PROSSIE5_LM5 = create_marker_above_actor $PROSSIE5_LM5 
$FLAG_BLIP_ON_PROSSIE5_LM5 = 1 // $ = int 
0319: set_actor $PROSSIE5_LM5 wander_state_to 1 
009A: $PROSSIE6_LM5 = create_actor 20 #PROSTITUTE at 1360.0 -798.0 -100.0 
01ED: reset_actor $PROSSIE6_LM5 threat_search 
0187: $RADARPED_PROSSIE6_LM5 = create_marker_above_actor $PROSSIE6_LM5 
$FLAG_BLIP_ON_PROSSIE6_LM5 = 1 // $ = int 
0319: set_actor $PROSSIE6_LM5 wander_state_to 1 
009A: $PROSSIE7_LM5 = create_actor 20 #PROSTITUTE2 at 1093.0 -973.0 -100.0 
01ED: reset_actor $PROSSIE7_LM5 threat_search 
0187: $RADARPED_PROSSIE7_LM5 = create_marker_above_actor $PROSSIE7_LM5 
$FLAG_BLIP_ON_PROSSIE7_LM5 = 1 // $ = int 
0319: set_actor $PROSSIE7_LM5 wander_state_to 1 
009A: $PROSSIE8_LM5 = create_actor 20 #PROSTITUTE at 975.0 -754.0 -100.0 
0173: set_actor $PROSSIE8_LM5 z_angle_to 180.0 
01ED: reset_actor $PROSSIE8_LM5 threat_search 
0187: $RADARPED_PROSSIE8_LM5 = create_marker_above_actor $PROSSIE8_LM5 
$FLAG_BLIP_ON_PROSSIE8_LM5 = 1 // $ = int 
0319: set_actor $PROSSIE8_LM5 wander_state_to 1 
if 
  $TIMER_HELP_MESSAGE_DISPLAYED == 0 // $ == int 
jf @LUIGI5_2122 
03E5: text_box 'TIMER'  // This is a timed mission, you must complete it before the timer counts down to zero.
$TIMER_HELP_MESSAGE_DISPLAYED = 1 // $ = int 

:LUIGI5_2122
00BC: text_highpriority 'LM5_7' time 7000 1  // ~g~Less than four girls working the ~p~Fuzz Ball~g~ and Luigi won't be happy!
03C4: set_status_text_to $COUNTER_NO_OF_GIRLS_AT_THE_BALL 0 'LM5_9'  // GIRLS:

:LUIGI5_2152
if 
  $TIMER_LM5 > 0 // $ > int 
jf @LUIGI5_12714 
wait 0 
0395: clear_area 0 at 1000.375 -886.6875 14.375 range 6.0 
gosub @LUIGI5_13172 
if 
  $NUMBER_OF_DEAD_PROSSIES > 0 // $ > int 
jf @LUIGI5_2237 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_2237
if 
  $COUNTER_NO_OF_GIRLS_AT_THE_BALL == 8 // $ == int 
jf @LUIGI5_2262 
jump @LUIGI5_12785 

:LUIGI5_2262
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI5_2302 
00DA: $VEHICLE_LM5 = player $PLAYER_CHAR car 
01EA: $MAX_NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 max_passengers 
01E9: $NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 num_passengers 

:LUIGI5_2302
0084: $ROOM_LEFT_IN_CAR_LM5 = $MAX_NO_OF_PASSENGERS_LM5 // $ = $ int 
0060: $ROOM_LEFT_IN_CAR_LM5 -= $NO_OF_PASSENGERS_LM5 // $ -= $ int 
if 
  $FLAG_PROSSIE1_AT_BALL == 0 // $ == int 
jf @LUIGI5_3585 
if 
  $FLAG_PROSSIE1_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_2986 
if and
00FC:   player $PLAYER_CHAR 0 $PROSSIE1_LM5 on_foot radius 8.0 8.0 2.0 
  $FLAG_HAD_CAR_MESSAGE1_LM5 == 0 // $ == int 
jf @LUIGI5_2413 
00BC: text_highpriority 'LM5_3' time 5000 1  // ~g~You need a car!
$FLAG_HAD_CAR_MESSAGE1_LM5 = 1 // $ = int 

:LUIGI5_2413
if 
80FB:   not player $PLAYER_CHAR 0 $PROSSIE1_LM5 radius 8.0 8.0 2.0 
jf @LUIGI5_2450 
$FLAG_HAD_CAR_MESSAGE1_LM5 = 0 // $ = int 

:LUIGI5_2450
if 
00FD:   player $PLAYER_CHAR 0 $PROSSIE1_LM5 in_car radius 8.0 8.0 2.0 
jf @LUIGI5_2979 
if 
  $FLAG_PROSSIE1_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_2506 
020F: actor $PROSSIE1_LM5 look_at_player $PLAYER_CHAR 

:LUIGI5_2506
if 
029F:   player $PLAYER_CHAR stopped 
jf @LUIGI5_2972 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI5_2578 
00DA: $VEHICLE_LM5 = player $PLAYER_CHAR car 
01EA: $MAX_NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 max_passengers 
01E9: $NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 num_passengers 
0084: $ROOM_LEFT_IN_CAR_LM5 = $MAX_NO_OF_PASSENGERS_LM5 // $ = $ int 
0060: $ROOM_LEFT_IN_CAR_LM5 -= $NO_OF_PASSENGERS_LM5 // $ -= $ int 

:LUIGI5_2578
if 
  $ROOM_LEFT_IN_CAR_LM5 > 0 // $ > int 
jf @LUIGI5_2932 
01DF: tie_actor $PROSSIE1_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE1_LM5 
$FLAG_BLIP_ON_PROSSIE1_LM5 = 0 // $ = int 

:LUIGI5_2616
if 
80DB:   not actor $PROSSIE1_LM5 in_car $VEHICLE_LM5 
jf @LUIGI5_2911 
wait 0 
gosub @LUIGI5_13172 
if 
  $NUMBER_OF_DEAD_PROSSIES > 0 // $ > int 
jf @LUIGI5_2686 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_2686
if 
0119:   car $VEHICLE_LM5 wrecked 
jf @LUIGI5_2724 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI5_12768 

:LUIGI5_2724
if 
  $FLAG_PROSSIE1_AT_BALL == 0 // $ == int 
jf @LUIGI5_2904 
if 
0118:   actor $PROSSIE1_LM5 dead 
jf @LUIGI5_2787 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 
jump @LUIGI5_2904 

:LUIGI5_2787
if and
8320:   not actor $PROSSIE1_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE1_LM5 == 0 // $ == int 
jf @LUIGI5_2850 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE1_LM5 = create_marker_above_actor $PROSSIE1_LM5 
$FLAG_BLIP_ON_PROSSIE1_LM5 = 1 // $ = int 
jump @LUIGI5_2152 

:LUIGI5_2850
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE1_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE1_LM5 == 1 // $ == int 
jf @LUIGI5_2904 
01DF: tie_actor $PROSSIE1_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE1_LM5 
$FLAG_BLIP_ON_PROSSIE1_LM5 = 0 // $ = int 

:LUIGI5_2904
jump @LUIGI5_2616 

:LUIGI5_2911
$FLAG_PROSSIE1_LM5_IN_CAR = 1 // $ = int 
0319: set_actor $PROSSIE1_LM5 wander_state_to 0 
jump @LUIGI5_2972 

:LUIGI5_2932
if 
  $FLAG_HAD_ROOM_MESSAGE_LM5 == 0 // $ == int 
jf @LUIGI5_2972 
00BC: text_highpriority 'LM5_1' time 7000 1  // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more.
$FLAG_HAD_ROOM_MESSAGE_LM5 = 1 // $ = int 

:LUIGI5_2972
jump @LUIGI5_2986 

:LUIGI5_2979
$FLAG_HAD_ROOM_MESSAGE_LM5 = 0 // $ = int 

:LUIGI5_2986
if 
  $FLAG_PROSSIE1_LM5_IN_CAR == 1 // $ == int 
jf @LUIGI5_3293 
if 
  $FLAG_PROSSIE1_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_3139 
if and
8320:   not actor $PROSSIE1_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE1_LM5 == 0 // $ == int 
jf @LUIGI5_3085 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE1_LM5 = create_marker_above_actor $PROSSIE1_LM5 
$FLAG_BLIP_ON_PROSSIE1_LM5 = 1 // $ = int 
$FLAG_PROSSIE1_LM5_IN_CAR = 0 // $ = int 

:LUIGI5_3085
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE1_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE1_LM5 == 1 // $ == int 
jf @LUIGI5_3139 
01DF: tie_actor $PROSSIE1_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE1_LM5 
$FLAG_BLIP_ON_PROSSIE1_LM5 = 0 // $ = int 

:LUIGI5_3139
if and
01A8:   actor $PROSSIE1_LM5 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 
  $FLAG_PROSSIE1_AT_BALL == 0 // $ == int 
  $FLAG_PROSSIE1_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_3293 
wait 0 
if 
  $FLAG_PROSSIE1_AT_BALL == 0 // $ == int 
jf @LUIGI5_3249 
if 
0118:   actor $PROSSIE1_LM5 dead 
jf @LUIGI5_3249 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_3249
01E0: clear_leader $PROSSIE1_LM5 
if 
00DF:   actor $PROSSIE1_LM5 in_any_car 
jf @LUIGI5_3286 
00D9: $VEHICLE_LM5 = actor $PROSSIE1_LM5 car // add to mission cleanup 
01D3: actor $PROSSIE1_LM5 leave_car $VEHICLE_LM5 

:LUIGI5_3286
$FLAG_PROSSIE1_IN_CAR_PARK = 1 // $ = int 

:LUIGI5_3293
if 
  $FLAG_PROSSIE1_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_3585 
if and
80DF:   not actor $PROSSIE1_LM5 in_any_car 
  $FLAG_PROSSIE1_TOLD_TO_GO_INTO_BALL == 0 // $ == int 
jf @LUIGI5_3437 
wait 0 
if 
  $FLAG_PROSSIE1_AT_BALL == 0 // $ == int 
jf @LUIGI5_3394 
if 
0118:   actor $PROSSIE1_LM5 dead 
jf @LUIGI5_3394 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_3394
0211: actor $PROSSIE1_LM5 walk_to 999.0 -891.0 
$COUNTER_NO_OF_GIRLS_AT_THE_BALL += 1 // $ += int 
018C: play_sound 94 at 999.875 -879.25 15.0 
0110: clear_player $PLAYER_CHAR wanted_level 
$FLAG_PROSSIE1_TOLD_TO_GO_INTO_BALL = 1 // $ = int 

:LUIGI5_3437
if 
00ED:   actor $PROSSIE1_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_3484 
009F: set_actor $PROSSIE1_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE1_LM5 // The actor fades away like a ghost 
$FLAG_PROSSIE1_AT_BALL = 1 // $ = int 

:LUIGI5_3484
if 
  $FLAG_PROSSIE1_TOLD_TO_GO_INTO_BALL == 1 // $ == int 
jf @LUIGI5_3585 
if 
  $FLAG_PROSSIE1_AT_BALL == 0 // $ == int 
jf @LUIGI5_3585 
if 
  $FLAG_TIMER_PROSSIE1_LM5 == 0 // $ == int 
jf @LUIGI5_3552 
TIMERB = 0 // @ = int 
$FLAG_TIMER_PROSSIE1_LM5 = 1 // $ = int 

:LUIGI5_3552
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_3585 
00A1: put_actor $PROSSIE1_LM5 at 999.0 -891.0 14.25 

:LUIGI5_3585
if 
  $FLAG_PROSSIE2_AT_BALL == 0 // $ == int 
jf @LUIGI5_4890 
if 
0118:   actor $PROSSIE2_LM5 dead 
jf @LUIGI5_3641 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_3641
if 
  $FLAG_PROSSIE2_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_4291 
if and
00FC:   player $PLAYER_CHAR 0 $PROSSIE2_LM5 on_foot radius 8.0 8.0 2.0 
  $FLAG_HAD_CAR_MESSAGE2_LM5 == 0 // $ == int 
jf @LUIGI5_3718 
00BC: text_highpriority 'LM5_3' time 5000 1  // ~g~You need a car!
$FLAG_HAD_CAR_MESSAGE2_LM5 = 1 // $ = int 

:LUIGI5_3718
if 
80FB:   not player $PLAYER_CHAR 0 $PROSSIE2_LM5 radius 8.0 8.0 2.0 
jf @LUIGI5_3755 
$FLAG_HAD_CAR_MESSAGE2_LM5 = 0 // $ = int 

:LUIGI5_3755
if 
00FD:   player $PLAYER_CHAR 0 $PROSSIE2_LM5 in_car radius 8.0 8.0 2.0 
jf @LUIGI5_4284 
if 
  $FLAG_PROSSIE2_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_3811 
020F: actor $PROSSIE2_LM5 look_at_player $PLAYER_CHAR 

:LUIGI5_3811
if 
029F:   player $PLAYER_CHAR stopped 
jf @LUIGI5_4277 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI5_3883 
00DA: $VEHICLE_LM5 = player $PLAYER_CHAR car 
01EA: $MAX_NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 max_passengers 
01E9: $NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 num_passengers 
0084: $ROOM_LEFT_IN_CAR_LM5 = $MAX_NO_OF_PASSENGERS_LM5 // $ = $ int 
0060: $ROOM_LEFT_IN_CAR_LM5 -= $NO_OF_PASSENGERS_LM5 // $ -= $ int 

:LUIGI5_3883
if 
  $ROOM_LEFT_IN_CAR_LM5 > 0 // $ > int 
jf @LUIGI5_4237 
01DF: tie_actor $PROSSIE2_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE2_LM5 
$FLAG_BLIP_ON_PROSSIE2_LM5 = 0 // $ = int 

:LUIGI5_3921
if 
80DB:   not actor $PROSSIE2_LM5 in_car $VEHICLE_LM5 
jf @LUIGI5_4216 
wait 0 
gosub @LUIGI5_13172 
if 
  $NUMBER_OF_DEAD_PROSSIES > 0 // $ > int 
jf @LUIGI5_3991 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_3991
if 
0119:   car $VEHICLE_LM5 wrecked 
jf @LUIGI5_4029 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI5_12768 

:LUIGI5_4029
if 
  $FLAG_PROSSIE2_AT_BALL == 0 // $ == int 
jf @LUIGI5_4209 
if 
0118:   actor $PROSSIE2_LM5 dead 
jf @LUIGI5_4092 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 
jump @LUIGI5_4209 

:LUIGI5_4092
if and
8320:   not actor $PROSSIE2_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE2_LM5 == 0 // $ == int 
jf @LUIGI5_4155 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE2_LM5 = create_marker_above_actor $PROSSIE2_LM5 
$FLAG_BLIP_ON_PROSSIE2_LM5 = 1 // $ = int 
jump @LUIGI5_2152 

:LUIGI5_4155
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE2_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE2_LM5 == 1 // $ == int 
jf @LUIGI5_4209 
01DF: tie_actor $PROSSIE2_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE2_LM5 
$FLAG_BLIP_ON_PROSSIE2_LM5 = 0 // $ = int 

:LUIGI5_4209
jump @LUIGI5_3921 

:LUIGI5_4216
$FLAG_PROSSIE2_LM5_IN_CAR = 1 // $ = int 
0319: set_actor $PROSSIE2_LM5 wander_state_to 0 
jump @LUIGI5_4277 

:LUIGI5_4237
if 
  $FLAG_HAD_ROOM_MESSAGE_LM5 == 0 // $ == int 
jf @LUIGI5_4277 
00BC: text_highpriority 'LM5_1' time 7000 1  // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more.
$FLAG_HAD_ROOM_MESSAGE_LM5 = 1 // $ = int 

:LUIGI5_4277
jump @LUIGI5_4291 

:LUIGI5_4284
$FLAG_HAD_ROOM_MESSAGE_LM5 = 0 // $ = int 

:LUIGI5_4291
if 
  $FLAG_PROSSIE2_LM5_IN_CAR == 1 // $ == int 
jf @LUIGI5_4598 
if 
  $FLAG_PROSSIE2_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_4444 
if and
8320:   not actor $PROSSIE2_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE2_LM5 == 0 // $ == int 
jf @LUIGI5_4390 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE2_LM5 = create_marker_above_actor $PROSSIE2_LM5 
$FLAG_BLIP_ON_PROSSIE2_LM5 = 1 // $ = int 
$FLAG_PROSSIE2_LM5_IN_CAR = 0 // $ = int 

:LUIGI5_4390
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE2_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE2_LM5 == 1 // $ == int 
jf @LUIGI5_4444 
01DF: tie_actor $PROSSIE2_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE2_LM5 
$FLAG_BLIP_ON_PROSSIE2_LM5 = 0 // $ = int 

:LUIGI5_4444
if and
01A8:   actor $PROSSIE2_LM5 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 
  $FLAG_PROSSIE2_AT_BALL == 0 // $ == int 
  $FLAG_PROSSIE2_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_4598 
wait 0 
if 
  $FLAG_PROSSIE2_AT_BALL == 0 // $ == int 
jf @LUIGI5_4554 
if 
0118:   actor $PROSSIE2_LM5 dead 
jf @LUIGI5_4554 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_4554
01E0: clear_leader $PROSSIE2_LM5 
if 
00DF:   actor $PROSSIE2_LM5 in_any_car 
jf @LUIGI5_4591 
00D9: $VEHICLE_LM5 = actor $PROSSIE2_LM5 car // add to mission cleanup 
01D3: actor $PROSSIE2_LM5 leave_car $VEHICLE_LM5 

:LUIGI5_4591
$FLAG_PROSSIE2_IN_CAR_PARK = 1 // $ = int 

:LUIGI5_4598
if 
  $FLAG_PROSSIE2_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_4890 
if and
80DF:   not actor $PROSSIE2_LM5 in_any_car 
  $FLAG_PROSSIE2_TOLD_TO_GO_INTO_BALL == 0 // $ == int 
jf @LUIGI5_4742 
wait 0 
if 
  $FLAG_PROSSIE2_AT_BALL == 0 // $ == int 
jf @LUIGI5_4699 
if 
0118:   actor $PROSSIE2_LM5 dead 
jf @LUIGI5_4699 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_4699
0211: actor $PROSSIE2_LM5 walk_to 999.0 -891.0 
$COUNTER_NO_OF_GIRLS_AT_THE_BALL += 1 // $ += int 
018C: play_sound 94 at 999.875 -879.25 15.0 
0110: clear_player $PLAYER_CHAR wanted_level 
$FLAG_PROSSIE2_TOLD_TO_GO_INTO_BALL = 1 // $ = int 

:LUIGI5_4742
if 
00ED:   actor $PROSSIE2_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_4789 
009F: set_actor $PROSSIE2_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE2_LM5 // The actor fades away like a ghost 
$FLAG_PROSSIE2_AT_BALL = 1 // $ = int 

:LUIGI5_4789
if 
  $FLAG_PROSSIE2_TOLD_TO_GO_INTO_BALL == 1 // $ == int 
jf @LUIGI5_4890 
if 
  $FLAG_PROSSIE2_AT_BALL == 0 // $ == int 
jf @LUIGI5_4890 
if 
  $FLAG_TIMER_PROSSIE2_LM5 == 0 // $ == int 
jf @LUIGI5_4857 
TIMERB = 0 // @ = int 
$FLAG_TIMER_PROSSIE2_LM5 = 1 // $ = int 

:LUIGI5_4857
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_4890 
00A1: put_actor $PROSSIE2_LM5 at 999.0 -891.0 14.25 

:LUIGI5_4890
if 
  $FLAG_PROSSIE3_AT_BALL == 0 // $ == int 
jf @LUIGI5_6195 
if 
0118:   actor $PROSSIE3_LM5 dead 
jf @LUIGI5_4946 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_4946
if 
  $FLAG_PROSSIE3_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_5596 
if and
00FC:   player $PLAYER_CHAR 0 $PROSSIE3_LM5 on_foot radius 8.0 8.0 2.0 
  $FLAG_HAD_CAR_MESSAGE3_LM5 == 0 // $ == int 
jf @LUIGI5_5023 
00BC: text_highpriority 'LM5_3' time 5000 1  // ~g~You need a car!
$FLAG_HAD_CAR_MESSAGE3_LM5 = 1 // $ = int 

:LUIGI5_5023
if 
80FB:   not player $PLAYER_CHAR 0 $PROSSIE3_LM5 radius 8.0 8.0 2.0 
jf @LUIGI5_5060 
$FLAG_HAD_CAR_MESSAGE3_LM5 = 0 // $ = int 

:LUIGI5_5060
if 
00FD:   player $PLAYER_CHAR 0 $PROSSIE3_LM5 in_car radius 8.0 8.0 2.0 
jf @LUIGI5_5589 
if 
  $FLAG_PROSSIE3_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_5116 
020F: actor $PROSSIE3_LM5 look_at_player $PLAYER_CHAR 

:LUIGI5_5116
if 
029F:   player $PLAYER_CHAR stopped 
jf @LUIGI5_5582 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI5_5188 
00DA: $VEHICLE_LM5 = player $PLAYER_CHAR car 
01EA: $MAX_NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 max_passengers 
01E9: $NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 num_passengers 
0084: $ROOM_LEFT_IN_CAR_LM5 = $MAX_NO_OF_PASSENGERS_LM5 // $ = $ int 
0060: $ROOM_LEFT_IN_CAR_LM5 -= $NO_OF_PASSENGERS_LM5 // $ -= $ int 

:LUIGI5_5188
if 
  $ROOM_LEFT_IN_CAR_LM5 > 0 // $ > int 
jf @LUIGI5_5542 
01DF: tie_actor $PROSSIE3_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE3_LM5 
$FLAG_BLIP_ON_PROSSIE3_LM5 = 0 // $ = int 

:LUIGI5_5226
if 
80DB:   not actor $PROSSIE3_LM5 in_car $VEHICLE_LM5 
jf @LUIGI5_5521 
wait 0 
if 
0119:   car $VEHICLE_LM5 wrecked 
jf @LUIGI5_5287 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI5_12768 

:LUIGI5_5287
gosub @LUIGI5_13172 
if 
  $NUMBER_OF_DEAD_PROSSIES > 0 // $ > int 
jf @LUIGI5_5334 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_5334
if 
  $FLAG_PROSSIE3_AT_BALL == 0 // $ == int 
jf @LUIGI5_5514 
if 
0118:   actor $PROSSIE3_LM5 dead 
jf @LUIGI5_5397 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 
jump @LUIGI5_5514 

:LUIGI5_5397
if and
8320:   not actor $PROSSIE3_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE3_LM5 == 0 // $ == int 
jf @LUIGI5_5460 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE3_LM5 = create_marker_above_actor $PROSSIE3_LM5 
$FLAG_BLIP_ON_PROSSIE3_LM5 = 1 // $ = int 
jump @LUIGI5_2152 

:LUIGI5_5460
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE3_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE3_LM5 == 1 // $ == int 
jf @LUIGI5_5514 
01DF: tie_actor $PROSSIE3_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE3_LM5 
$FLAG_BLIP_ON_PROSSIE3_LM5 = 0 // $ = int 

:LUIGI5_5514
jump @LUIGI5_5226 

:LUIGI5_5521
$FLAG_PROSSIE3_LM5_IN_CAR = 1 // $ = int 
0319: set_actor $PROSSIE3_LM5 wander_state_to 0 
jump @LUIGI5_5582 

:LUIGI5_5542
if 
  $FLAG_HAD_ROOM_MESSAGE_LM5 == 0 // $ == int 
jf @LUIGI5_5582 
00BC: text_highpriority 'LM5_1' time 7000 1  // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more.
$FLAG_HAD_ROOM_MESSAGE_LM5 = 1 // $ = int 

:LUIGI5_5582
jump @LUIGI5_5596 

:LUIGI5_5589
$FLAG_HAD_ROOM_MESSAGE_LM5 = 0 // $ = int 

:LUIGI5_5596
if 
  $FLAG_PROSSIE3_LM5_IN_CAR == 1 // $ == int 
jf @LUIGI5_5903 
if 
  $FLAG_PROSSIE3_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_5749 
if and
8320:   not actor $PROSSIE3_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE3_LM5 == 0 // $ == int 
jf @LUIGI5_5695 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE3_LM5 = create_marker_above_actor $PROSSIE3_LM5 
$FLAG_BLIP_ON_PROSSIE3_LM5 = 1 // $ = int 
$FLAG_PROSSIE3_LM5_IN_CAR = 0 // $ = int 

:LUIGI5_5695
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE3_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE3_LM5 == 1 // $ == int 
jf @LUIGI5_5749 
01DF: tie_actor $PROSSIE3_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE3_LM5 
$FLAG_BLIP_ON_PROSSIE3_LM5 = 0 // $ = int 

:LUIGI5_5749
if and
01A8:   actor $PROSSIE3_LM5 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 
  $FLAG_PROSSIE3_AT_BALL == 0 // $ == int 
  $FLAG_PROSSIE3_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_5903 
wait 0 
if 
  $FLAG_PROSSIE3_AT_BALL == 0 // $ == int 
jf @LUIGI5_5859 
if 
0118:   actor $PROSSIE3_LM5 dead 
jf @LUIGI5_5859 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_5859
01E0: clear_leader $PROSSIE3_LM5 
if 
00DF:   actor $PROSSIE3_LM5 in_any_car 
jf @LUIGI5_5896 
00D9: $VEHICLE_LM5 = actor $PROSSIE3_LM5 car // add to mission cleanup 
01D3: actor $PROSSIE3_LM5 leave_car $VEHICLE_LM5 

:LUIGI5_5896
$FLAG_PROSSIE3_IN_CAR_PARK = 1 // $ = int 

:LUIGI5_5903
if 
  $FLAG_PROSSIE3_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_6195 
if and
80DF:   not actor $PROSSIE3_LM5 in_any_car 
  $FLAG_PROSSIE3_TOLD_TO_GO_INTO_BALL == 0 // $ == int 
jf @LUIGI5_6047 
wait 0 
if 
  $FLAG_PROSSIE3_AT_BALL == 0 // $ == int 
jf @LUIGI5_6004 
if 
0118:   actor $PROSSIE3_LM5 dead 
jf @LUIGI5_6004 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_6004
0211: actor $PROSSIE3_LM5 walk_to 999.0 -891.0 
$COUNTER_NO_OF_GIRLS_AT_THE_BALL += 1 // $ += int 
018C: play_sound 94 at 999.875 -879.25 15.0 
0110: clear_player $PLAYER_CHAR wanted_level 
$FLAG_PROSSIE3_TOLD_TO_GO_INTO_BALL = 1 // $ = int 

:LUIGI5_6047
if 
00ED:   actor $PROSSIE3_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_6094 
009F: set_actor $PROSSIE3_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE3_LM5 // The actor fades away like a ghost 
$FLAG_PROSSIE3_AT_BALL = 1 // $ = int 

:LUIGI5_6094
if 
  $FLAG_PROSSIE3_TOLD_TO_GO_INTO_BALL == 1 // $ == int 
jf @LUIGI5_6195 
if 
  $FLAG_PROSSIE3_AT_BALL == 0 // $ == int 
jf @LUIGI5_6195 
if 
  $FLAG_TIMER_PROSSIE3_LM5 == 0 // $ == int 
jf @LUIGI5_6162 
TIMERB = 0 // @ = int 
$FLAG_TIMER_PROSSIE3_LM5 = 1 // $ = int 

:LUIGI5_6162
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_6195 
00A1: put_actor $PROSSIE3_LM5 at 999.0 -891.0 14.25 

:LUIGI5_6195
if 
  $FLAG_PROSSIE4_AT_BALL == 0 // $ == int 
jf @LUIGI5_7500 
if 
0118:   actor $PROSSIE4_LM5 dead 
jf @LUIGI5_6251 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_6251
if 
  $FLAG_PROSSIE4_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_6901 
if and
00FC:   player $PLAYER_CHAR 0 $PROSSIE4_LM5 on_foot radius 8.0 8.0 2.0 
  $FLAG_HAD_CAR_MESSAGE4_LM5 == 0 // $ == int 
jf @LUIGI5_6328 
00BC: text_highpriority 'LM5_3' time 5000 1  // ~g~You need a car!
$FLAG_HAD_CAR_MESSAGE4_LM5 = 1 // $ = int 

:LUIGI5_6328
if 
80FB:   not player $PLAYER_CHAR 0 $PROSSIE4_LM5 radius 8.0 8.0 2.0 
jf @LUIGI5_6365 
$FLAG_HAD_CAR_MESSAGE4_LM5 = 0 // $ = int 

:LUIGI5_6365
if 
00FD:   player $PLAYER_CHAR 0 $PROSSIE4_LM5 in_car radius 8.0 8.0 2.0 
jf @LUIGI5_6894 
if 
  $FLAG_PROSSIE4_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_6421 
020F: actor $PROSSIE4_LM5 look_at_player $PLAYER_CHAR 

:LUIGI5_6421
if 
029F:   player $PLAYER_CHAR stopped 
jf @LUIGI5_6887 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI5_6493 
00DA: $VEHICLE_LM5 = player $PLAYER_CHAR car 
01EA: $MAX_NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 max_passengers 
01E9: $NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 num_passengers 
0084: $ROOM_LEFT_IN_CAR_LM5 = $MAX_NO_OF_PASSENGERS_LM5 // $ = $ int 
0060: $ROOM_LEFT_IN_CAR_LM5 -= $NO_OF_PASSENGERS_LM5 // $ -= $ int 

:LUIGI5_6493
if 
  $ROOM_LEFT_IN_CAR_LM5 > 0 // $ > int 
jf @LUIGI5_6847 
01DF: tie_actor $PROSSIE4_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE4_LM5 
$FLAG_BLIP_ON_PROSSIE4_LM5 = 0 // $ = int 

:LUIGI5_6531
if 
80DB:   not actor $PROSSIE4_LM5 in_car $VEHICLE_LM5 
jf @LUIGI5_6826 
wait 0 
gosub @LUIGI5_13172 
if 
  $NUMBER_OF_DEAD_PROSSIES > 0 // $ > int 
jf @LUIGI5_6601 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_6601
if 
0119:   car $VEHICLE_LM5 wrecked 
jf @LUIGI5_6639 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI5_12768 

:LUIGI5_6639
if 
  $FLAG_PROSSIE4_AT_BALL == 0 // $ == int 
jf @LUIGI5_6819 
if 
0118:   actor $PROSSIE4_LM5 dead 
jf @LUIGI5_6702 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 
jump @LUIGI5_6819 

:LUIGI5_6702
if and
8320:   not actor $PROSSIE4_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE4_LM5 == 0 // $ == int 
jf @LUIGI5_6765 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE4_LM5 = create_marker_above_actor $PROSSIE4_LM5 
$FLAG_BLIP_ON_PROSSIE4_LM5 = 1 // $ = int 
jump @LUIGI5_2152 

:LUIGI5_6765
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE4_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE4_LM5 == 1 // $ == int 
jf @LUIGI5_6819 
01DF: tie_actor $PROSSIE4_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE4_LM5 
$FLAG_BLIP_ON_PROSSIE4_LM5 = 0 // $ = int 

:LUIGI5_6819
jump @LUIGI5_6531 

:LUIGI5_6826
$FLAG_PROSSIE4_LM5_IN_CAR = 1 // $ = int 
0319: set_actor $PROSSIE4_LM5 wander_state_to 0 
jump @LUIGI5_6887 

:LUIGI5_6847
if 
  $FLAG_HAD_ROOM_MESSAGE_LM5 == 0 // $ == int 
jf @LUIGI5_6887 
00BC: text_highpriority 'LM5_1' time 7000 1  // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more.
$FLAG_HAD_ROOM_MESSAGE_LM5 = 1 // $ = int 

:LUIGI5_6887
jump @LUIGI5_6901 

:LUIGI5_6894
$FLAG_HAD_ROOM_MESSAGE_LM5 = 0 // $ = int 

:LUIGI5_6901
if 
  $FLAG_PROSSIE4_LM5_IN_CAR == 1 // $ == int 
jf @LUIGI5_7208 
if 
  $FLAG_PROSSIE4_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_7054 
if and
8320:   not actor $PROSSIE4_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE4_LM5 == 0 // $ == int 
jf @LUIGI5_7000 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE4_LM5 = create_marker_above_actor $PROSSIE4_LM5 
$FLAG_BLIP_ON_PROSSIE4_LM5 = 1 // $ = int 
$FLAG_PROSSIE4_LM5_IN_CAR = 0 // $ = int 

:LUIGI5_7000
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE4_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE4_LM5 == 1 // $ == int 
jf @LUIGI5_7054 
01DF: tie_actor $PROSSIE4_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE4_LM5 
$FLAG_BLIP_ON_PROSSIE4_LM5 = 0 // $ = int 

:LUIGI5_7054
if and
01A8:   actor $PROSSIE4_LM5 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 
  $FLAG_PROSSIE4_AT_BALL == 0 // $ == int 
  $FLAG_PROSSIE4_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_7208 
wait 0 
if 
  $FLAG_PROSSIE4_AT_BALL == 0 // $ == int 
jf @LUIGI5_7164 
if 
0118:   actor $PROSSIE4_LM5 dead 
jf @LUIGI5_7164 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_7164
01E0: clear_leader $PROSSIE4_LM5 
if 
00DF:   actor $PROSSIE4_LM5 in_any_car 
jf @LUIGI5_7201 
00D9: $VEHICLE_LM5 = actor $PROSSIE4_LM5 car // add to mission cleanup 
01D3: actor $PROSSIE4_LM5 leave_car $VEHICLE_LM5 

:LUIGI5_7201
$FLAG_PROSSIE4_IN_CAR_PARK = 1 // $ = int 

:LUIGI5_7208
if 
  $FLAG_PROSSIE4_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_7500 
if and
80DF:   not actor $PROSSIE4_LM5 in_any_car 
  $FLAG_PROSSIE4_TOLD_TO_GO_INTO_BALL == 0 // $ == int 
jf @LUIGI5_7352 
wait 0 
if 
  $FLAG_PROSSIE4_AT_BALL == 0 // $ == int 
jf @LUIGI5_7309 
if 
0118:   actor $PROSSIE4_LM5 dead 
jf @LUIGI5_7309 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_7309
0211: actor $PROSSIE4_LM5 walk_to 999.0 -891.0 
$COUNTER_NO_OF_GIRLS_AT_THE_BALL += 1 // $ += int 
018C: play_sound 94 at 999.875 -879.25 15.0 
0110: clear_player $PLAYER_CHAR wanted_level 
$FLAG_PROSSIE4_TOLD_TO_GO_INTO_BALL = 1 // $ = int 

:LUIGI5_7352
if 
00ED:   actor $PROSSIE4_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_7399 
009F: set_actor $PROSSIE4_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE4_LM5 // The actor fades away like a ghost 
$FLAG_PROSSIE4_AT_BALL = 1 // $ = int 

:LUIGI5_7399
if 
  $FLAG_PROSSIE4_TOLD_TO_GO_INTO_BALL == 1 // $ == int 
jf @LUIGI5_7500 
if 
  $FLAG_PROSSIE4_AT_BALL == 0 // $ == int 
jf @LUIGI5_7500 
if 
  $FLAG_TIMER_PROSSIE4_LM5 == 0 // $ == int 
jf @LUIGI5_7467 
TIMERB = 0 // @ = int 
$FLAG_TIMER_PROSSIE4_LM5 = 1 // $ = int 

:LUIGI5_7467
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_7500 
00A1: put_actor $PROSSIE4_LM5 at 999.0 -891.0 14.25 

:LUIGI5_7500
if 
  $FLAG_PROSSIE5_AT_BALL == 0 // $ == int 
jf @LUIGI5_8792 
if 
0118:   actor $PROSSIE5_LM5 dead 
jf @LUIGI5_7556 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_7556
if 
  $FLAG_PROSSIE5_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_8206 
if and
00FC:   player $PLAYER_CHAR 0 $PROSSIE5_LM5 on_foot radius 8.0 8.0 2.0 
  $FLAG_HAD_CAR_MESSAGE5_LM5 == 0 // $ == int 
jf @LUIGI5_7633 
00BC: text_highpriority 'LM5_3' time 5000 1  // ~g~You need a car!
$FLAG_HAD_CAR_MESSAGE5_LM5 = 1 // $ = int 

:LUIGI5_7633
if 
80FB:   not player $PLAYER_CHAR 0 $PROSSIE5_LM5 radius 8.0 8.0 2.0 
jf @LUIGI5_7670 
$FLAG_HAD_CAR_MESSAGE5_LM5 = 0 // $ = int 

:LUIGI5_7670
if 
00FD:   player $PLAYER_CHAR 0 $PROSSIE5_LM5 in_car radius 8.0 8.0 2.0 
jf @LUIGI5_8199 
if 
  $FLAG_PROSSIE5_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_7726 
020F: actor $PROSSIE5_LM5 look_at_player $PLAYER_CHAR 

:LUIGI5_7726
if 
029F:   player $PLAYER_CHAR stopped 
jf @LUIGI5_8192 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI5_7798 
00DA: $VEHICLE_LM5 = player $PLAYER_CHAR car 
01EA: $MAX_NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 max_passengers 
01E9: $NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 num_passengers 
0084: $ROOM_LEFT_IN_CAR_LM5 = $MAX_NO_OF_PASSENGERS_LM5 // $ = $ int 
0060: $ROOM_LEFT_IN_CAR_LM5 -= $NO_OF_PASSENGERS_LM5 // $ -= $ int 

:LUIGI5_7798
if 
  $ROOM_LEFT_IN_CAR_LM5 > 0 // $ > int 
jf @LUIGI5_8152 
01DF: tie_actor $PROSSIE5_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE5_LM5 
$FLAG_BLIP_ON_PROSSIE5_LM5 = 0 // $ = int 

:LUIGI5_7836
if 
80DB:   not actor $PROSSIE5_LM5 in_car $VEHICLE_LM5 
jf @LUIGI5_8131 
wait 0 
gosub @LUIGI5_13172 
if 
  $NUMBER_OF_DEAD_PROSSIES > 0 // $ > int 
jf @LUIGI5_7906 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_7906
if 
0119:   car $VEHICLE_LM5 wrecked 
jf @LUIGI5_7944 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI5_12768 

:LUIGI5_7944
if 
  $FLAG_PROSSIE5_AT_BALL == 0 // $ == int 
jf @LUIGI5_8124 
if 
0118:   actor $PROSSIE5_LM5 dead 
jf @LUIGI5_8007 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 
jump @LUIGI5_8124 

:LUIGI5_8007
if and
8320:   not actor $PROSSIE5_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE5_LM5 == 0 // $ == int 
jf @LUIGI5_8070 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE5_LM5 = create_marker_above_actor $PROSSIE5_LM5 
$FLAG_BLIP_ON_PROSSIE5_LM5 = 1 // $ = int 
jump @LUIGI5_2152 

:LUIGI5_8070
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE5_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE5_LM5 == 1 // $ == int 
jf @LUIGI5_8124 
01DF: tie_actor $PROSSIE5_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE5_LM5 
$FLAG_BLIP_ON_PROSSIE5_LM5 = 0 // $ = int 

:LUIGI5_8124
jump @LUIGI5_7836 

:LUIGI5_8131
$FLAG_PROSSIE5_LM5_IN_CAR = 1 // $ = int 
0319: set_actor $PROSSIE5_LM5 wander_state_to 0 
jump @LUIGI5_8192 

:LUIGI5_8152
if 
  $FLAG_HAD_ROOM_MESSAGE_LM5 == 0 // $ == int 
jf @LUIGI5_8192 
00BC: text_highpriority 'LM5_1' time 7000 1  // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more.
$FLAG_HAD_ROOM_MESSAGE_LM5 = 1 // $ = int 

:LUIGI5_8192
jump @LUIGI5_8206 

:LUIGI5_8199
$FLAG_HAD_ROOM_MESSAGE_LM5 = 0 // $ = int 

:LUIGI5_8206
if 
  $FLAG_PROSSIE5_LM5_IN_CAR == 1 // $ == int 
jf @LUIGI5_8513 
if 
  $FLAG_PROSSIE5_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_8359 
if and
8320:   not actor $PROSSIE5_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE5_LM5 == 0 // $ == int 
jf @LUIGI5_8305 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE5_LM5 = create_marker_above_actor $PROSSIE5_LM5 
$FLAG_BLIP_ON_PROSSIE5_LM5 = 1 // $ = int 
$FLAG_PROSSIE5_LM5_IN_CAR = 0 // $ = int 

:LUIGI5_8305
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE5_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE5_LM5 == 1 // $ == int 
jf @LUIGI5_8359 
01DF: tie_actor $PROSSIE5_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE5_LM5 
$FLAG_BLIP_ON_PROSSIE5_LM5 = 0 // $ = int 

:LUIGI5_8359
if and
01A8:   actor $PROSSIE5_LM5 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 
  $FLAG_PROSSIE5_AT_BALL == 0 // $ == int 
  $FLAG_PROSSIE5_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_8513 
wait 0 
if 
  $FLAG_PROSSIE5_AT_BALL == 0 // $ == int 
jf @LUIGI5_8469 
if 
0118:   actor $PROSSIE5_LM5 dead 
jf @LUIGI5_8469 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_8469
01E0: clear_leader $PROSSIE5_LM5 
if 
00DF:   actor $PROSSIE5_LM5 in_any_car 
jf @LUIGI5_8506 
00D9: $VEHICLE_LM5 = actor $PROSSIE5_LM5 car // add to mission cleanup 
01D3: actor $PROSSIE5_LM5 leave_car $VEHICLE_LM5 

:LUIGI5_8506
$FLAG_PROSSIE5_IN_CAR_PARK = 1 // $ = int 

:LUIGI5_8513
if 
  $FLAG_PROSSIE5_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_8792 
if and
80DF:   not actor $PROSSIE5_LM5 in_any_car 
  $FLAG_PROSSIE5_TOLD_TO_GO_INTO_BALL == 0 // $ == int 
jf @LUIGI5_8644 
wait 0 
if 
  $FLAG_PROSSIE5_AT_BALL == 0 // $ == int 
jf @LUIGI5_8614 
if 
0118:   actor $PROSSIE5_LM5 dead 
jf @LUIGI5_8614 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_8614
0211: actor $PROSSIE5_LM5 walk_to 999.0 -891.0 
$COUNTER_NO_OF_GIRLS_AT_THE_BALL += 1 // $ += int 
0110: clear_player $PLAYER_CHAR wanted_level 
$FLAG_PROSSIE5_TOLD_TO_GO_INTO_BALL = 1 // $ = int 

:LUIGI5_8644
if 
00ED:   actor $PROSSIE5_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_8691 
009F: set_actor $PROSSIE5_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE5_LM5 // The actor fades away like a ghost 
$FLAG_PROSSIE5_AT_BALL = 1 // $ = int 

:LUIGI5_8691
if 
  $FLAG_PROSSIE5_TOLD_TO_GO_INTO_BALL == 1 // $ == int 
jf @LUIGI5_8792 
if 
  $FLAG_PROSSIE5_AT_BALL == 0 // $ == int 
jf @LUIGI5_8792 
if 
  $FLAG_TIMER_PROSSIE5_LM5 == 0 // $ == int 
jf @LUIGI5_8759 
TIMERB = 0 // @ = int 
$FLAG_TIMER_PROSSIE5_LM5 = 1 // $ = int 

:LUIGI5_8759
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_8792 
00A1: put_actor $PROSSIE5_LM5 at 999.0 -891.0 14.25 

:LUIGI5_8792
if 
  $FLAG_PROSSIE6_AT_BALL == 0 // $ == int 
jf @LUIGI5_10097 
if 
0118:   actor $PROSSIE6_LM5 dead 
jf @LUIGI5_8848 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_8848
if 
  $FLAG_PROSSIE6_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_9498 
if and
00FC:   player $PLAYER_CHAR 0 $PROSSIE6_LM5 on_foot radius 8.0 8.0 2.0 
  $FLAG_HAD_CAR_MESSAGE6_LM5 == 0 // $ == int 
jf @LUIGI5_8925 
00BC: text_highpriority 'LM5_3' time 5000 1  // ~g~You need a car!
$FLAG_HAD_CAR_MESSAGE6_LM5 = 1 // $ = int 

:LUIGI5_8925
if 
80FB:   not player $PLAYER_CHAR 0 $PROSSIE6_LM5 radius 8.0 8.0 2.0 
jf @LUIGI5_8962 
$FLAG_HAD_CAR_MESSAGE6_LM5 = 0 // $ = int 

:LUIGI5_8962
if 
00FD:   player $PLAYER_CHAR 0 $PROSSIE6_LM5 in_car radius 8.0 8.0 2.0 
jf @LUIGI5_9491 
if 
  $FLAG_PROSSIE6_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_9018 
020F: actor $PROSSIE6_LM5 look_at_player $PLAYER_CHAR 

:LUIGI5_9018
if 
029F:   player $PLAYER_CHAR stopped 
jf @LUIGI5_9484 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI5_9090 
00DA: $VEHICLE_LM5 = player $PLAYER_CHAR car 
01EA: $MAX_NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 max_passengers 
01E9: $NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 num_passengers 
0084: $ROOM_LEFT_IN_CAR_LM5 = $MAX_NO_OF_PASSENGERS_LM5 // $ = $ int 
0060: $ROOM_LEFT_IN_CAR_LM5 -= $NO_OF_PASSENGERS_LM5 // $ -= $ int 

:LUIGI5_9090
if 
  $ROOM_LEFT_IN_CAR_LM5 > 0 // $ > int 
jf @LUIGI5_9444 
01DF: tie_actor $PROSSIE6_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE6_LM5 
$FLAG_BLIP_ON_PROSSIE6_LM5 = 0 // $ = int 

:LUIGI5_9128
if 
80DB:   not actor $PROSSIE6_LM5 in_car $VEHICLE_LM5 
jf @LUIGI5_9423 
wait 0 
gosub @LUIGI5_13172 
if 
  $NUMBER_OF_DEAD_PROSSIES > 0 // $ > int 
jf @LUIGI5_9198 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_9198
if 
0119:   car $VEHICLE_LM5 wrecked 
jf @LUIGI5_9236 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI5_12768 

:LUIGI5_9236
if 
  $FLAG_PROSSIE6_AT_BALL == 0 // $ == int 
jf @LUIGI5_9416 
if 
0118:   actor $PROSSIE6_LM5 dead 
jf @LUIGI5_9299 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 
jump @LUIGI5_9416 

:LUIGI5_9299
if and
8320:   not actor $PROSSIE6_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE6_LM5 == 0 // $ == int 
jf @LUIGI5_9362 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE6_LM5 = create_marker_above_actor $PROSSIE6_LM5 
$FLAG_BLIP_ON_PROSSIE6_LM5 = 1 // $ = int 
jump @LUIGI5_2152 

:LUIGI5_9362
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE6_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE6_LM5 == 1 // $ == int 
jf @LUIGI5_9416 
01DF: tie_actor $PROSSIE6_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE6_LM5 
$FLAG_BLIP_ON_PROSSIE6_LM5 = 0 // $ = int 

:LUIGI5_9416
jump @LUIGI5_9128 

:LUIGI5_9423
$FLAG_PROSSIE6_LM5_IN_CAR = 1 // $ = int 
0319: set_actor $PROSSIE6_LM5 wander_state_to 0 
jump @LUIGI5_9484 

:LUIGI5_9444
if 
  $FLAG_HAD_ROOM_MESSAGE_LM5 == 0 // $ == int 
jf @LUIGI5_9484 
00BC: text_highpriority 'LM5_1' time 7000 1  // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more.
$FLAG_HAD_ROOM_MESSAGE_LM5 = 1 // $ = int 

:LUIGI5_9484
jump @LUIGI5_9498 

:LUIGI5_9491
$FLAG_HAD_ROOM_MESSAGE_LM5 = 0 // $ = int 

:LUIGI5_9498
if 
  $FLAG_PROSSIE6_LM5_IN_CAR == 1 // $ == int 
jf @LUIGI5_9805 
if 
  $FLAG_PROSSIE6_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_9651 
if and
8320:   not actor $PROSSIE6_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE6_LM5 == 0 // $ == int 
jf @LUIGI5_9597 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE6_LM5 = create_marker_above_actor $PROSSIE6_LM5 
$FLAG_BLIP_ON_PROSSIE6_LM5 = 1 // $ = int 
$FLAG_PROSSIE6_LM5_IN_CAR = 0 // $ = int 

:LUIGI5_9597
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE6_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE6_LM5 == 1 // $ == int 
jf @LUIGI5_9651 
01DF: tie_actor $PROSSIE6_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE6_LM5 
$FLAG_BLIP_ON_PROSSIE6_LM5 = 0 // $ = int 

:LUIGI5_9651
if and
01A8:   actor $PROSSIE6_LM5 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 
  $FLAG_PROSSIE6_AT_BALL == 0 // $ == int 
  $FLAG_PROSSIE6_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_9805 
wait 0 
if 
  $FLAG_PROSSIE6_AT_BALL == 0 // $ == int 
jf @LUIGI5_9761 
if 
0118:   actor $PROSSIE6_LM5 dead 
jf @LUIGI5_9761 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_9761
01E0: clear_leader $PROSSIE6_LM5 
if 
00DF:   actor $PROSSIE6_LM5 in_any_car 
jf @LUIGI5_9798 
00D9: $VEHICLE_LM5 = actor $PROSSIE6_LM5 car // add to mission cleanup 
01D3: actor $PROSSIE6_LM5 leave_car $VEHICLE_LM5 

:LUIGI5_9798
$FLAG_PROSSIE6_IN_CAR_PARK = 1 // $ = int 

:LUIGI5_9805
if 
  $FLAG_PROSSIE6_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_10097 
if and
80DF:   not actor $PROSSIE6_LM5 in_any_car 
  $FLAG_PROSSIE6_TOLD_TO_GO_INTO_BALL == 0 // $ == int 
jf @LUIGI5_9949 
wait 0 
if 
  $FLAG_PROSSIE6_AT_BALL == 0 // $ == int 
jf @LUIGI5_9906 
if 
0118:   actor $PROSSIE6_LM5 dead 
jf @LUIGI5_9906 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_9906
0211: actor $PROSSIE6_LM5 walk_to 999.0 -891.0 
$COUNTER_NO_OF_GIRLS_AT_THE_BALL += 1 // $ += int 
018C: play_sound 94 at 999.875 -879.25 15.0 
0110: clear_player $PLAYER_CHAR wanted_level 
$FLAG_PROSSIE6_TOLD_TO_GO_INTO_BALL = 1 // $ = int 

:LUIGI5_9949
if 
00ED:   actor $PROSSIE6_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_9996 
009F: set_actor $PROSSIE6_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE6_LM5 // The actor fades away like a ghost 
$FLAG_PROSSIE6_AT_BALL = 1 // $ = int 

:LUIGI5_9996
if 
  $FLAG_PROSSIE6_TOLD_TO_GO_INTO_BALL == 1 // $ == int 
jf @LUIGI5_10097 
if 
  $FLAG_PROSSIE6_AT_BALL == 0 // $ == int 
jf @LUIGI5_10097 
if 
  $FLAG_TIMER_PROSSIE6_LM5 == 0 // $ == int 
jf @LUIGI5_10064 
TIMERB = 0 // @ = int 
$FLAG_TIMER_PROSSIE6_LM5 = 1 // $ = int 

:LUIGI5_10064
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_10097 
00A1: put_actor $PROSSIE6_LM5 at 999.0 -891.0 14.25 

:LUIGI5_10097
if 
  $FLAG_PROSSIE7_AT_BALL == 0 // $ == int 
jf @LUIGI5_11402 
if 
0118:   actor $PROSSIE7_LM5 dead 
jf @LUIGI5_10153 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_10153
if 
  $FLAG_PROSSIE7_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_10803 
if and
00FC:   player $PLAYER_CHAR 0 $PROSSIE7_LM5 on_foot radius 8.0 8.0 2.0 
  $FLAG_HAD_CAR_MESSAGE7_LM5 == 0 // $ == int 
jf @LUIGI5_10230 
00BC: text_highpriority 'LM5_3' time 5000 1  // ~g~You need a car!
$FLAG_HAD_CAR_MESSAGE7_LM5 = 1 // $ = int 

:LUIGI5_10230
if 
80FB:   not player $PLAYER_CHAR 0 $PROSSIE7_LM5 radius 8.0 8.0 2.0 
jf @LUIGI5_10267 
$FLAG_HAD_CAR_MESSAGE7_LM5 = 0 // $ = int 

:LUIGI5_10267
if 
00FD:   player $PLAYER_CHAR 0 $PROSSIE7_LM5 in_car radius 8.0 8.0 2.0 
jf @LUIGI5_10796 
if 
  $FLAG_PROSSIE7_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_10323 
020F: actor $PROSSIE7_LM5 look_at_player $PLAYER_CHAR 

:LUIGI5_10323
if 
029F:   player $PLAYER_CHAR stopped 
jf @LUIGI5_10789 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI5_10395 
00DA: $VEHICLE_LM5 = player $PLAYER_CHAR car 
01EA: $MAX_NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 max_passengers 
01E9: $NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 num_passengers 
0084: $ROOM_LEFT_IN_CAR_LM5 = $MAX_NO_OF_PASSENGERS_LM5 // $ = $ int 
0060: $ROOM_LEFT_IN_CAR_LM5 -= $NO_OF_PASSENGERS_LM5 // $ -= $ int 

:LUIGI5_10395
if 
  $ROOM_LEFT_IN_CAR_LM5 > 0 // $ > int 
jf @LUIGI5_10749 
01DF: tie_actor $PROSSIE7_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE7_LM5 
$FLAG_BLIP_ON_PROSSIE7_LM5 = 0 // $ = int 

:LUIGI5_10433
if 
80DB:   not actor $PROSSIE7_LM5 in_car $VEHICLE_LM5 
jf @LUIGI5_10728 
wait 0 
gosub @LUIGI5_13172 
if 
  $NUMBER_OF_DEAD_PROSSIES > 0 // $ > int 
jf @LUIGI5_10503 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_10503
if 
0119:   car $VEHICLE_LM5 wrecked 
jf @LUIGI5_10541 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI5_12768 

:LUIGI5_10541
if 
  $FLAG_PROSSIE7_AT_BALL == 0 // $ == int 
jf @LUIGI5_10721 
if 
0118:   actor $PROSSIE7_LM5 dead 
jf @LUIGI5_10604 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 
jump @LUIGI5_10721 

:LUIGI5_10604
if and
8320:   not actor $PROSSIE7_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE7_LM5 == 0 // $ == int 
jf @LUIGI5_10667 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE7_LM5 = create_marker_above_actor $PROSSIE7_LM5 
$FLAG_BLIP_ON_PROSSIE7_LM5 = 1 // $ = int 
jump @LUIGI5_2152 

:LUIGI5_10667
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE7_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE7_LM5 == 1 // $ == int 
jf @LUIGI5_10721 
01DF: tie_actor $PROSSIE7_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE7_LM5 
$FLAG_BLIP_ON_PROSSIE7_LM5 = 0 // $ = int 

:LUIGI5_10721
jump @LUIGI5_10433 

:LUIGI5_10728
$FLAG_PROSSIE7_LM5_IN_CAR = 1 // $ = int 
0319: set_actor $PROSSIE7_LM5 wander_state_to 0 
jump @LUIGI5_10789 

:LUIGI5_10749
if 
  $FLAG_HAD_ROOM_MESSAGE_LM5 == 0 // $ == int 
jf @LUIGI5_10789 
00BC: text_highpriority 'LM5_1' time 7000 1  // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more.
$FLAG_HAD_ROOM_MESSAGE_LM5 = 1 // $ = int 

:LUIGI5_10789
jump @LUIGI5_10803 

:LUIGI5_10796
$FLAG_HAD_ROOM_MESSAGE_LM5 = 0 // $ = int 

:LUIGI5_10803
if 
  $FLAG_PROSSIE7_LM5_IN_CAR == 1 // $ == int 
jf @LUIGI5_11110 
if 
  $FLAG_PROSSIE7_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_10956 
if and
8320:   not actor $PROSSIE7_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE7_LM5 == 0 // $ == int 
jf @LUIGI5_10902 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE7_LM5 = create_marker_above_actor $PROSSIE7_LM5 
$FLAG_BLIP_ON_PROSSIE7_LM5 = 1 // $ = int 
$FLAG_PROSSIE7_LM5_IN_CAR = 0 // $ = int 

:LUIGI5_10902
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE7_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE7_LM5 == 1 // $ == int 
jf @LUIGI5_10956 
01DF: tie_actor $PROSSIE7_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE7_LM5 
$FLAG_BLIP_ON_PROSSIE7_LM5 = 0 // $ = int 

:LUIGI5_10956
if and
01A8:   actor $PROSSIE7_LM5 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 
  $FLAG_PROSSIE7_AT_BALL == 0 // $ == int 
  $FLAG_PROSSIE7_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_11110 
wait 0 
if 
  $FLAG_PROSSIE7_AT_BALL == 0 // $ == int 
jf @LUIGI5_11066 
if 
0118:   actor $PROSSIE7_LM5 dead 
jf @LUIGI5_11066 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_11066
01E0: clear_leader $PROSSIE7_LM5 
if 
00DF:   actor $PROSSIE7_LM5 in_any_car 
jf @LUIGI5_11103 
00D9: $VEHICLE_LM5 = actor $PROSSIE7_LM5 car // add to mission cleanup 
01D3: actor $PROSSIE7_LM5 leave_car $VEHICLE_LM5 

:LUIGI5_11103
$FLAG_PROSSIE7_IN_CAR_PARK = 1 // $ = int 

:LUIGI5_11110
if 
  $FLAG_PROSSIE7_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_11402 
if and
80DF:   not actor $PROSSIE7_LM5 in_any_car 
  $FLAG_PROSSIE7_TOLD_TO_GO_INTO_BALL == 0 // $ == int 
jf @LUIGI5_11254 
wait 0 
if 
  $FLAG_PROSSIE7_AT_BALL == 0 // $ == int 
jf @LUIGI5_11211 
if 
0118:   actor $PROSSIE7_LM5 dead 
jf @LUIGI5_11211 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_11211
0211: actor $PROSSIE7_LM5 walk_to 999.0 -891.0 
$COUNTER_NO_OF_GIRLS_AT_THE_BALL += 1 // $ += int 
018C: play_sound 94 at 999.875 -879.25 15.0 
0110: clear_player $PLAYER_CHAR wanted_level 
$FLAG_PROSSIE7_TOLD_TO_GO_INTO_BALL = 1 // $ = int 

:LUIGI5_11254
if 
00ED:   actor $PROSSIE7_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_11301 
009F: set_actor $PROSSIE7_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE7_LM5 // The actor fades away like a ghost 
$FLAG_PROSSIE7_AT_BALL = 1 // $ = int 

:LUIGI5_11301
if 
  $FLAG_PROSSIE7_TOLD_TO_GO_INTO_BALL == 1 // $ == int 
jf @LUIGI5_11402 
if 
  $FLAG_PROSSIE7_AT_BALL == 0 // $ == int 
jf @LUIGI5_11402 
if 
  $FLAG_TIMER_PROSSIE7_LM5 == 0 // $ == int 
jf @LUIGI5_11369 
TIMERB = 0 // @ = int 
$FLAG_TIMER_PROSSIE7_LM5 = 1 // $ = int 

:LUIGI5_11369
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_11402 
00A1: put_actor $PROSSIE7_LM5 at 999.0 -891.0 14.25 

:LUIGI5_11402
if 
  $FLAG_PROSSIE8_AT_BALL == 0 // $ == int 
jf @LUIGI5_12707 
if 
0118:   actor $PROSSIE8_LM5 dead 
jf @LUIGI5_11458 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_11458
if 
  $FLAG_PROSSIE8_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_12108 
if and
00FC:   player $PLAYER_CHAR 0 $PROSSIE8_LM5 on_foot radius 8.0 8.0 2.0 
  $FLAG_HAD_CAR_MESSAGE8_LM5 == 0 // $ == int 
jf @LUIGI5_11535 
00BC: text_highpriority 'LM5_3' time 5000 1  // ~g~You need a car!
$FLAG_HAD_CAR_MESSAGE8_LM5 = 1 // $ = int 

:LUIGI5_11535
if 
80FB:   not player $PLAYER_CHAR 0 $PROSSIE8_LM5 radius 8.0 8.0 2.0 
jf @LUIGI5_11572 
$FLAG_HAD_CAR_MESSAGE8_LM5 = 0 // $ = int 

:LUIGI5_11572
if 
00FD:   player $PLAYER_CHAR 0 $PROSSIE8_LM5 in_car radius 8.0 8.0 2.0 
jf @LUIGI5_12101 
if 
  $FLAG_PROSSIE8_LM5_IN_CAR == 0 // $ == int 
jf @LUIGI5_11628 
020F: actor $PROSSIE8_LM5 look_at_player $PLAYER_CHAR 

:LUIGI5_11628
if 
029F:   player $PLAYER_CHAR stopped 
jf @LUIGI5_12094 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LUIGI5_11700 
00DA: $VEHICLE_LM5 = player $PLAYER_CHAR car 
01EA: $MAX_NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 max_passengers 
01E9: $NO_OF_PASSENGERS_LM5 = car $VEHICLE_LM5 num_passengers 
0084: $ROOM_LEFT_IN_CAR_LM5 = $MAX_NO_OF_PASSENGERS_LM5 // $ = $ int 
0060: $ROOM_LEFT_IN_CAR_LM5 -= $NO_OF_PASSENGERS_LM5 // $ -= $ int 

:LUIGI5_11700
if 
  $ROOM_LEFT_IN_CAR_LM5 > 0 // $ > int 
jf @LUIGI5_12054 
01DF: tie_actor $PROSSIE8_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE8_LM5 
$FLAG_BLIP_ON_PROSSIE8_LM5 = 0 // $ = int 

:LUIGI5_11738
if 
80DB:   not actor $PROSSIE8_LM5 in_car $VEHICLE_LM5 
jf @LUIGI5_12033 
wait 0 
gosub @LUIGI5_13172 
if 
  $NUMBER_OF_DEAD_PROSSIES > 0 // $ > int 
jf @LUIGI5_11808 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_11808
if 
0119:   car $VEHICLE_LM5 wrecked 
jf @LUIGI5_11846 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @LUIGI5_12768 

:LUIGI5_11846
if 
  $FLAG_PROSSIE8_AT_BALL == 0 // $ == int 
jf @LUIGI5_12026 
if 
0118:   actor $PROSSIE8_LM5 dead 
jf @LUIGI5_11909 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 
jump @LUIGI5_12026 

:LUIGI5_11909
if and
8320:   not actor $PROSSIE8_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE8_LM5 == 0 // $ == int 
jf @LUIGI5_11972 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE8_LM5 = create_marker_above_actor $PROSSIE8_LM5 
$FLAG_BLIP_ON_PROSSIE8_LM5 = 1 // $ = int 
jump @LUIGI5_2152 

:LUIGI5_11972
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE8_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE8_LM5 == 1 // $ == int 
jf @LUIGI5_12026 
01DF: tie_actor $PROSSIE8_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE8_LM5 
$FLAG_BLIP_ON_PROSSIE8_LM5 = 0 // $ = int 

:LUIGI5_12026
jump @LUIGI5_11738 

:LUIGI5_12033
$FLAG_PROSSIE8_LM5_IN_CAR = 1 // $ = int 
0319: set_actor $PROSSIE8_LM5 wander_state_to 0 
jump @LUIGI5_12094 

:LUIGI5_12054
if 
  $FLAG_HAD_ROOM_MESSAGE_LM5 == 0 // $ == int 
jf @LUIGI5_12094 
00BC: text_highpriority 'LM5_1' time 7000 1  // ~g~You pack these ladies too tight, they gonna bruise! ~g~Drop these girls off first, then come back for more.
$FLAG_HAD_ROOM_MESSAGE_LM5 = 1 // $ = int 

:LUIGI5_12094
jump @LUIGI5_12108 

:LUIGI5_12101
$FLAG_HAD_ROOM_MESSAGE_LM5 = 0 // $ = int 

:LUIGI5_12108
if 
  $FLAG_PROSSIE8_LM5_IN_CAR == 1 // $ == int 
jf @LUIGI5_12415 
if 
  $FLAG_PROSSIE8_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_12261 
if and
8320:   not actor $PROSSIE8_LM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_PROSSIE8_LM5 == 0 // $ == int 
jf @LUIGI5_12207 
00BC: text_highpriority 'HEY5' time 5000 1  // ~g~One of the girls is AWOL, Go back and round her up!
0187: $RADARPED_PROSSIE8_LM5 = create_marker_above_actor $PROSSIE8_LM5 
$FLAG_BLIP_ON_PROSSIE8_LM5 = 1 // $ = int 
$FLAG_PROSSIE8_LM5_IN_CAR = 0 // $ = int 

:LUIGI5_12207
if and
00E9:   player $PLAYER_CHAR 0 $PROSSIE8_LM5 radius 8.0 8.0 
  $FLAG_BLIP_ON_PROSSIE8_LM5 == 1 // $ == int 
jf @LUIGI5_12261 
01DF: tie_actor $PROSSIE8_LM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADARPED_PROSSIE8_LM5 
$FLAG_BLIP_ON_PROSSIE8_LM5 = 0 // $ = int 

:LUIGI5_12261
if and
01A8:   actor $PROSSIE8_LM5 stopped 0 1003.5 -883.0 13.875 996.75 -876.375 18.0 
  $FLAG_PROSSIE8_AT_BALL == 0 // $ == int 
  $FLAG_PROSSIE8_IN_CAR_PARK == 0 // $ == int 
jf @LUIGI5_12415 
wait 0 
if 
  $FLAG_PROSSIE8_AT_BALL == 0 // $ == int 
jf @LUIGI5_12371 
if 
0118:   actor $PROSSIE8_LM5 dead 
jf @LUIGI5_12371 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_12371
01E0: clear_leader $PROSSIE8_LM5 
if 
00DF:   actor $PROSSIE8_LM5 in_any_car 
jf @LUIGI5_12408 
00D9: $VEHICLE_LM5 = actor $PROSSIE8_LM5 car // add to mission cleanup 
01D3: actor $PROSSIE8_LM5 leave_car $VEHICLE_LM5 

:LUIGI5_12408
$FLAG_PROSSIE8_IN_CAR_PARK = 1 // $ = int 

:LUIGI5_12415
if 
  $FLAG_PROSSIE8_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_12707 
if and
80DF:   not actor $PROSSIE8_LM5 in_any_car 
  $FLAG_PROSSIE8_TOLD_TO_GO_INTO_BALL == 0 // $ == int 
jf @LUIGI5_12559 
wait 0 
if 
  $FLAG_PROSSIE8_AT_BALL == 0 // $ == int 
jf @LUIGI5_12516 
if 
0118:   actor $PROSSIE8_LM5 dead 
jf @LUIGI5_12516 
00BC: text_highpriority 'LM5_2' time 5000 1  // ~r~One of Luigi's girls is bodybag meat!
jump @LUIGI5_12768 

:LUIGI5_12516
0211: actor $PROSSIE8_LM5 walk_to 999.0 -891.0 
$COUNTER_NO_OF_GIRLS_AT_THE_BALL += 1 // $ += int 
018C: play_sound 94 at 999.875 -879.25 15.0 
0110: clear_player $PLAYER_CHAR wanted_level 
$FLAG_PROSSIE8_TOLD_TO_GO_INTO_BALL = 1 // $ = int 

:LUIGI5_12559
if 
00ED:   actor $PROSSIE8_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_12606 
009F: set_actor $PROSSIE8_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE8_LM5 // The actor fades away like a ghost 
$FLAG_PROSSIE8_AT_BALL = 1 // $ = int 

:LUIGI5_12606
if 
  $FLAG_PROSSIE8_TOLD_TO_GO_INTO_BALL == 1 // $ == int 
jf @LUIGI5_12707 
if 
  $FLAG_PROSSIE8_AT_BALL == 0 // $ == int 
jf @LUIGI5_12707 
if 
  $FLAG_TIMER_PROSSIE8_LM5 == 0 // $ == int 
jf @LUIGI5_12674 
TIMERB = 0 // @ = int 
$FLAG_TIMER_PROSSIE8_LM5 = 1 // $ = int 

:LUIGI5_12674
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_12707 
00A1: put_actor $PROSSIE8_LM5 at 999.0 -891.0 14.25 

:LUIGI5_12707
jump @LUIGI5_2152 

:LUIGI5_12714
if 
  4 > $COUNTER_NO_OF_GIRLS_AT_THE_BALL // int > $ 
jf @LUIGI5_12761 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @LUIGI5_12768 
jump @LUIGI5_12768 

:LUIGI5_12761
jump @LUIGI5_12785 

:LUIGI5_12768
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:LUIGI5_12785
0396: pause_timer 1 
gosub @LUIGI5_13509 
if 
  $COUNTER_GIRLS_TRYING_TO_GET_TO_BALL > 0 // $ > int 
jf @LUIGI5_12927 
03BD: destroy_sphere $SPHERE_LM5 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 1 at 1006.813 -885.5 14.6875 range 2.0 
015F: set_camera_position 1006.813 -885.5 14.6875 rotation 0.0 0.0 0.0 
0160: point_camera 1005.875 -885.0 14.5625 switchstyle 2 
gosub @LUIGI5_14071 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:LUIGI5_12927
$FLAG_LUIGI_MISSION5_PASSED = 1 // $ = int 
$FLAG_ALL_LUIGI_MISSIONS_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'LM5'  // 'THE FUZZ BALL'
030C: progress_made += 1 
0394: play_music 1 
0084: $SCORE_LM5 = $COUNTER_NO_OF_GIRLS_AT_THE_BALL // $ = $ int 
$SCORE_LM5 *= 500 // $ *= int 
01E3: text_1number_styled 'M_PASS' $SCORE_LM5 10000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += $SCORE_LM5 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
  $COUNTER_NO_OF_GIRLS_AT_THE_BALL == 8 // $ == int 
jf @LUIGI5_13050 
01E5: text_1number_highpriority 'BONUS' 2000 time 5000 1  // ~g~BONUS $~1~
0109: player $PLAYER_CHAR money += 2000 

:LUIGI5_13050
0164: disable_marker $LUIGI_CONTACT_BLIP 
return 

:LUIGI5_13057
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LUIGI_MISSION = 0 // $ = int 
014C: set_parked_car_generator $GEN_CAR28 cars_to_generate_to 101 
018E: stop_sound $BALL_SOUNDS 
03BD: destroy_sphere $SPHERE_LM5 
01C4: mark_object_as_no_longer_needed $FUZZBALL_SIGN 
0249: release_model #PROSTITUTE 
0249: release_model #PROSTITUTE2 
014F: stop_timer $TIMER_LM5 
0396: pause_timer 0 
0151: remove_status_text $COUNTER_NO_OF_GIRLS_AT_THE_BALL 
0164: disable_marker $RADAR_BLIP_COORD1_LM5 
0164: disable_marker $RADARPED_PROSSIE1_LM5 
0164: disable_marker $RADARPED_PROSSIE2_LM5 
0164: disable_marker $RADARPED_PROSSIE3_LM5 
0164: disable_marker $RADARPED_PROSSIE4_LM5 
0164: disable_marker $RADARPED_PROSSIE5_LM5 
0164: disable_marker $RADARPED_PROSSIE6_LM5 
0164: disable_marker $RADARPED_PROSSIE7_LM5 
0164: disable_marker $RADARPED_PROSSIE8_LM5 
mission_cleanup 
start_new_script @FUZZ_DR 
return 

:LUIGI5_13172
$NUMBER_OF_DEAD_PROSSIES = 0 // $ = int 
if 
  $FLAG_PROSSIE1_AT_BALL == 0 // $ == int 
jf @LUIGI5_13220 
if 
0118:   actor $PROSSIE1_LM5 dead 
jf @LUIGI5_13220 
$NUMBER_OF_DEAD_PROSSIES += 1 // $ += int 

:LUIGI5_13220
if 
  $FLAG_PROSSIE2_AT_BALL == 0 // $ == int 
jf @LUIGI5_13261 
if 
0118:   actor $PROSSIE2_LM5 dead 
jf @LUIGI5_13261 
$NUMBER_OF_DEAD_PROSSIES += 1 // $ += int 

:LUIGI5_13261
if 
  $FLAG_PROSSIE3_AT_BALL == 0 // $ == int 
jf @LUIGI5_13302 
if 
0118:   actor $PROSSIE3_LM5 dead 
jf @LUIGI5_13302 
$NUMBER_OF_DEAD_PROSSIES += 1 // $ += int 

:LUIGI5_13302
if 
  $FLAG_PROSSIE4_AT_BALL == 0 // $ == int 
jf @LUIGI5_13343 
if 
0118:   actor $PROSSIE4_LM5 dead 
jf @LUIGI5_13343 
$NUMBER_OF_DEAD_PROSSIES += 1 // $ += int 

:LUIGI5_13343
if 
  $FLAG_PROSSIE5_AT_BALL == 0 // $ == int 
jf @LUIGI5_13384 
if 
0118:   actor $PROSSIE5_LM5 dead 
jf @LUIGI5_13384 
$NUMBER_OF_DEAD_PROSSIES += 1 // $ += int 

:LUIGI5_13384
if 
  $FLAG_PROSSIE6_AT_BALL == 0 // $ == int 
jf @LUIGI5_13425 
if 
0118:   actor $PROSSIE6_LM5 dead 
jf @LUIGI5_13425 
$NUMBER_OF_DEAD_PROSSIES += 1 // $ += int 

:LUIGI5_13425
if 
  $FLAG_PROSSIE7_AT_BALL == 0 // $ == int 
jf @LUIGI5_13466 
if 
0118:   actor $PROSSIE7_LM5 dead 
jf @LUIGI5_13466 
$NUMBER_OF_DEAD_PROSSIES += 1 // $ += int 

:LUIGI5_13466
if 
  $FLAG_PROSSIE8_AT_BALL == 0 // $ == int 
jf @LUIGI5_13507 
if 
0118:   actor $PROSSIE8_LM5 dead 
jf @LUIGI5_13507 
$NUMBER_OF_DEAD_PROSSIES += 1 // $ += int 

:LUIGI5_13507
return 

:LUIGI5_13509
if 
  $FLAG_PROSSIE1_AT_BALL == 0 // $ == int 
jf @LUIGI5_13579 
if 
  $FLAG_PROSSIE1_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_13579 
if 
8118:   not actor $PROSSIE1_LM5 dead 
jf @LUIGI5_13579 
0211: actor $PROSSIE1_LM5 walk_to 999.0 -891.0 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL += 1 // $ += int 

:LUIGI5_13579
if 
  $FLAG_PROSSIE2_AT_BALL == 0 // $ == int 
jf @LUIGI5_13649 
if 
  $FLAG_PROSSIE2_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_13649 
if 
8118:   not actor $PROSSIE2_LM5 dead 
jf @LUIGI5_13649 
0211: actor $PROSSIE2_LM5 walk_to 999.0 -891.0 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL += 1 // $ += int 

:LUIGI5_13649
if 
  $FLAG_PROSSIE3_AT_BALL == 0 // $ == int 
jf @LUIGI5_13719 
if 
  $FLAG_PROSSIE3_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_13719 
if 
8118:   not actor $PROSSIE3_LM5 dead 
jf @LUIGI5_13719 
0211: actor $PROSSIE3_LM5 walk_to 999.0 -891.0 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL += 1 // $ += int 

:LUIGI5_13719
if 
  $FLAG_PROSSIE4_AT_BALL == 0 // $ == int 
jf @LUIGI5_13789 
if 
  $FLAG_PROSSIE4_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_13789 
if 
8118:   not actor $PROSSIE4_LM5 dead 
jf @LUIGI5_13789 
0211: actor $PROSSIE4_LM5 walk_to 999.0 -891.0 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL += 1 // $ += int 

:LUIGI5_13789
if 
  $FLAG_PROSSIE5_AT_BALL == 0 // $ == int 
jf @LUIGI5_13859 
if 
  $FLAG_PROSSIE5_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_13859 
if 
8118:   not actor $PROSSIE5_LM5 dead 
jf @LUIGI5_13859 
0211: actor $PROSSIE5_LM5 walk_to 999.0 -891.0 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL += 1 // $ += int 

:LUIGI5_13859
if 
  $FLAG_PROSSIE6_AT_BALL == 0 // $ == int 
jf @LUIGI5_13929 
if 
  $FLAG_PROSSIE6_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_13929 
if 
8118:   not actor $PROSSIE6_LM5 dead 
jf @LUIGI5_13929 
0211: actor $PROSSIE6_LM5 walk_to 999.0 -891.0 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL += 1 // $ += int 

:LUIGI5_13929
if 
  $FLAG_PROSSIE7_AT_BALL == 0 // $ == int 
jf @LUIGI5_13999 
if 
  $FLAG_PROSSIE7_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_13999 
if 
8118:   not actor $PROSSIE7_LM5 dead 
jf @LUIGI5_13999 
0211: actor $PROSSIE7_LM5 walk_to 999.0 -891.0 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL += 1 // $ += int 

:LUIGI5_13999
if 
  $FLAG_PROSSIE8_AT_BALL == 0 // $ == int 
jf @LUIGI5_14069 
if 
  $FLAG_PROSSIE8_IN_CAR_PARK == 1 // $ == int 
jf @LUIGI5_14069 
if 
8118:   not actor $PROSSIE8_LM5 dead 
jf @LUIGI5_14069 
0211: actor $PROSSIE8_LM5 walk_to 999.0 -891.0 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL += 1 // $ += int 

:LUIGI5_14069
return 

:LUIGI5_14071
TIMERB = 0 // @ = int 

:LUIGI5_14078
if 
  $COUNTER_GIRLS_TRYING_TO_GET_TO_BALL > 0 // $ > int 
jf @LUIGI5_15259 
wait 0 
0395: clear_area 0 at 1000.375 -886.6875 14.375 range 6.0 
if 
  $FLAG_PROSSIE1_AT_BALL == 0 // $ == int 
jf @LUIGI5_14258 
if 
8118:   not actor $PROSSIE1_LM5 dead 
jf @LUIGI5_14244 
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_14183 
00A1: put_actor $PROSSIE1_LM5 at 999.0 -891.0 14.25 

:LUIGI5_14183
if 
00ED:   actor $PROSSIE1_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_14237 
009F: set_actor $PROSSIE1_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE1_LM5 // The actor fades away like a ghost 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE1_AT_BALL = 1 // $ = int 

:LUIGI5_14237
jump @LUIGI5_14258 

:LUIGI5_14244
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE1_AT_BALL = 1 // $ = int 

:LUIGI5_14258
if 
  $FLAG_PROSSIE2_AT_BALL == 0 // $ == int 
jf @LUIGI5_14400 
if 
8118:   not actor $PROSSIE2_LM5 dead 
jf @LUIGI5_14386 
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_14325 
00A1: put_actor $PROSSIE2_LM5 at 999.0 -891.0 14.25 

:LUIGI5_14325
if 
00ED:   actor $PROSSIE2_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_14379 
009F: set_actor $PROSSIE2_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE2_LM5 // The actor fades away like a ghost 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE2_AT_BALL = 1 // $ = int 

:LUIGI5_14379
jump @LUIGI5_14400 

:LUIGI5_14386
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE2_AT_BALL = 1 // $ = int 

:LUIGI5_14400
if 
  $FLAG_PROSSIE3_AT_BALL == 0 // $ == int 
jf @LUIGI5_14542 
if 
8118:   not actor $PROSSIE3_LM5 dead 
jf @LUIGI5_14528 
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_14467 
00A1: put_actor $PROSSIE3_LM5 at 999.0 -891.0 14.25 

:LUIGI5_14467
if 
00ED:   actor $PROSSIE3_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_14521 
009F: set_actor $PROSSIE3_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE3_LM5 // The actor fades away like a ghost 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE3_AT_BALL = 1 // $ = int 

:LUIGI5_14521
jump @LUIGI5_14542 

:LUIGI5_14528
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE3_AT_BALL = 1 // $ = int 

:LUIGI5_14542
if 
  $FLAG_PROSSIE4_AT_BALL == 0 // $ == int 
jf @LUIGI5_14684 
if 
8118:   not actor $PROSSIE4_LM5 dead 
jf @LUIGI5_14670 
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_14609 
00A1: put_actor $PROSSIE4_LM5 at 999.0 -891.0 14.25 

:LUIGI5_14609
if 
00ED:   actor $PROSSIE4_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_14663 
009F: set_actor $PROSSIE4_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE4_LM5 // The actor fades away like a ghost 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE4_AT_BALL = 1 // $ = int 

:LUIGI5_14663
jump @LUIGI5_14684 

:LUIGI5_14670
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE4_AT_BALL = 1 // $ = int 

:LUIGI5_14684
if 
  $FLAG_PROSSIE5_AT_BALL == 0 // $ == int 
jf @LUIGI5_14826 
if 
8118:   not actor $PROSSIE5_LM5 dead 
jf @LUIGI5_14812 
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_14751 
00A1: put_actor $PROSSIE5_LM5 at 999.0 -891.0 14.25 

:LUIGI5_14751
if 
00ED:   actor $PROSSIE5_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_14805 
009F: set_actor $PROSSIE5_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE5_LM5 // The actor fades away like a ghost 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE5_AT_BALL = 1 // $ = int 

:LUIGI5_14805
jump @LUIGI5_14826 

:LUIGI5_14812
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE5_AT_BALL = 1 // $ = int 

:LUIGI5_14826
if 
  $FLAG_PROSSIE6_AT_BALL == 0 // $ == int 
jf @LUIGI5_14968 
if 
8118:   not actor $PROSSIE6_LM5 dead 
jf @LUIGI5_14954 
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_14893 
00A1: put_actor $PROSSIE6_LM5 at 999.0 -891.0 14.25 

:LUIGI5_14893
if 
00ED:   actor $PROSSIE6_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_14947 
009F: set_actor $PROSSIE6_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE6_LM5 // The actor fades away like a ghost 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE6_AT_BALL = 1 // $ = int 

:LUIGI5_14947
jump @LUIGI5_14968 

:LUIGI5_14954
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE6_AT_BALL = 1 // $ = int 

:LUIGI5_14968
if 
  $FLAG_PROSSIE7_AT_BALL == 0 // $ == int 
jf @LUIGI5_15110 
if 
8118:   not actor $PROSSIE7_LM5 dead 
jf @LUIGI5_15096 
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_15035 
00A1: put_actor $PROSSIE7_LM5 at 999.0 -891.0 14.25 

:LUIGI5_15035
if 
00ED:   actor $PROSSIE7_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_15089 
009F: set_actor $PROSSIE7_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE7_LM5 // The actor fades away like a ghost 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE7_AT_BALL = 1 // $ = int 

:LUIGI5_15089
jump @LUIGI5_15110 

:LUIGI5_15096
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE7_AT_BALL = 1 // $ = int 

:LUIGI5_15110
if 
  $FLAG_PROSSIE8_AT_BALL == 0 // $ == int 
jf @LUIGI5_15252 
if 
8118:   not actor $PROSSIE8_LM5 dead 
jf @LUIGI5_15238 
if 
  TIMERB > 20000 // @ > int 
jf @LUIGI5_15177 
00A1: put_actor $PROSSIE8_LM5 at 999.0 -891.0 14.25 

:LUIGI5_15177
if 
00ED:   actor $PROSSIE8_LM5 0 999.0 -891.0 radius 1.0 1.0 
jf @LUIGI5_15231 
009F: set_actor $PROSSIE8_LM5 idle 
034F: destroy_actor_with_fade $PROSSIE8_LM5 // The actor fades away like a ghost 
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE8_AT_BALL = 1 // $ = int 

:LUIGI5_15231
jump @LUIGI5_15252 

:LUIGI5_15238
$COUNTER_GIRLS_TRYING_TO_GET_TO_BALL -= 1 // $ -= int 
$FLAG_PROSSIE8_AT_BALL = 1 // $ = int 

:LUIGI5_15252
jump @LUIGI5_14078 

:LUIGI5_15259
return 

//-------------Mission 24---------------
// Originally: Mike Lips Last Lunch

:JOEY1
gosub @JOEY1_36 
if 
  wasted_or_busted 
jf @JOEY1_27 
gosub @JOEY1_5228 

:JOEY1_27
gosub @JOEY1_5336 
terminate_this_script 

:JOEY1_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 1 // $ = int 
$MISSION_PASSED_FOR_LIPS_FINISHED = 0 // $ = int 
script_name 'JOEY1' 
wait 0 
$FLAG_DISPLAYED_WANTED_MESSAGE_JM1 = 0 // $ = int 
023C: load_special_actor 1 'JOEY' 
023C: load_special_actor 2 'MISTY' 
02F3: load_object #CUTOBJ01 'JOEDOOR' 
02F3: load_object #CUTOBJ02 'JOEYH' 
02F3: load_object #CUTOBJ03 'PLAYERH' 
02F3: load_object #CUTOBJ04 'MISTYH' 
0247: request_model #IDAHO 
0247: request_model #JOGARAGEEXT 
0247: request_model #JOGARAGEINT 
038B: load_requested_models 

:JOEY1_172
if or
8248:   not model #JOGARAGEEXT available 
8248:   not model #JOGARAGEINT available 
jf @JOEY1_204 
wait 0 
jump @JOEY1_172 

:JOEY1_204
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #IDAHO available 
jf @JOEY1_238 
wait 0 
jump @JOEY1_204 

:JOEY1_238
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
jf @JOEY1_280 
wait 0 
jump @JOEY1_238 

:JOEY1_280
02E4: load_cutscene_data 'J1_LFL' 
0244: set_cutscene_pos 1190.063 -869.8125 13.9375 
00A5: $CUT_CAR2_LM3 = create_car #IDAHO at 1182.5 -857.0 14.0625 
0175: set_car $CUT_CAR2_LM3 z_angle_to 291.1875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_JOEY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_JOEY 'JOEY' 
02E5: $CS_MISTY = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MISTY 'MISTY' 
02F4: create_cutscene_actor $CS_JOEYHEAD from_head #CUTOBJ02 and_body $CS_JOEY 
02F5: set_head_anim $CS_JOEYHEAD 'JOEY' 
02F4: create_cutscene_actor $CS_MISTYHEAD from_head #CUTOBJ04 and_body $CS_MISTY 
02F5: set_head_anim $CS_MISTYHEAD 'MISTY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ03 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_JOEDOOR = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_JOEDOOR 'JOEDOOR' 
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 0 
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 0 
0395: clear_area 1 at 1191.875 -870.375 15.0 range 1.0 
0055: put_player $PLAYER_CHAR at 1191.875 -870.375 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:JOEY1_574
if 
  433 > $CS_TIME // int > $ 
jf @JOEY1_609 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_574 

:JOEY1_609
00BC: text_highpriority 'JM1_A' time 10000 2  // Hey, I'm bored when you gonna drill me?

:JOEY1_624
if 
  2739 > $CS_TIME // int > $ 
jf @JOEY1_659 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_624 

:JOEY1_659
00BC: text_highpriority 'JM1_B' time 10000 2  // In a moment sweet heart, I got a little business to take care of.

:JOEY1_674
if 
  6344 > $CS_TIME // int > $ 
jf @JOEY1_709 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_674 

:JOEY1_709
00BC: text_highpriority 'JM1_C' time 10000 2  // I got a little job for you pal.

:JOEY1_724
if 
  8362 > $CS_TIME // int > $ 
jf @JOEY1_759 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_724 

:JOEY1_759
00BC: text_highpriority 'JM1_D' time 10000 2  // The Forelli brothers have owed me money for too long

:JOEY1_774
if 
  10700 > $CS_TIME // int > $ 
jf @JOEY1_809 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_774 

:JOEY1_809
00BC: text_highpriority 'JM1_E' time 10000 2  // and they need to be taught some respect.

:JOEY1_824
if 
  12688 > $CS_TIME // int > $ 
jf @JOEY1_859 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_824 

:JOEY1_859
00BC: text_highpriority 'JM1_F' time 10000 2  // Lips Forelli is stuffing his fat face in St Marks Bistro,

:JOEY1_874
if 
  15858 > $CS_TIME // int > $ 
jf @JOEY1_909 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_874 

:JOEY1_909
00BC: text_highpriority 'JM1_G' time 10000 2  // so steal his car and take it to 8-Ball's bomb shop up in Harwood.

:JOEY1_924
if 
  19969 > $CS_TIME // int > $ 
jf @JOEY1_959 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_924 

:JOEY1_959
00BC: text_highpriority 'JM1_H' time 10000 2  // You know 8-Ball right?

:JOEY1_974
if 
  21519 > $CS_TIME // int > $ 
jf @JOEY1_1009 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_974 

:JOEY1_1009
00BC: text_highpriority 'JM1_I' time 3000 2  // Once he's fitted it with a bomb, go park the car where you found it.

:JOEY1_1024
if 
  24979 > $CS_TIME // int > $ 
jf @JOEY1_1059 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_1024 

:JOEY1_1059
00BC: text_highpriority 'JM1_J' time 10000 2  // Then sit back and watch the whole show.

:JOEY1_1074
if 
  27466 > $CS_TIME // int > $ 
jf @JOEY1_1109 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_1074 

:JOEY1_1109
00BC: text_highpriority 'JM1_K' time 10000 2  // But hurry up, he won't be eating forever.

:JOEY1_1124
if 
  29204 > $CS_TIME // int > $ 
jf @JOEY1_1159 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_1124 

:JOEY1_1159
00BE: text_clear_all 

:JOEY1_1161
if 
  30000 > $CS_TIME // int > $ 
jf @JOEY1_1196 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY1_1161 

:JOEY1_1196
fade 0 1500 

:JOEY1_1203
if 
82E9:   not cutscene_reached_end 
jf @JOEY1_1227 
wait 0 
jump @JOEY1_1203 

:JOEY1_1227
00BE: text_clear_all 

:JOEY1_1229
if 
  fading 
jf @JOEY1_1253 
wait 0 
jump @JOEY1_1229 

:JOEY1_1253
03AD: set_rubbish 1 
02EA: end_cutscene 
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 1 
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 1 
03C8: set_camera_directly_before_player 
02A8: $BLIP2_JM1 = create_marker 2 at 1282.0 -104.0 -100.0 
02A8: $BLIP4_JM1 = create_marker 18 at 925.0 -359.5 -100.0 
018A: $BLIP3_JM1 = create_checkpoint_at 1335.0 -455.0 -100.0 
0164: disable_marker $BLIP2_JM1 
0164: disable_marker $BLIP3_JM1 
0164: disable_marker $BLIP4_JM1 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #IDAHO 
0249: release_model #JOGARAGEEXT 
0249: release_model #JOGARAGEINT 
00A6: destroy_car $CUT_CAR2_LM3 
023C: load_special_actor 3 'LIPS' 
0247: request_model #IDAHO 

:JOEY1_1433
if or
8248:   not model #IDAHO available 
823D:   not special_actor 3 loaded 
jf @JOEY1_1463 
wait 0 
jump @JOEY1_1433 

:JOEY1_1463
if 
  $TIMER_HELP_MESSAGE_DISPLAYED == 0 // $ == int 
jf @JOEY1_1498 
03E5: text_box 'TIMER'  // This is a timed mission, you must complete it before the timer counts down to zero.
$TIMER_HELP_MESSAGE_DISPLAYED = 1 // $ = int 

:JOEY1_1498
00A5: $MIKE_CAR = create_car #IDAHO at 1336.188 -460.75 -100.0 
044F: make_car $MIKE_CAR a_bit_stronger 1 
020A: set_car $MIKE_CAR door_status_to 6 
0175: set_car $MIKE_CAR z_angle_to 90.0 
0294: set_vehicle $MIKE_CAR sprayable 0 
0186: $BLIP1_JM1 = create_marker_above_car $MIKE_CAR 
$COUNTDOWN_JM1 = 361000 // $ = int 
014E: set_timer_to $COUNTDOWN_JM1 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_1604 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_1604
if 
80DC:   not player $PLAYER_CHAR in_car $MIKE_CAR 
jf @JOEY1_1755 
wait 0 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_1665 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_1665
if and
01F4:   car $MIKE_CAR flipped 
01C1:   car $MIKE_CAR stopped 
jf @JOEY1_1708 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_1708
if 
  $COUNTDOWN_JM1 == 0 // $ == int 
jf @JOEY1_1748 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY1_5228 

:JOEY1_1748
jump @JOEY1_1604 

:JOEY1_1755
00BC: text_highpriority 'JM1_1' time 5000 1  // ~g~Take Forelli's car to 8-Ball's garage North of here, behind 'Easy Credit Autos'.
021D: set_free_bomb_shop_to 1 

:JOEY1_1774
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 1 // $ = int 

:JOEY1_1781
if and
8228:   not car $MIKE_CAR bomb_status == 2 
8228:   not car $MIKE_CAR bomb_status == 5 
jf @JOEY1_2503 
wait 0 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_1848 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_1848
if and
01F4:   car $MIKE_CAR flipped 
01C1:   car $MIKE_CAR stopped 
jf @JOEY1_1891 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_1891
if 
  $COUNTDOWN_JM1 == 0 // $ == int 
jf @JOEY1_1931 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY1_5228 

:JOEY1_1931
if 
00DC:   player $PLAYER_CHAR in_car $MIKE_CAR 
jf @JOEY1_2026 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM1 == 1 // $ == int 
jf @JOEY1_2026 
if or
8228:   not car $MIKE_CAR bomb_status == 5 
8228:   not car $MIKE_CAR bomb_status == 2 
jf @JOEY1_2019 
0164: disable_marker $BLIP2_JM1 
02A8: $BLIP2_JM1 = create_marker 2 at 1282.0 -104.0 -100.0 
0164: disable_marker $BLIP1_JM1 

:JOEY1_2019
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 0 // $ = int 

:JOEY1_2026
if 
80DC:   not player $PLAYER_CHAR in_car $MIKE_CAR 
jf @JOEY1_2098 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM1 == 0 // $ == int 
jf @JOEY1_2098 
0186: $BLIP1_JM1 = create_marker_above_car $MIKE_CAR 
0164: disable_marker $BLIP2_JM1 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 1 // $ = int 

:JOEY1_2098
if or
8185:   not car $MIKE_CAR health > 700 
03C9:   car $MIKE_CAR visibly_damaged 
jf @JOEY1_2496 
00BD: text_mediumpriority 'JM1_4' time 5000 2  // ~g~You're trashing the vehicle! Get it repaired!
0164: disable_marker $BLIP1_JM1 
0186: $BLIP1_JM1 = create_marker_above_car $MIKE_CAR 
018B: set_marker $BLIP1_JM1 display 2 
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 1 // $ = int 

:JOEY1_2164
if 
03C9:   car $MIKE_CAR visibly_damaged 
jf @JOEY1_2484 
wait 0 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_2222 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_2222
if or
0228:   car $MIKE_CAR bomb_status == 5 
0228:   car $MIKE_CAR bomb_status == 2 
jf @JOEY1_2252 
0164: disable_marker $BLIP2_JM1 

:JOEY1_2252
if and
01F4:   car $MIKE_CAR flipped 
01C1:   car $MIKE_CAR stopped 
jf @JOEY1_2295 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_2295
if 
  $COUNTDOWN_JM1 == 0 // $ == int 
jf @JOEY1_2335 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY1_5228 

:JOEY1_2335
if 
00DC:   player $PLAYER_CHAR in_car $MIKE_CAR 
jf @JOEY1_2405 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM1 == 1 // $ == int 
jf @JOEY1_2405 
0164: disable_marker $BLIP4_JM1 
02A8: $BLIP4_JM1 = create_marker 18 at 925.0 -359.5 -100.0 
0164: disable_marker $BLIP1_JM1 
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 0 // $ = int 

:JOEY1_2405
if 
80DC:   not player $PLAYER_CHAR in_car $MIKE_CAR 
jf @JOEY1_2477 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM1 == 0 // $ == int 
jf @JOEY1_2477 
0186: $BLIP1_JM1 = create_marker_above_car $MIKE_CAR 
0164: disable_marker $BLIP4_JM1 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 1 // $ = int 

:JOEY1_2477
jump @JOEY1_2164 

:JOEY1_2484
0164: disable_marker $BLIP4_JM1 
jump @JOEY1_1774 

:JOEY1_2496
jump @JOEY1_1781 

:JOEY1_2503
wait 4000 
00BC: text_highpriority 'JM1_2' time 5000 2  // ~g~Park the car back at Marco's Bistro.
0164: disable_marker $BLIP1_JM1 
0164: disable_marker $BLIP2_JM1 
0164: disable_marker $BLIP4_JM1 
021D: set_free_bomb_shop_to 0 

:JOEY1_2542
wait 0 
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 1 // $ = int 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_2591 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_2591
$BLOB_FLAG = 1 // $ = int 

:JOEY1_2598
if or
81AC:   not car $MIKE_CAR stopped $BLOB_FLAG 1339.563 -459.5 49.0 1332.75 -462.75 53.0 
010F:   player $PLAYER_CHAR wanted_level > 0 
03C9:   car $MIKE_CAR visibly_damaged 
jf @JOEY1_3464 
wait 0 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_2689 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_2689
if and
01F4:   car $MIKE_CAR flipped 
01C1:   car $MIKE_CAR stopped 
jf @JOEY1_2732 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_2732
if 
  $COUNTDOWN_JM1 == 0 // $ == int 
jf @JOEY1_2772 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY1_5228 

:JOEY1_2772
if 
00DC:   player $PLAYER_CHAR in_car $MIKE_CAR 
jf @JOEY1_2847 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM1 == 1 // $ == int 
jf @JOEY1_2847 
0164: disable_marker $BLIP3_JM1 
018A: $BLIP3_JM1 = create_checkpoint_at 1335.0 -455.0 -100.0 
0164: disable_marker $BLIP1_JM1 
$BLOB_FLAG = 1 // $ = int 
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 0 // $ = int 

:JOEY1_2847
if 
80DC:   not player $PLAYER_CHAR in_car $MIKE_CAR 
jf @JOEY1_2926 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM1 == 0 // $ == int 
jf @JOEY1_2926 
0186: $BLIP1_JM1 = create_marker_above_car $MIKE_CAR 
0164: disable_marker $BLIP3_JM1 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$BLOB_FLAG = 0 // $ = int 
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 1 // $ = int 

:JOEY1_2926
if or
8185:   not car $MIKE_CAR health > 700 
03C9:   car $MIKE_CAR visibly_damaged 
jf @JOEY1_3313 
00BD: text_mediumpriority 'JM1_4' time 5000 2  // ~g~You're trashing the vehicle! Get it repaired!
0164: disable_marker $BLIP3_JM1 
0164: disable_marker $BLIP1_JM1 
0186: $BLIP1_JM1 = create_marker_above_car $MIKE_CAR 
018B: set_marker $BLIP1_JM1 display 2 
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 1 // $ = int 

:JOEY1_2997
if 
03C9:   car $MIKE_CAR visibly_damaged 
jf @JOEY1_3301 
wait 0 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_3055 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_3055
if and
01F4:   car $MIKE_CAR flipped 
01C1:   car $MIKE_CAR stopped 
jf @JOEY1_3098 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_3098
if 
  $COUNTDOWN_JM1 == 0 // $ == int 
jf @JOEY1_3138 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY1_5228 

:JOEY1_3138
if 
00DC:   player $PLAYER_CHAR in_car $MIKE_CAR 
jf @JOEY1_3215 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM1 == 1 // $ == int 
jf @JOEY1_3215 
0164: disable_marker $BLIP4_JM1 
02A8: $BLIP4_JM1 = create_marker 18 at 925.0 -359.5 -100.0 
0164: disable_marker $BLIP1_JM1 
$BLOB_FLAG = 1 // $ = int 
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 0 // $ = int 

:JOEY1_3215
if 
80DC:   not player $PLAYER_CHAR in_car $MIKE_CAR 
jf @JOEY1_3294 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM1 == 0 // $ == int 
jf @JOEY1_3294 
0186: $BLIP1_JM1 = create_marker_above_car $MIKE_CAR 
0164: disable_marker $BLIP4_JM1 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$BLOB_FLAG = 0 // $ = int 
$FLAG_CAR_BLIP_DISPLAYED_JM1 = 1 // $ = int 

:JOEY1_3294
jump @JOEY1_2997 

:JOEY1_3301
0164: disable_marker $BLIP4_JM1 
jump @JOEY1_2542 

:JOEY1_3313
if 
019D:   player $PLAYER_CHAR 0 1339.563 -459.5 49.0 1332.75 -462.75 53.0 
jf @JOEY1_3414 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @JOEY1_3407 
if 
  $FLAG_DISPLAYED_WANTED_MESSAGE_JM1 == 0 // $ == int 
jf @JOEY1_3407 
00BC: text_highpriority 'WANTED1' time 4000 1  // ~g~Shake the cops and lose your wanted level!
$FLAG_DISPLAYED_WANTED_MESSAGE_JM1 = 1 // $ = int 

:JOEY1_3407
jump @JOEY1_3457 

:JOEY1_3414
if 
8057:   not player $PLAYER_CHAR 0 1339.563 -459.5 49.0 1332.75 -462.75 53.0 
jf @JOEY1_3457 
$FLAG_DISPLAYED_WANTED_MESSAGE_JM1 = 0 // $ = int 

:JOEY1_3457
jump @JOEY1_2598 

:JOEY1_3464
0164: disable_marker $BLIP1_JM1 
0164: disable_marker $BLIP2_JM1 
0164: disable_marker $BLIP3_JM1 
0164: disable_marker $BLIP4_JM1 
if 
  $COUNTDOWN_JM1 == 0 // $ == int 
jf @JOEY1_3524 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY1_5228 

:JOEY1_3524
if 
8119:   not car $MIKE_CAR wrecked 
jf @JOEY1_3631 
0174: $MIKES_CAR_HEADING = car $MIKE_CAR z_angle 
if or
  $MIKES_CAR_HEADING > 100.0 // $ > float 
  80.0 > $MIKES_CAR_HEADING // float > $ 
jf @JOEY1_3597 
00BC: text_highpriority 'JM1_6' time 5000 1  // ~g~Put the car back in the correct position.
jump @JOEY1_2542 

:JOEY1_3597
if 
00DC:   player $PLAYER_CHAR in_car $MIKE_CAR 
jf @JOEY1_3631 
00BC: text_highpriority 'JM1_3' time 5000 2  // ~g~Activate the car bomb then get out of there!

:JOEY1_3631
wait 0 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_3673 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_3673
if or
81AC:   not car $MIKE_CAR stopped 1 1339.563 -459.5 49.0 1332.75 -462.75 53.0 
0057:   player $PLAYER_CHAR 0 1306.0 -482.0 49.0 1350.0 -444.0 59.0 
8057:   not player $PLAYER_CHAR 0 1306.0 -484.0 49.0 1370.0 -434.0 69.0 
jf @JOEY1_4037 
wait 0 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_3801 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_3801
if and
01F4:   car $MIKE_CAR flipped 
01C1:   car $MIKE_CAR stopped 
jf @JOEY1_3844 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_3844
if 
  $COUNTDOWN_JM1 == 0 // $ == int 
jf @JOEY1_3884 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY1_5228 

:JOEY1_3884
if 
80B1:   not car $MIKE_CAR 0 1339.563 -459.5 49.0 1332.75 -462.75 53.0 
jf @JOEY1_3942 
00BC: text_highpriority 'JM1_6' time 5000 1  // ~g~Put the car back in the correct position.
jump @JOEY1_2542 

:JOEY1_3942
0174: $MIKES_CAR_HEADING = car $MIKE_CAR z_angle 
if or
  $MIKES_CAR_HEADING > 100.0 // $ > float 
  80.0 > $MIKES_CAR_HEADING // float > $ 
jf @JOEY1_3999 
00BC: text_highpriority 'JM1_6' time 5000 1  // ~g~Put the car back in the correct position.
jump @JOEY1_2542 

:JOEY1_3999
if or
8185:   not car $MIKE_CAR health > 700 
03C9:   car $MIKE_CAR visibly_damaged 
jf @JOEY1_4030 
jump @JOEY1_2542 

:JOEY1_4030
jump @JOEY1_3673 

:JOEY1_4037
if 
  $COUNTDOWN_JM1 == 0 // $ == int 
jf @JOEY1_4077 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY1_5228 

:JOEY1_4077
if 
8228:   not car $MIKE_CAR bomb_status == 5 
jf @JOEY1_4117 
00BC: text_highpriority 'JM1_5' time 5000 1  // ~g~The car bomb's not set!
jump @JOEY1_3631 

:JOEY1_4117
0395: clear_area 1 at 1325.5 -452.5 54.0 range 4.0 
0395: clear_area 1 at 1328.375 -453.0 54.0 range 4.0 
0395: clear_area 1 at 1330.0 -466.0625 49.0 range 4.0 
0395: clear_area 1 at 1333.563 -465.25 49.0 range 4.0 
014F: stop_timer $COUNTDOWN_JM1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
009A: $LIPS = create_actor 21 #SPECIAL03 at 1325.5 -452.5 -100.0 
0173: set_actor $LIPS z_angle_to 270.0 
015F: set_camera_position 1337.813 -468.625 49.75 rotation 0.0 0.0 0.0 
0160: point_camera 1337.0 -468.0 49.9375 switchstyle 2 
0211: actor $LIPS walk_to 1328.375 -453.0 
if 
0118:   actor $LIPS dead 
jf @JOEY1_4297 
jump @JOEY1_5245 

:JOEY1_4297
TIMERB = 0 // @ = int 
if 
8118:   not actor $LIPS dead 
jf @JOEY1_4500 

:JOEY1_4320
if 
8126:   not actor $LIPS objective_passed 
jf @JOEY1_4500 
wait 0 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_4378 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_4378
if and
01F4:   car $MIKE_CAR flipped 
01C1:   car $MIKE_CAR stopped 
jf @JOEY1_4421 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_4421
if 
0118:   actor $LIPS dead 
jf @JOEY1_4444 
jump @JOEY1_5245 

:JOEY1_4444
if 
  TIMERB > 10000 // @ > int 
jf @JOEY1_4493 
if 
8118:   not actor $LIPS dead 
jf @JOEY1_4493 
00A1: put_actor $LIPS at 1328.375 -453.0 -100.0 

:JOEY1_4493
jump @JOEY1_4320 

:JOEY1_4500
TIMERB = 0 // @ = int 
if 
8118:   not actor $LIPS dead 
jf @JOEY1_4534 
0211: actor $LIPS walk_to 1330.0 -466.0625 

:JOEY1_4534
if 
8126:   not actor $LIPS objective_passed 
jf @JOEY1_4714 
wait 0 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_4592 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_4592
if and
01F4:   car $MIKE_CAR flipped 
01C1:   car $MIKE_CAR stopped 
jf @JOEY1_4635 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_4635
if 
0118:   actor $LIPS dead 
jf @JOEY1_4658 
jump @JOEY1_5245 

:JOEY1_4658
if 
  TIMERB > 10000 // @ > int 
jf @JOEY1_4707 
if 
8118:   not actor $LIPS dead 
jf @JOEY1_4707 
00A1: put_actor $LIPS at 1330.0 -466.0625 -100.0 

:JOEY1_4707
jump @JOEY1_4534 

:JOEY1_4714
TIMERB = 0 // @ = int 
if 
8118:   not actor $LIPS dead 
jf @JOEY1_4748 
0211: actor $LIPS walk_to 1333.563 -465.25 

:JOEY1_4748
015F: set_camera_position 1344.75 -471.1875 54.0 rotation 0.0 0.0 0.0 
if 
8119:   not car $MIKE_CAR wrecked 
jf @JOEY1_4793 
0158: camera_on_vehicle $MIKE_CAR mode 15 switchstyle 2 

:JOEY1_4793
if 
8118:   not actor $LIPS dead 
jf @JOEY1_4989 

:JOEY1_4809
if 
8126:   not actor $LIPS objective_passed 
jf @JOEY1_4989 
wait 0 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_4867 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_4867
if and
01F4:   car $MIKE_CAR flipped 
01C1:   car $MIKE_CAR stopped 
jf @JOEY1_4910 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_4910
if 
0118:   actor $LIPS dead 
jf @JOEY1_4933 
jump @JOEY1_5245 

:JOEY1_4933
if 
  TIMERB > 10000 // @ > int 
jf @JOEY1_4982 
if 
8118:   not actor $LIPS dead 
jf @JOEY1_4982 
00A1: put_actor $LIPS at 1333.563 -465.25 -100.0 

:JOEY1_4982
jump @JOEY1_4809 

:JOEY1_4989
if and
8118:   not actor $LIPS dead 
8119:   not car $MIKE_CAR wrecked 
jf @JOEY1_5018 
01D5: actor $LIPS go_to_and_drive_car $MIKE_CAR 

:JOEY1_5018
if 
80DB:   not actor $LIPS in_car $MIKE_CAR 
jf @JOEY1_5152 
wait 0 
if 
0119:   car $MIKE_CAR wrecked 
jf @JOEY1_5079 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_5079
if and
01F4:   car $MIKE_CAR flipped 
01C1:   car $MIKE_CAR stopped 
jf @JOEY1_5122 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY1_5228 

:JOEY1_5122
if 
0118:   actor $LIPS dead 
jf @JOEY1_5145 
jump @JOEY1_5245 

:JOEY1_5145
jump @JOEY1_5018 

:JOEY1_5152
03F4: set_all_vehicles_apply_damage_rules 1 
wait 2500 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 10000 
$MISSION_PASSED_FOR_LIPS_FINISHED = 1 // $ = int 
wait 5000 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
jump @JOEY1_5245 

:JOEY1_5228
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:JOEY1_5245
$FLAG_JOEY_MISSION1_PASSED = 1 // $ = int 
if 
  $MISSION_PASSED_FOR_LIPS_FINISHED == 0 // $ == int 
jf @JOEY1_5307 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 10000 
$MISSION_PASSED_FOR_LIPS_FINISHED = 1 // $ = int 

:JOEY1_5307
0318: set_latest_mission_passed 'JM1'  // 'MIKE LIPS LAST LUNCH'
030C: progress_made += 1 
034F: destroy_actor_with_fade $LIPS // The actor fades away like a ghost 
start_new_script @NONAME_22 
return 

:JOEY1_5336
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_JM1 
0164: disable_marker $BLIP2_JM1 
0164: disable_marker $BLIP3_JM1 
0164: disable_marker $BLIP4_JM1 
0249: release_model #IDAHO 
0296: unload_special_actor 3 
014F: stop_timer $COUNTDOWN_JM1 
if 
8119:   not car $MIKE_CAR wrecked 
jf @JOEY1_5420 
0294: set_vehicle $MIKE_CAR sprayable 1 
020A: set_car $MIKE_CAR door_status_to 1 
044F: make_car $MIKE_CAR a_bit_stronger 0 

:JOEY1_5420
021D: set_free_bomb_shop_to 0 
mission_cleanup 
return 

//-------------Mission 25---------------
// Originally: Farewell 'Chunky' Lee Chong

:JOEY2
gosub @JOEY2_36 
if 
  wasted_or_busted 
jf @JOEY2_27 
gosub @JOEY2_4656 

:JOEY2_27
gosub @JOEY2_4765 
terminate_this_script 

:JOEY2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 1 // $ = int 
script_name 'JOEY2' 
wait 0 
$FLAG_GUN_MESSAGE_JM2 = 0 // $ = int 
$HAS_AUDIO_BEEN_ACTIVATED = 0 // $ = int 
023C: load_special_actor 1 'JOEY' 
02F3: load_object #CUTOBJ01 'JOEYH' 
02F3: load_object #CUTOBJ02 'PLAYERH' 
02F3: load_object #CUTOBJ03 'TROLL' 
0247: request_model #JOGARAGEEXT 
0247: request_model #JOGARAGEINT 
038B: load_requested_models 

:JOEY2_143
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @JOEY2_184 
wait 0 
jump @JOEY2_143 

:JOEY2_184
if or
8248:   not model #JOGARAGEEXT available 
8248:   not model #JOGARAGEINT available 
jf @JOEY2_216 
wait 0 
jump @JOEY2_184 

:JOEY2_216
02E4: load_cutscene_data 'J2_KCL' 
0244: set_cutscene_pos 1190.063 -869.8125 13.9375 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_JOEY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_JOEY 'JOEY' 
02F4: create_cutscene_actor $CS_JOEYHEAD from_head #CUTOBJ01 and_body $CS_JOEY 
02F5: set_head_anim $CS_JOEYHEAD 'JOEY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ02 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_TROLL = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $CS_TROLL 'TROLL' 
0395: clear_area 1 at 1191.875 -870.375 15.0 range 1.0 
0055: put_player $PLAYER_CHAR at 1191.875 -870.375 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:JOEY2_406
if 
  5118 > $CS_TIME // int > $ 
jf @JOEY2_441 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY2_406 

:JOEY2_441
00BC: text_highpriority 'JM2_A' time 10000 2  // Chunky Lee Chong is pushing spank for some new gang from Colombia... or Colorado... or something....

:JOEY2_456
if 
  10669 > $CS_TIME // int > $ 
jf @JOEY2_491 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY2_456 

:JOEY2_491
00BC: text_highpriority 'JM2_B' time 10000 2  // I'm not really sure. Who needs details anyway.

:JOEY2_506
if 
  13048 > $CS_TIME // int > $ 
jf @JOEY2_541 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY2_506 

:JOEY2_541
00BC: text_highpriority 'JM2_C' time 10000 2  // He's got a noodle stand down in China Town.

:JOEY2_556
if 
  15427 > $CS_TIME // int > $ 
jf @JOEY2_591 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY2_556 

:JOEY2_591
00BC: text_highpriority 'JM2_D' time 10000 2  // That rat has sold his last stir fry.

:JOEY2_606
if 
  17662 > $CS_TIME // int > $ 
jf @JOEY2_641 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY2_606 

:JOEY2_641
00BC: text_highpriority 'JM2_E' time 10000 2  // I want you to take him out!

:JOEY2_656
if 
  18887 > $CS_TIME // int > $ 
jf @JOEY2_691 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY2_656 

:JOEY2_691
00BC: text_highpriority 'JM2_F' time 10000 2  // If you need a piece go around back of AmmuNation opposite the subway.

:JOEY2_706
if 
  22708 > $CS_TIME // int > $ 
jf @JOEY2_741 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY2_706 

:JOEY2_741
00BC: text_highpriority 'JM2_G' time 10000 2  // Sort yourself with a nine, you know where it is, right?

:JOEY2_756
if 
  25159 > $CS_TIME // int > $ 
jf @JOEY2_791 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY2_756 

:JOEY2_791
00BC: text_highpriority 'JM2_H' time 10000 2  // Well remember, just watch your back in China Town, it's Triad territory.

:JOEY2_806
if 
  28982 > $CS_TIME // int > $ 
jf @JOEY2_841 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY2_806 

:JOEY2_841
00BE: text_clear_all 

:JOEY2_843
if 
  31000 > $CS_TIME // int > $ 
jf @JOEY2_878 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY2_843 

:JOEY2_878
fade 0 1500 

:JOEY2_885
if 
82E9:   not cutscene_reached_end 
jf @JOEY2_909 
wait 0 
jump @JOEY2_885 

:JOEY2_909
00BE: text_clear_all 

:JOEY2_911
if 
  fading 
jf @JOEY2_935 
wait 0 
jump @JOEY2_911 

:JOEY2_935
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #JOGARAGEEXT 
0249: release_model #JOGARAGEINT 
023C: load_special_actor 2 'CHUNKY' 
0247: request_model #GANG03 
0247: request_model #PEREN 

:JOEY2_1004
if or
823D:   not special_actor 2 loaded 
8248:   not model #GANG03 available 
8248:   not model #PEREN available 
jf @JOEY2_1038 
wait 0 
jump @JOEY2_1004 

:JOEY2_1038
032B: $GUN_CHUNKY = create_weapon_pickup #COLT45 3 ammo 45 at 1080.5 -396.0 -100.0 
03DD: pickup $GUN_CHUNKY show_on_radar 20 $BLIP2_JM2 
0107: $NOODLE_STAND = create_object #NOODLESBOX at 975.0 -720.0 14.0 
00A5: $CHUNKYS_CAR = create_car #PEREN at 1007.063 -756.375 14.5 
0175: set_car $CHUNKYS_CAR z_angle_to 120.0 
00A5: $CHUNKYS_CAR2 = create_car #PEREN at 912.25 -686.0625 14.5 
0175: set_car $CHUNKYS_CAR2 z_angle_to 90.0 
009A: $CHUNKY_MATE1 = create_actor 8 #GANG03 at 976.0625 -715.25 14.1875 
0173: set_actor $CHUNKY_MATE1 z_angle_to 346.0 
01B2: give_actor $CHUNKY_MATE1 weapon 1 ammo 0 
0194: set_actor $CHUNKY_MATE1 objective_to_go_to_point 976.0625 -715.25 14.1875 
0243: set_actor $CHUNKY_MATE1 ped_stats_to 16 
009A: $CHUNKY_MATE2 = create_actor 8 #GANG03 at 975.6875 -724.6875 14.1875 
0173: set_actor $CHUNKY_MATE2 z_angle_to 222.0 
01B2: give_actor $CHUNKY_MATE2 weapon 1 ammo 0 
0194: set_actor $CHUNKY_MATE2 objective_to_go_to_point 975.6875 -724.6875 14.1875 
0243: set_actor $CHUNKY_MATE2 ped_stats_to 16 
009A: $CHUNKY_MATE3 = create_actor 8 #GANG03 at 984.0 -727.6875 14.1875 
0173: set_actor $CHUNKY_MATE3 z_angle_to 243.0 
01B2: give_actor $CHUNKY_MATE3 weapon 2 ammo 100 
0194: set_actor $CHUNKY_MATE3 objective_to_go_to_point 984.0 -727.6875 14.1875 
0243: set_actor $CHUNKY_MATE3 ped_stats_to 16 
009A: $CHUNKY = create_actor 21 #SPECIAL02 at 975.25 -720.375 14.1875 
0173: set_actor $CHUNKY z_angle_to 270.0 
0187: $BLIP1_JM2 = create_marker_above_actor $CHUNKY 
0192: set_actor $CHUNKY objective_to_stand_still 
0243: set_actor $CHUNKY ped_stats_to 14 
0319: set_actor $CHUNKY wander_state_to 1 
035F: set_actor $CHUNKY armour_to 100 
018B: set_marker $BLIP1_JM2 display 2 
0245: set_actor $CHUNKY walk_style_to 18 

:JOEY2_1376
if 
80FB:   not player $PLAYER_CHAR 0 $CHUNKY radius 25.0 26.0 4.0 
jf @JOEY2_1708 
wait 0 
if 
8214:   not pickup $GUN_CHUNKY picked_up 
jf @JOEY2_1433 
gosub @JOEY2_6176 

:JOEY2_1433
gosub @JOEY2_4838 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_1463 
jump @JOEY2_4673 

:JOEY2_1463
if and
0214:   pickup $GUN_CHUNKY picked_up 
  $BEEN_IN_SHOP_BEFORE == 0 // $ == int 
jf @JOEY2_1498 
0164: disable_marker $BLIP2_JM2 
$BEEN_IN_SHOP_BEFORE = 1 // $ = int 

:JOEY2_1498
if 
8118:   not actor $CHUNKY dead 
jf @JOEY2_1529 
02A9: set_actor $CHUNKY immune_to_nonplayer 1 
0226: $CHUNKYHEALTH = actor $CHUNKY health 

:JOEY2_1529
if 
8118:   not actor $CHUNKY_MATE1 dead 
jf @JOEY2_1560 
02A9: set_actor $CHUNKY_MATE1 immune_to_nonplayer 1 
0226: $MATE1HEALTH = actor $CHUNKY_MATE1 health 

:JOEY2_1560
if 
8118:   not actor $CHUNKY_MATE2 dead 
jf @JOEY2_1591 
02A9: set_actor $CHUNKY_MATE2 immune_to_nonplayer 1 
0226: $MATE2HEALTH = actor $CHUNKY_MATE2 health 

:JOEY2_1591
if 
8118:   not actor $CHUNKY_MATE3 dead 
jf @JOEY2_1622 
02A9: set_actor $CHUNKY_MATE3 immune_to_nonplayer 1 
0226: $MATE3HEALTH = actor $CHUNKY_MATE3 health 

:JOEY2_1622
if or
  99 > $MATE1HEALTH // int > $ 
  99 > $MATE2HEALTH // int > $ 
  99 > $MATE3HEALTH // int > $ 
  99 > $CHUNKYHEALTH // int > $ 
jf @JOEY2_1668 
jump @JOEY2_2187 

:JOEY2_1668
if or
0118:   actor $CHUNKY_MATE1 dead 
0118:   actor $CHUNKY_MATE2 dead 
0118:   actor $CHUNKY_MATE3 dead 
jf @JOEY2_1701 
jump @JOEY2_2187 

:JOEY2_1701
jump @JOEY2_1376 

:JOEY2_1708
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
03DE: set_pedestrians_density_multiplier_to 0.0 
015F: set_camera_position 984.8125 -704.625 21.4375 rotation 0.0 0.0 0.0 
0160: point_camera 984.25 -705.375 21.1875 switchstyle 2 
wait 3000 
015F: set_camera_position 978.125 -718.4375 15.625 rotation 0.0 0.0 0.0 
0160: point_camera 977.25 -719.0 15.75 switchstyle 2 
wait 3000 
03DE: set_pedestrians_density_multiplier_to 1.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_1855 
jump @JOEY2_4673 

:JOEY2_1855
if 
80FB:   not player $PLAYER_CHAR 0 $CHUNKY radius 20.0 18.0 4.0 
jf @JOEY2_2187 
wait 0 
if 
8214:   not pickup $GUN_CHUNKY picked_up 
jf @JOEY2_1912 
gosub @JOEY2_6176 

:JOEY2_1912
gosub @JOEY2_4838 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_1942 
jump @JOEY2_4673 

:JOEY2_1942
if and
0214:   pickup $GUN_CHUNKY picked_up 
  $BEEN_IN_SHOP_BEFORE == 0 // $ == int 
jf @JOEY2_1977 
0164: disable_marker $BLIP2_JM2 
$BEEN_IN_SHOP_BEFORE = 1 // $ = int 

:JOEY2_1977
if 
8118:   not actor $CHUNKY dead 
jf @JOEY2_2008 
02A9: set_actor $CHUNKY immune_to_nonplayer 1 
0226: $CHUNKYHEALTH = actor $CHUNKY health 

:JOEY2_2008
if 
8118:   not actor $CHUNKY_MATE1 dead 
jf @JOEY2_2039 
02A9: set_actor $CHUNKY_MATE1 immune_to_nonplayer 1 
0226: $MATE1HEALTH = actor $CHUNKY_MATE1 health 

:JOEY2_2039
if 
8118:   not actor $CHUNKY_MATE2 dead 
jf @JOEY2_2070 
02A9: set_actor $CHUNKY_MATE2 immune_to_nonplayer 1 
0226: $MATE2HEALTH = actor $CHUNKY_MATE2 health 

:JOEY2_2070
if 
8118:   not actor $CHUNKY_MATE3 dead 
jf @JOEY2_2101 
02A9: set_actor $CHUNKY_MATE3 immune_to_nonplayer 1 
0226: $MATE3HEALTH = actor $CHUNKY_MATE3 health 

:JOEY2_2101
if or
  99 > $MATE1HEALTH // int > $ 
  99 > $MATE2HEALTH // int > $ 
  99 > $MATE3HEALTH // int > $ 
  99 > $CHUNKYHEALTH // int > $ 
jf @JOEY2_2147 
jump @JOEY2_2187 

:JOEY2_2147
if or
0118:   actor $CHUNKY_MATE1 dead 
0118:   actor $CHUNKY_MATE2 dead 
0118:   actor $CHUNKY_MATE3 dead 
jf @JOEY2_2180 
jump @JOEY2_2187 

:JOEY2_2180
jump @JOEY2_1855 

:JOEY2_2187
018B: set_marker $BLIP1_JM2 display 3 
if 
8118:   not actor $CHUNKY_MATE1 dead 
jf @JOEY2_2232 
01CA: actor $CHUNKY_MATE1 kill_player $PLAYER_CHAR 
02A9: set_actor $CHUNKY_MATE1 immune_to_nonplayer 0 
011A: set_actor $CHUNKY_MATE1 search_threat 1 

:JOEY2_2232
if 
8118:   not actor $CHUNKY_MATE2 dead 
jf @JOEY2_2270 
01CA: actor $CHUNKY_MATE2 kill_player $PLAYER_CHAR 
02A9: set_actor $CHUNKY_MATE2 immune_to_nonplayer 0 
011A: set_actor $CHUNKY_MATE2 search_threat 1 

:JOEY2_2270
if 
8118:   not actor $CHUNKY_MATE3 dead 
jf @JOEY2_2308 
01CA: actor $CHUNKY_MATE3 kill_player $PLAYER_CHAR 
02A9: set_actor $CHUNKY_MATE3 immune_to_nonplayer 0 
011A: set_actor $CHUNKY_MATE3 search_threat 1 

:JOEY2_2308
if 
8118:   not actor $CHUNKY dead 
jf @JOEY2_2338 
0291: set_actor $CHUNKY heed_threats 0 
02A9: set_actor $CHUNKY immune_to_nonplayer 0 

:JOEY2_2338
0239: actor $CHUNKY run_to 975.5 -722.875 
TIMERB = 0 // @ = int 

:JOEY2_2356
if 
8126:   not actor $CHUNKY objective_passed 
jf @JOEY2_2413 
wait 0 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_2399 
jump @JOEY2_4673 

:JOEY2_2399
gosub @JOEY2_6529 
jump @JOEY2_2356 

:JOEY2_2413
if 
0056:   player $PLAYER_CHAR 0 974.1875 -727.5 1003.375 -748.75 
jf @JOEY2_2450 
jump @JOEY2_3439 

:JOEY2_2450
0239: actor $CHUNKY run_to 985.0625 -733.875 

:JOEY2_2461
if 
8126:   not actor $CHUNKY objective_passed 
jf @JOEY2_2518 
wait 0 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_2504 
jump @JOEY2_4673 

:JOEY2_2504
gosub @JOEY2_6529 
jump @JOEY2_2461 

:JOEY2_2518
0239: actor $CHUNKY run_to 1004.188 -736.875 

:JOEY2_2529
if 
8126:   not actor $CHUNKY objective_passed 
jf @JOEY2_2586 
wait 0 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_2572 
jump @JOEY2_4673 

:JOEY2_2572
gosub @JOEY2_6529 
jump @JOEY2_2529 

:JOEY2_2586
0239: actor $CHUNKY run_to 1006.25 -753.1875 

:JOEY2_2597
if 
8126:   not actor $CHUNKY objective_passed 
jf @JOEY2_2654 
wait 0 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_2640 
jump @JOEY2_4673 

:JOEY2_2640
gosub @JOEY2_6529 
jump @JOEY2_2597 

:JOEY2_2654
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_2677 
jump @JOEY2_4673 

:JOEY2_2677
if 
0119:   car $CHUNKYS_CAR wrecked 
jf @JOEY2_2707 
jump @JOEY2_4489 
jump @JOEY2_2752 

:JOEY2_2707
if or
80B0:   not car $CHUNKYS_CAR 0 1004.0 -738.0 1012.0 -763.0 
8185:   not car $CHUNKYS_CAR health > 300 
jf @JOEY2_2752 
jump @JOEY2_4489 

:JOEY2_2752
01D5: actor $CHUNKY go_to_and_drive_car $CHUNKYS_CAR 

:JOEY2_2760
if 
80DB:   not actor $CHUNKY in_car $CHUNKYS_CAR 
jf @JOEY2_2923 
wait 0 
if 
0119:   car $CHUNKYS_CAR wrecked 
jf @JOEY2_2813 
jump @JOEY2_4489 
jump @JOEY2_2858 

:JOEY2_2813
if or
80B0:   not car $CHUNKYS_CAR 0 1004.0 -738.0 1012.0 -763.0 
8185:   not car $CHUNKYS_CAR health > 300 
jf @JOEY2_2858 
jump @JOEY2_4489 

:JOEY2_2858
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_2881 
jump @JOEY2_4673 

:JOEY2_2881
if and
0214:   pickup $GUN_CHUNKY picked_up 
  $BEEN_IN_SHOP_BEFORE == 0 // $ == int 
jf @JOEY2_2916 
0164: disable_marker $BLIP2_JM2 
$BEEN_IN_SHOP_BEFORE = 1 // $ = int 

:JOEY2_2916
jump @JOEY2_2760 

:JOEY2_2923
if 
8119:   not car $CHUNKYS_CAR wrecked 
jf @JOEY2_2959 
00A8: set_car $CHUNKYS_CAR to_psycho_driver 
00AE: set_vehicle $CHUNKYS_CAR traffic_behavior_to 2 
00AD: set_car $CHUNKYS_CAR max_speed_to 20.0 

:JOEY2_2959
if 
0185:   car $CHUNKYS_CAR health > 300 
jf @JOEY2_3211 
wait 0 
gosub @JOEY2_4838 
if 
8214:   not pickup $GUN_CHUNKY picked_up 
jf @JOEY2_3012 
gosub @JOEY2_6176 

:JOEY2_3012
if 
0119:   car $CHUNKYS_CAR wrecked 
jf @JOEY2_3035 
jump @JOEY2_4673 

:JOEY2_3035
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_3058 
jump @JOEY2_4673 

:JOEY2_3058
if 
80E9:   not player $PLAYER_CHAR 0 $CHUNKY radius 160.0 160.0 
jf @JOEY2_3107 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
jump @JOEY2_4656 

:JOEY2_3107
if 
80DB:   not actor $CHUNKY in_car $CHUNKYS_CAR 
jf @JOEY2_3133 
jump @JOEY2_4489 

:JOEY2_3133
if and
01F4:   car $CHUNKYS_CAR flipped 
01C1:   car $CHUNKYS_CAR stopped 
jf @JOEY2_3169 
01D3: actor $CHUNKY leave_car $CHUNKYS_CAR 
jump @JOEY2_4489 

:JOEY2_3169
if and
0214:   pickup $GUN_CHUNKY picked_up 
  $BEEN_IN_SHOP_BEFORE == 0 // $ == int 
jf @JOEY2_3204 
0164: disable_marker $BLIP2_JM2 
$BEEN_IN_SHOP_BEFORE = 1 // $ = int 

:JOEY2_3204
jump @JOEY2_2959 

:JOEY2_3211
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_3234 
jump @JOEY2_4673 

:JOEY2_3234
01D3: actor $CHUNKY leave_car $CHUNKYS_CAR 

:JOEY2_3242
if 
00DB:   actor $CHUNKY in_car $CHUNKYS_CAR 
jf @JOEY2_3432 
wait 0 
gosub @JOEY2_4838 
if 
8214:   not pickup $GUN_CHUNKY picked_up 
jf @JOEY2_3295 
gosub @JOEY2_6176 

:JOEY2_3295
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_3318 
jump @JOEY2_4673 

:JOEY2_3318
if 
80E9:   not player $PLAYER_CHAR 0 $CHUNKY radius 160.0 160.0 
jf @JOEY2_3367 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
jump @JOEY2_4656 

:JOEY2_3367
if 
0119:   car $CHUNKYS_CAR wrecked 
jf @JOEY2_3390 
jump @JOEY2_4673 

:JOEY2_3390
if and
0214:   pickup $GUN_CHUNKY picked_up 
  $BEEN_IN_SHOP_BEFORE == 0 // $ == int 
jf @JOEY2_3425 
0164: disable_marker $BLIP2_JM2 
$BEEN_IN_SHOP_BEFORE = 1 // $ = int 

:JOEY2_3425
jump @JOEY2_3242 

:JOEY2_3432
jump @JOEY2_4489 

:JOEY2_3439
0239: actor $CHUNKY run_to 979.0625 -720.75 

:JOEY2_3450
if 
8126:   not actor $CHUNKY objective_passed 
jf @JOEY2_3507 
wait 0 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_3493 
jump @JOEY2_4673 

:JOEY2_3493
gosub @JOEY2_6529 
jump @JOEY2_3450 

:JOEY2_3507
0239: actor $CHUNKY run_to 976.6875 -687.0 

:JOEY2_3518
if 
8126:   not actor $CHUNKY objective_passed 
jf @JOEY2_3575 
wait 0 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_3561 
jump @JOEY2_4673 

:JOEY2_3561
gosub @JOEY2_6529 
jump @JOEY2_3518 

:JOEY2_3575
0239: actor $CHUNKY run_to 943.5 -679.1875 

:JOEY2_3586
if 
8126:   not actor $CHUNKY objective_passed 
jf @JOEY2_3643 
wait 0 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_3629 
jump @JOEY2_4673 

:JOEY2_3629
gosub @JOEY2_6529 
jump @JOEY2_3586 

:JOEY2_3643
0239: actor $CHUNKY run_to 920.25 -681.5 

:JOEY2_3654
if 
8126:   not actor $CHUNKY objective_passed 
jf @JOEY2_3711 
wait 0 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_3697 
jump @JOEY2_4673 

:JOEY2_3697
gosub @JOEY2_6529 
jump @JOEY2_3654 

:JOEY2_3711
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_3734 
jump @JOEY2_4673 

:JOEY2_3734
if 
0119:   car $CHUNKYS_CAR2 wrecked 
jf @JOEY2_3764 
jump @JOEY2_4489 
jump @JOEY2_3809 

:JOEY2_3764
if or
80B0:   not car $CHUNKYS_CAR2 0 922.6875 -673.875 906.5625 -698.0 
8185:   not car $CHUNKYS_CAR2 health > 300 
jf @JOEY2_3809 
jump @JOEY2_4489 

:JOEY2_3809
01D5: actor $CHUNKY go_to_and_drive_car $CHUNKYS_CAR2 

:JOEY2_3817
if 
80DB:   not actor $CHUNKY in_car $CHUNKYS_CAR2 
jf @JOEY2_3980 
wait 0 
if 
0119:   car $CHUNKYS_CAR2 wrecked 
jf @JOEY2_3870 
jump @JOEY2_4489 
jump @JOEY2_3915 

:JOEY2_3870
if or
80B0:   not car $CHUNKYS_CAR2 0 922.6875 -673.875 906.5625 -698.0 
8185:   not car $CHUNKYS_CAR2 health > 300 
jf @JOEY2_3915 
jump @JOEY2_4489 

:JOEY2_3915
if and
0214:   pickup $GUN_CHUNKY picked_up 
  $BEEN_IN_SHOP_BEFORE == 0 // $ == int 
jf @JOEY2_3950 
0164: disable_marker $BLIP2_JM2 
$BEEN_IN_SHOP_BEFORE = 1 // $ = int 

:JOEY2_3950
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_3973 
jump @JOEY2_4673 

:JOEY2_3973
jump @JOEY2_3817 

:JOEY2_3980
if 
8119:   not car $CHUNKYS_CAR2 wrecked 
jf @JOEY2_4016 
00A8: set_car $CHUNKYS_CAR2 to_psycho_driver 
00AE: set_vehicle $CHUNKYS_CAR2 traffic_behavior_to 2 
00AD: set_car $CHUNKYS_CAR2 max_speed_to 20.0 

:JOEY2_4016
if 
0185:   car $CHUNKYS_CAR2 health > 300 
jf @JOEY2_4268 
wait 0 
gosub @JOEY2_4838 
if 
8214:   not pickup $GUN_CHUNKY picked_up 
jf @JOEY2_4069 
gosub @JOEY2_6176 

:JOEY2_4069
if 
0119:   car $CHUNKYS_CAR2 wrecked 
jf @JOEY2_4092 
jump @JOEY2_4673 

:JOEY2_4092
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_4115 
jump @JOEY2_4673 

:JOEY2_4115
if 
80E9:   not player $PLAYER_CHAR 0 $CHUNKY radius 160.0 160.0 
jf @JOEY2_4164 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
jump @JOEY2_4656 

:JOEY2_4164
if 
80DB:   not actor $CHUNKY in_car $CHUNKYS_CAR2 
jf @JOEY2_4190 
jump @JOEY2_4489 

:JOEY2_4190
if and
01F4:   car $CHUNKYS_CAR2 flipped 
01C1:   car $CHUNKYS_CAR2 stopped 
jf @JOEY2_4226 
01D3: actor $CHUNKY leave_car $CHUNKYS_CAR2 
jump @JOEY2_4489 

:JOEY2_4226
if and
0214:   pickup $GUN_CHUNKY picked_up 
  $BEEN_IN_SHOP_BEFORE == 0 // $ == int 
jf @JOEY2_4261 
0164: disable_marker $BLIP2_JM2 
$BEEN_IN_SHOP_BEFORE = 1 // $ = int 

:JOEY2_4261
jump @JOEY2_4016 

:JOEY2_4268
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_4291 
jump @JOEY2_4673 

:JOEY2_4291
01D3: actor $CHUNKY leave_car $CHUNKYS_CAR2 

:JOEY2_4299
if 
00DB:   actor $CHUNKY in_car $CHUNKYS_CAR2 
jf @JOEY2_4489 
wait 0 
gosub @JOEY2_4838 
if 
8214:   not pickup $GUN_CHUNKY picked_up 
jf @JOEY2_4352 
gosub @JOEY2_6176 

:JOEY2_4352
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_4375 
jump @JOEY2_4673 

:JOEY2_4375
if 
80E9:   not player $PLAYER_CHAR 0 $CHUNKY radius 160.0 160.0 
jf @JOEY2_4424 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
jump @JOEY2_4656 

:JOEY2_4424
if 
0119:   car $CHUNKYS_CAR2 wrecked 
jf @JOEY2_4447 
jump @JOEY2_4673 

:JOEY2_4447
if and
0214:   pickup $GUN_CHUNKY picked_up 
  $BEEN_IN_SHOP_BEFORE == 0 // $ == int 
jf @JOEY2_4482 
0164: disable_marker $BLIP2_JM2 
$BEEN_IN_SHOP_BEFORE = 1 // $ = int 

:JOEY2_4482
jump @JOEY2_4299 

:JOEY2_4489
if 
8118:   not actor $CHUNKY dead 
jf @JOEY2_4513 
01D0: actor $CHUNKY avoid_player $PLAYER_CHAR 

:JOEY2_4513
if 
8118:   not actor $CHUNKY dead 
jf @JOEY2_4649 
wait 0 
if 
0118:   actor $CHUNKY dead 
jf @JOEY2_4556 
jump @JOEY2_4673 

:JOEY2_4556
gosub @JOEY2_4838 
gosub @JOEY2_6529 
if 
8214:   not pickup $GUN_CHUNKY picked_up 
jf @JOEY2_4593 
gosub @JOEY2_6176 

:JOEY2_4593
if 
80E9:   not player $PLAYER_CHAR 0 $CHUNKY radius 160.0 160.0 
jf @JOEY2_4642 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
jump @JOEY2_4656 

:JOEY2_4642
jump @JOEY2_4513 

:JOEY2_4649
jump @JOEY2_4673 

:JOEY2_4656
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:JOEY2_4673
$FLAG_JOEY_MISSION2_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10000 
0318: set_latest_mission_passed 'JM2'  // 'FAREWELL 'CHUNKY' LEE CHONG'
030C: progress_made += 1 
start_new_script @NONAME_23 
if 
  $OUT_OF_STOCK_PISTOL == 0 // $ == int 
jf @JOEY2_4763 
start_new_script @PISTOL1 

:JOEY2_4763
return 

:JOEY2_4765
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 0 // $ = int 
$SPECIAL_AMMU_AUDIO = 0 // $ = int 
0249: release_model #GANG03 
0249: release_model #PEREN 
0296: unload_special_actor 2 
0164: disable_marker $BLIP1_JM2 
0164: disable_marker $BLIP2_JM2 
0215: destroy_pickup $GUN_CHUNKY 
if 
8118:   not actor $CHUNKY dead 
jf @JOEY2_4834 
034F: destroy_actor_with_fade $CHUNKY // The actor fades away like a ghost 

:JOEY2_4834
mission_cleanup 
return 

:JOEY2_4838
if 
  $FLAG_PLAYER_HAD_GUN_MESSAGE == 0 // $ == int 
jf @JOEY2_6174 
if 
019C:   player $PLAYER_CHAR 0 1075.188 -384.75 14.0 1086.188 -403.25 17.0 
jf @JOEY2_6174 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @JOEY2_5201 
if 
  $FLAG_GUN_MESSAGE_JM2 == 0 // $ == int 
jf @JOEY2_4957 
03E5: text_box 'GUN_1A'  // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 1 // $ = int 

:JOEY2_4957
if 
  $FLAG_GUN_MESSAGE_JM2 == 1 // $ == int 
jf @JOEY2_5018 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5018 
03E5: text_box 'GUN_2A'  // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets...
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 2 // $ = int 

:JOEY2_5018
if 
  $FLAG_GUN_MESSAGE_JM2 == 2 // $ == int 
jf @JOEY2_5079 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5079 
03E5: text_box 'GUN_3A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 3 // $ = int 

:JOEY2_5079
if 
  $FLAG_GUN_MESSAGE_JM2 == 3 // $ == int 
jf @JOEY2_5140 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5140 
03E5: text_box 'GUN_4A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 4 // $ = int 

:JOEY2_5140
if 
  $FLAG_GUN_MESSAGE_JM2 == 4 // $ == int 
jf @JOEY2_5201 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5201 
03E5: text_box 'GUN_5'  // You can practice targeting and shooting on these paper targets. When you are finished resume the mission.
$FLAG_GUN_MESSAGE_JM2 = 5 // $ = int 
$FLAG_PLAYER_HAD_GUN_MESSAGE = 1 // $ = int 

:JOEY2_5201
if 
  $CONTROLMODE == 1 // $ == int 
jf @JOEY2_5505 
if 
  $FLAG_GUN_MESSAGE_JM2 == 0 // $ == int 
jf @JOEY2_5261 
03E5: text_box 'GUN_1A'  // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 1 // $ = int 

:JOEY2_5261
if 
  $FLAG_GUN_MESSAGE_JM2 == 1 // $ == int 
jf @JOEY2_5322 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5322 
03E5: text_box 'GUN_2A'  // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets...
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 2 // $ = int 

:JOEY2_5322
if 
  $FLAG_GUN_MESSAGE_JM2 == 2 // $ == int 
jf @JOEY2_5383 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5383 
03E5: text_box 'GUN_3A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 3 // $ = int 

:JOEY2_5383
if 
  $FLAG_GUN_MESSAGE_JM2 == 3 // $ == int 
jf @JOEY2_5444 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5444 
03E5: text_box 'GUN_4A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 4 // $ = int 

:JOEY2_5444
if 
  $FLAG_GUN_MESSAGE_JM2 == 4 // $ == int 
jf @JOEY2_5505 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5505 
03E5: text_box 'GUN_5'  // You can practice targeting and shooting on these paper targets. When you are finished resume the mission.
$FLAG_GUN_MESSAGE_JM2 = 5 // $ = int 
$FLAG_PLAYER_HAD_GUN_MESSAGE = 1 // $ = int 

:JOEY2_5505
if 
  $CONTROLMODE == 2 // $ == int 
jf @JOEY2_5809 
if 
  $FLAG_GUN_MESSAGE_JM2 == 0 // $ == int 
jf @JOEY2_5565 
03E5: text_box 'GUN_1A'  // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 1 // $ = int 

:JOEY2_5565
if 
  $FLAG_GUN_MESSAGE_JM2 == 1 // $ == int 
jf @JOEY2_5626 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5626 
03E5: text_box 'GUN_2C'  // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets...
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 2 // $ = int 

:JOEY2_5626
if 
  $FLAG_GUN_MESSAGE_JM2 == 2 // $ == int 
jf @JOEY2_5687 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5687 
03E5: text_box 'GUN_3A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 3 // $ = int 

:JOEY2_5687
if 
  $FLAG_GUN_MESSAGE_JM2 == 3 // $ == int 
jf @JOEY2_5748 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5748 
03E5: text_box 'GUN_4A'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 4 // $ = int 

:JOEY2_5748
if 
  $FLAG_GUN_MESSAGE_JM2 == 4 // $ == int 
jf @JOEY2_5809 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5809 
03E5: text_box 'GUN_5'  // You can practice targeting and shooting on these paper targets. When you are finished resume the mission.
$FLAG_GUN_MESSAGE_JM2 = 5 // $ = int 
$FLAG_PLAYER_HAD_GUN_MESSAGE = 1 // $ = int 

:JOEY2_5809
if 
  $CONTROLMODE == 3 // $ == int 
jf @JOEY2_6174 
if 
  $FLAG_GUN_MESSAGE_JM2 == 0 // $ == int 
jf @JOEY2_5869 
03E5: text_box 'GUN_1A'  // Use the ~h~~k~~PED_CYCLE_WEAPON_RIGHT~ button ~w~and the ~h~~k~~PED_CYCLE_WEAPON_LEFT~ button ~w~to cycle through your weapons.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 1 // $ = int 

:JOEY2_5869
if 
  $FLAG_GUN_MESSAGE_JM2 == 1 // $ == int 
jf @JOEY2_5930 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5930 
03E5: text_box 'GUN_2D'  // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets...
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 2 // $ = int 

:JOEY2_5930
if 
  $FLAG_GUN_MESSAGE_JM2 == 1 // $ == int 
jf @JOEY2_5991 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_5991 
03E5: text_box 'GUN_2C'  // Hold the ~h~~k~~PED_LOCK_TARGET~ button ~w~to ~h~auto-target~w~, press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire! Try shooting the targets...
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 2 // $ = int 

:JOEY2_5991
if 
  $FLAG_GUN_MESSAGE_JM2 == 2 // $ == int 
jf @JOEY2_6052 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_6052 
03E5: text_box 'GUN_3B'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button,~w~ press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button~w~ or the ~h~~k~~PED_CYCLE_TARGET_RIGHT~ button to switch target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 3 // $ = int 

:JOEY2_6052
if 
  $FLAG_GUN_MESSAGE_JM2 == 3 // $ == int 
jf @JOEY2_6113 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_6113 
03E5: text_box 'GUN_4B'  // While holding the ~h~~k~~PED_LOCK_TARGET~ button~w~ you can walk or run while remaining locked onto a target.
TIMERB = 0 // @ = int 
$FLAG_GUN_MESSAGE_JM2 = 4 // $ = int 

:JOEY2_6113
if 
  $FLAG_GUN_MESSAGE_JM2 == 4 // $ == int 
jf @JOEY2_6174 
if 
  TIMERB > 10000 // @ > int 
jf @JOEY2_6174 
03E5: text_box 'GUN_5'  // You can practice targeting and shooting on these paper targets. When you are finished resume the mission.
$FLAG_GUN_MESSAGE_JM2 = 5 // $ = int 
$FLAG_PLAYER_HAD_GUN_MESSAGE = 1 // $ = int 

:JOEY2_6174
return 

:JOEY2_6176
if 
  $HAS_AUDIO_BEEN_ACTIVATED == 0 // $ == int 
jf @JOEY2_6527 
if 
0057:   player $PLAYER_CHAR 0 1066.563 -403.5 14.0 1072.75 -394.0 18.0 
jf @JOEY2_6518 
$SPECIAL_AMMU_AUDIO = 1 // $ = int 
03CF: load_wav 'AMMU_B' 
if 
  $CAMERA_AMMU1 == 1 // $ == int 
jf @JOEY2_6511 
if 
8118:   not actor $AMMU_SHOP_BLOKE1 dead 
jf @JOEY2_6502 

:JOEY2_6281
if 
83D0:   not wav_loaded 
jf @JOEY2_6333 
wait 0 
if or
0118:   actor $AMMU_SHOP_BLOKE1 dead 
02DF:   player $PLAYER_CHAR aggressive 
jf @JOEY2_6326 
jump @JOEY2_6481 

:JOEY2_6326
jump @JOEY2_6281 

:JOEY2_6333
03D1: play_wav 
00BC: text_highpriority 'AMMU_B' time 5000 2  // Joey told me to tool you up...

:JOEY2_6350
if 
83D2:   not wav_ended 
jf @JOEY2_6402 
wait 0 
if or
0118:   actor $AMMU_SHOP_BLOKE1 dead 
02DF:   player $PLAYER_CHAR aggressive 
jf @JOEY2_6395 
jump @JOEY2_6481 

:JOEY2_6395
jump @JOEY2_6350 

:JOEY2_6402
03CF: load_wav 'AMMU_C' 

:JOEY2_6412
if 
83D0:   not wav_loaded 
jf @JOEY2_6464 
wait 0 
if or
0118:   actor $AMMU_SHOP_BLOKE1 dead 
02DF:   player $PLAYER_CHAR aggressive 
jf @JOEY2_6457 
jump @JOEY2_6481 

:JOEY2_6457
jump @JOEY2_6412 

:JOEY2_6464
03D1: play_wav 
00BC: text_highpriority 'AMMU_C' time 5000 2  // So go around back of the shop. I left you a nine in the yard.

:JOEY2_6481
$HAS_AUDIO_BEEN_ACTIVATED = 1 // $ = int 
$SPECIAL_AMMU_AUDIO = 0 // $ = int 
jump @JOEY2_6511 

:JOEY2_6502
$SPECIAL_AMMU_AUDIO = 0 // $ = int 
040D: clear_mission_audio 

:JOEY2_6511
jump @JOEY2_6527 

:JOEY2_6518
$SPECIAL_AMMU_AUDIO = 0 // $ = int 
040D: clear_mission_audio 

:JOEY2_6527
return 

:JOEY2_6529
if and
0214:   pickup $GUN_CHUNKY picked_up 
  $BEEN_IN_SHOP_BEFORE == 0 // $ == int 
jf @JOEY2_6564 
0164: disable_marker $BLIP2_JM2 
$BEEN_IN_SHOP_BEFORE = 1 // $ = int 

:JOEY2_6564
if 
8118:   not actor $CHUNKY dead 
jf @JOEY2_6613 
if 
  TIMERB > 2500 // @ > int 
jf @JOEY2_6613 
TIMERB = 0 // @ = int 
041C: make_actor $CHUNKY say 95 

:JOEY2_6613
return 

//-------------Mission 26---------------
// Originally: Van Heist

:JOEY3
gosub @JOEY3_36 
if 
  wasted_or_busted 
jf @JOEY3_27 
gosub @JOEY3_2765 

:JOEY3_27
gosub @JOEY3_2873 
terminate_this_script 

:JOEY3_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 1 // $ = int 
script_name 'JOEY3' 
wait 0 
$IN_THE_LOCATE_JOEY3 = 0 // $ = int 
023C: load_special_actor 1 'JOEY' 
02F3: load_object #CUTOBJ01 'JOEYH' 
02F3: load_object #CUTOBJ02 'PLAYERH' 
02F3: load_object #CUTOBJ03 'TROLL' 
0247: request_model #JOGARAGEEXT 
0247: request_model #JOGARAGEINT 
038B: load_requested_models 

:JOEY3_136
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @JOEY3_177 
wait 0 
jump @JOEY3_136 

:JOEY3_177
if or
8248:   not model #JOGARAGEEXT available 
8248:   not model #JOGARAGEINT available 
jf @JOEY3_209 
wait 0 
jump @JOEY3_177 

:JOEY3_209
02E4: load_cutscene_data 'J3_VH' 
0244: set_cutscene_pos 1190.063 -869.8125 13.9375 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_JOEY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_JOEY 'JOEY' 
02F4: create_cutscene_actor $CS_JOEYHEAD from_head #CUTOBJ01 and_body $CS_JOEY 
02F5: set_head_anim $CS_JOEYHEAD 'JOEY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ02 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_TROLL = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $CS_TROLL 'TROLL' 
0395: clear_area 1 at 1191.875 -870.375 15.0 range 1.0 
0055: put_player $PLAYER_CHAR at 1191.875 -870.375 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:JOEY3_399
if 
  5515 > $CS_TIME // int > $ 
jf @JOEY3_434 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY3_399 

:JOEY3_434
00BC: text_highpriority 'JM3_A' time 10000 2  // Alright, we're gonna hit the pay role van.

:JOEY3_449
if 
  7894 > $CS_TIME // int > $ 
jf @JOEY3_484 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY3_449 

:JOEY3_484
00BC: text_highpriority 'JM3_B' time 10000 2  // It leaves the edge of China Town everyday.

:JOEY3_499
if 
  10381 > $CS_TIME // int > $ 
jf @JOEY3_534 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY3_499 

:JOEY3_534
00BC: text_highpriority 'JM3_C' time 10000 2  // Bullets won't even dent the van's armor, so get a car and ram it off the road.

:JOEY3_549
if 
  14589 > $CS_TIME // int > $ 
jf @JOEY3_584 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY3_549 

:JOEY3_584
00BC: text_highpriority 'JM3_D' time 10000 2  // Now hit it hard and the punk ass security guards should bail.

:JOEY3_599
if 
  17518 > $CS_TIME // int > $ 
jf @JOEY3_634 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY3_599 

:JOEY3_634
00BC: text_highpriority 'JM3_E' time 10000 2  // Then take it to the warehouse at the docks and my guys are gonna take over from there.

:JOEY3_649
if 
  21627 > $CS_TIME // int > $ 
jf @JOEY3_684 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY3_649 

:JOEY3_684
00BC: text_highpriority 'JM3_F' time 10000 2  // Now it won't be doin' it's rounds all day, so don't hang around.

:JOEY3_699
if 
  24675 > $CS_TIME // int > $ 
jf @JOEY3_734 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY3_699 

:JOEY3_734
00BE: text_clear_all 

:JOEY3_736
if 
  27333 > $CS_TIME // int > $ 
jf @JOEY3_771 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY3_736 

:JOEY3_771
fade 0 1500 

:JOEY3_778
if 
82E9:   not cutscene_reached_end 
jf @JOEY3_802 
wait 0 
jump @JOEY3_778 

:JOEY3_802
00BE: text_clear_all 

:JOEY3_804
if 
  fading 
jf @JOEY3_828 
wait 0 
jump @JOEY3_804 

:JOEY3_828
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #JOGARAGEEXT 
0249: release_model #JOGARAGEINT 
023C: load_special_actor 2 'S_GUARD' 
0247: request_model #SECURICA 

:JOEY3_893
if or
823D:   not special_actor 2 loaded 
8248:   not model #SECURICA available 
jf @JOEY3_923 
wait 0 
jump @JOEY3_893 

:JOEY3_923
00A5: $VAN_JM3 = create_car #SECURICA at 1063.0 -805.0 14.5625 
020A: set_car $VAN_JM3 door_status_to 3 
02AA: set_car $VAN_JM3 immune_to_nonplayer 1 
02AC: set_car $VAN_JM3 immunities 1 1 0 0 1 
00AD: set_car $VAN_JM3 max_speed_to 14.0 
00AE: set_vehicle $VAN_JM3 traffic_behavior_to 0 
0186: $BLIP1_JM3 = create_marker_above_car $VAN_JM3 
0129: $VAN_MAN1_JM3 = create_actor 21 #SPECIAL02 in_car $VAN_JM3 driverseat 
0243: set_actor $VAN_MAN1_JM3 ped_stats_to 14 
01C8: $VAN_MAN2_JM3 = create_actor 21 #SPECIAL02 in_car $VAN_JM3 passenger_seat 0 
0243: set_actor $VAN_MAN2_JM3 ped_stats_to 14 
0227: $TEST_VAN_HEALTH_COUNTER = car $VAN_JM3 health 
03C4: set_status_text_to $TEST_VAN_HEALTH_COUNTER 1 'DAM'  // DAMAGE:
0227: $TEST_VAN_HEALTH_COUNTER = car $VAN_JM3 health 
$TEST_VAN_HEALTH_COUNTER2 = 1000 // $ = int 
0060: $TEST_VAN_HEALTH_COUNTER2 -= $TEST_VAN_HEALTH_COUNTER // $ -= $ int 
if 
  $TEST_VAN_HEALTH_COUNTER2 > 400 // $ > int 
jf @JOEY3_1105 
$TEST_VAN_HEALTH_COUNTER2 = 400 // $ = int 

:JOEY3_1105
0084: $TEST_VAN_HEALTH_COUNTER = $TEST_VAN_HEALTH_COUNTER2 // $ = $ int 
$TEST_VAN_HEALTH_COUNTER /= 4 // $ /= int 

:JOEY3_1120
if 
0185:   car $VAN_JM3 health > 999 
jf @JOEY3_1282 
wait 0 
if 
0119:   car $VAN_JM3 wrecked 
jf @JOEY3_1181 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY3_2765 

:JOEY3_1181
if and
01F4:   car $VAN_JM3 flipped 
01C1:   car $VAN_JM3 stopped 
jf @JOEY3_1209 
jump @JOEY3_2765 

:JOEY3_1209
0227: $TEST_VAN_HEALTH_COUNTER = car $VAN_JM3 health 
$TEST_VAN_HEALTH_COUNTER2 = 1000 // $ = int 
0060: $TEST_VAN_HEALTH_COUNTER2 -= $TEST_VAN_HEALTH_COUNTER // $ -= $ int 
if 
  $TEST_VAN_HEALTH_COUNTER2 > 400 // $ > int 
jf @JOEY3_1260 
$TEST_VAN_HEALTH_COUNTER2 = 400 // $ = int 

:JOEY3_1260
0084: $TEST_VAN_HEALTH_COUNTER = $TEST_VAN_HEALTH_COUNTER2 // $ = $ int 
$TEST_VAN_HEALTH_COUNTER /= 4 // $ /= int 
jump @JOEY3_1120 

:JOEY3_1282
if 
8119:   not car $VAN_JM3 wrecked 
jf @JOEY3_1335 
00AE: set_vehicle $VAN_JM3 traffic_behavior_to 2 
00AD: set_car $VAN_JM3 max_speed_to 20.0 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 
02AA: set_car $VAN_JM3 immune_to_nonplayer 0 
0227: $OLD_VAN_HEALTH = car $VAN_JM3 health 

:JOEY3_1335
if 
0185:   car $VAN_JM3 health > 750 
jf @JOEY3_1547 
wait 0 
if 
0119:   car $VAN_JM3 wrecked 
jf @JOEY3_1396 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY3_2765 

:JOEY3_1396
if and
01F4:   car $VAN_JM3 flipped 
01C1:   car $VAN_JM3 stopped 
jf @JOEY3_1424 
jump @JOEY3_2765 

:JOEY3_1424
if 
8119:   not car $VAN_JM3 wrecked 
jf @JOEY3_1540 
0227: $TEST_VAN_HEALTH_COUNTER = car $VAN_JM3 health 
if 
001C:   $OLD_VAN_HEALTH > $TEST_VAN_HEALTH_COUNTER // $ > $ int 
jf @JOEY3_1474 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 1 

:JOEY3_1474
0084: $OLD_VAN_HEALTH = $TEST_VAN_HEALTH_COUNTER // $ = $ int 
$TEST_VAN_HEALTH_COUNTER2 = 1000 // $ = int 
0060: $TEST_VAN_HEALTH_COUNTER2 -= $TEST_VAN_HEALTH_COUNTER // $ -= $ int 
if 
  $TEST_VAN_HEALTH_COUNTER2 > 400 // $ > int 
jf @JOEY3_1525 
$TEST_VAN_HEALTH_COUNTER2 = 400 // $ = int 

:JOEY3_1525
0084: $TEST_VAN_HEALTH_COUNTER = $TEST_VAN_HEALTH_COUNTER2 // $ = $ int 
$TEST_VAN_HEALTH_COUNTER /= 4 // $ /= int 

:JOEY3_1540
jump @JOEY3_1335 

:JOEY3_1547
if 
0185:   car $VAN_JM3 health > 600 
jf @JOEY3_1759 
wait 0 
if 
0119:   car $VAN_JM3 wrecked 
jf @JOEY3_1608 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY3_2765 

:JOEY3_1608
if and
01F4:   car $VAN_JM3 flipped 
01C1:   car $VAN_JM3 stopped 
jf @JOEY3_1636 
jump @JOEY3_2765 

:JOEY3_1636
if 
8119:   not car $VAN_JM3 wrecked 
jf @JOEY3_1752 
0227: $TEST_VAN_HEALTH_COUNTER = car $VAN_JM3 health 
if 
001C:   $OLD_VAN_HEALTH > $TEST_VAN_HEALTH_COUNTER // $ > $ int 
jf @JOEY3_1686 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 

:JOEY3_1686
0084: $OLD_VAN_HEALTH = $TEST_VAN_HEALTH_COUNTER // $ = $ int 
$TEST_VAN_HEALTH_COUNTER2 = 1000 // $ = int 
0060: $TEST_VAN_HEALTH_COUNTER2 -= $TEST_VAN_HEALTH_COUNTER // $ -= $ int 
if 
  $TEST_VAN_HEALTH_COUNTER2 > 400 // $ > int 
jf @JOEY3_1737 
$TEST_VAN_HEALTH_COUNTER2 = 400 // $ = int 

:JOEY3_1737
0084: $TEST_VAN_HEALTH_COUNTER = $TEST_VAN_HEALTH_COUNTER2 // $ = $ int 
$TEST_VAN_HEALTH_COUNTER /= 4 // $ /= int 

:JOEY3_1752
jump @JOEY3_1547 

:JOEY3_1759
if 
8119:   not car $VAN_JM3 wrecked 
jf @JOEY3_1835 
020A: set_car $VAN_JM3 door_status_to 1 
0151: remove_status_text $TEST_VAN_HEALTH_COUNTER 
if 
8118:   not actor $VAN_MAN1_JM3 dead 
jf @JOEY3_1811 
01D3: actor $VAN_MAN1_JM3 leave_car $VAN_JM3 

:JOEY3_1811
if 
8118:   not actor $VAN_MAN2_JM3 dead 
jf @JOEY3_1835 
01D3: actor $VAN_MAN2_JM3 leave_car $VAN_JM3 

:JOEY3_1835
if 
0119:   car $VAN_JM3 wrecked 
jf @JOEY3_1873 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY3_2765 

:JOEY3_1873
if or
80DB:   not actor $VAN_MAN1_JM3 in_car $VAN_JM3 
80DB:   not actor $VAN_MAN2_JM3 in_car $VAN_JM3 
jf @JOEY3_1998 
wait 0 
if 
0119:   car $VAN_JM3 wrecked 
jf @JOEY3_1942 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY3_2765 

:JOEY3_1942
if or
0118:   actor $VAN_MAN1_JM3 dead 
0118:   actor $VAN_MAN2_JM3 dead 
jf @JOEY3_1963 

:JOEY3_1963
if and
01F4:   car $VAN_JM3 flipped 
01C1:   car $VAN_JM3 stopped 
jf @JOEY3_1991 
jump @JOEY3_2765 

:JOEY3_1991
jump @JOEY3_1873 

:JOEY3_1998
wait 1600 
if 
0119:   car $VAN_JM3 wrecked 
jf @JOEY3_2041 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY3_2765 

:JOEY3_2041
if and
8118:   not actor $VAN_MAN1_JM3 dead 
8118:   not actor $VAN_MAN2_JM3 dead 
jf @JOEY3_2085 
01D0: actor $VAN_MAN1_JM3 avoid_player $PLAYER_CHAR 
01D0: actor $VAN_MAN2_JM3 avoid_player $PLAYER_CHAR 
041C: make_actor $VAN_MAN2_JM3 say 96 

:JOEY3_2085
if 
8119:   not car $VAN_JM3 wrecked 
jf @JOEY3_2109 
021B: set_garage $GARAGE_BANK to_accept_car $VAN_JM3 

:JOEY3_2109
$FLAG_CAR_BLIP_DISPLAYED_JM3 = 1 // $ = int 

:JOEY3_2116
TIMERB = 0 // @ = int 

:JOEY3_2123
if or
81AC:   not car $VAN_JM3 stopped 0 1440.688 -805.5625 10.875 1449.75 -782.0625 15.875 
80DC:   not player $PLAYER_CHAR in_car $VAN_JM3 
jf @JOEY3_2602 
wait 0 
if 
0119:   car $VAN_JM3 wrecked 
jf @JOEY3_2209 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY3_2765 

:JOEY3_2209
if 
00DC:   player $PLAYER_CHAR in_car $VAN_JM3 
jf @JOEY3_2294 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM3 == 1 // $ == int 
jf @JOEY3_2294 
018A: $BLIP2_JM3 = create_checkpoint_at 1445.75 -796.6875 -100.0 
018B: set_marker $BLIP2_JM3 display 2 
0164: disable_marker $BLIP1_JM3 
00BC: text_highpriority 'JM3_1' time 5000 1  // ~g~Take the van to the lock up.
$FLAG_CAR_BLIP_DISPLAYED_JM3 = 0 // $ = int 

:JOEY3_2294
if 
80DC:   not player $PLAYER_CHAR in_car $VAN_JM3 
jf @JOEY3_2366 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM3 == 0 // $ == int 
jf @JOEY3_2366 
0186: $BLIP1_JM3 = create_marker_above_car $VAN_JM3 
0164: disable_marker $BLIP2_JM3 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_JM3 = 1 // $ = int 

:JOEY3_2366
if and
01F4:   car $VAN_JM3 flipped 
01C1:   car $VAN_JM3 stopped 
jf @JOEY3_2394 
jump @JOEY3_2765 

:JOEY3_2394
if 
8118:   not actor $VAN_MAN2_JM3 dead 
jf @JOEY3_2443 
if 
  TIMERB > 4000 // @ > int 
jf @JOEY3_2443 
TIMERB = 0 // @ = int 
041C: make_actor $VAN_MAN2_JM3 say 96 

:JOEY3_2443
if 
  $IN_THE_LOCATE_JOEY3 == 0 // $ == int 
jf @JOEY3_2509 
if 
00F7:   player $PLAYER_CHAR 1 1445.0 -811.5 11.75 radius 4.0 6.0 4.0 
jf @JOEY3_2509 
0110: clear_player $PLAYER_CHAR wanted_level 
$IN_THE_LOCATE_JOEY3 = 1 // $ = int 

:JOEY3_2509
if 
  $IN_THE_LOCATE_JOEY3 == 1 // $ == int 
jf @JOEY3_2595 
if and
80B1:   not car $VAN_JM3 0 1440.688 -805.5625 10.875 1449.75 -782.0625 15.875 
80F7:   not player $PLAYER_CHAR 0 1445.0 -811.5 11.75 radius 4.0 6.0 4.0 
jf @JOEY3_2595 
$IN_THE_LOCATE_JOEY3 = 0 // $ = int 

:JOEY3_2595
jump @JOEY3_2123 

:JOEY3_2602
00BC: text_highpriority 'OUT_VEH' time 5000 2  // ~g~Get out of the vehicle!

:JOEY3_2617
if 
821C:   not car_inside_garage $GARAGE_BANK 
jf @JOEY3_2753 
if 
0119:   car $VAN_JM3 wrecked 
jf @JOEY3_2671 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY3_2765 

:JOEY3_2671
if 
80B1:   not car $VAN_JM3 0 1440.688 -805.5625 10.875 1449.75 -782.0625 15.875 
jf @JOEY3_2714 
jump @JOEY3_2116 

:JOEY3_2714
if and
01F4:   car $VAN_JM3 flipped 
01C1:   car $VAN_JM3 stopped 
jf @JOEY3_2742 
jump @JOEY3_2765 

:JOEY3_2742
wait 0 
jump @JOEY3_2617 

:JOEY3_2753
0164: disable_marker $BLIP2_JM3 
jump @JOEY3_2782 

:JOEY3_2765
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:JOEY3_2782
$FLAG_JOEY_MISSION3_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 20000 
0318: set_latest_mission_passed 'JM3'  // 'VAN HEIST'
030C: progress_made += 1 
03A5: set_garage $GARAGE_BANK type_to 7 118 
start_new_script @NONAME_24 
start_new_script @DIAB_PH 
start_new_script @NONAME_79 
return 

:JOEY3_2873
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_JM3 
0164: disable_marker $BLIP2_JM3 
0296: unload_special_actor 2 
021B: set_garage $GARAGE_BANK to_accept_car -1 
0249: release_model #SECURICA 
0151: remove_status_text $TEST_VAN_HEALTH_COUNTER 
mission_cleanup 
return 

//-------------Mission 27---------------
// Originally: Cipriani's Chauffeur

:JOEY4
gosub @JOEY4_36 
if 
  wasted_or_busted 
jf @JOEY4_27 
gosub @JOEY4_7793 

:JOEY4_27
gosub @JOEY4_7897 
terminate_this_script 

:JOEY4_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 1 // $ = int 
script_name 'JOEY4' 
wait 0 
if 
  $TONIS_CAR_CREATED_BEFORE == 1 // $ == int 
jf @JOEY4_91 
gosub @JOEY4_7999 

:JOEY4_91
$FLAG_DISPLAYED_WANTED_MESSAGE_JM4 = 0 // $ = int 
$FLAG_DISPLAYED_HORN_MESSAGE_JM4 = 0 // $ = int 
$TONI_ABUSE1_DONE_BEFORE = 0 // $ = int 
$OJECTIVE_TRIAD1_DONE_BEFORE = 0 // $ = int 
$OJECTIVE_TRIAD2_DONE_BEFORE = 0 // $ = int 
$TRIADS_OJECTIVE_PASSED = 0 // $ = int 
$TONIS_AUDIO_ALL_FINISHED = 0 // $ = int 
$PLAYED_TUNE_BEFORE = 0 // $ = int 
01EB: set_car_density_to 0.0 
023C: load_special_actor 1 'JOEY' 
023C: load_special_actor 2 'TONY' 
02F3: load_object #CUTOBJ01 'JOEDOOR' 
02F3: load_object #CUTOBJ02 'JOEYH' 
02F3: load_object #CUTOBJ03 'PLAYERH' 
02F3: load_object #CUTOBJ04 'TONYH' 
0247: request_model #MAFIA 
0247: request_model #IDAHO 
0247: request_model #STALLION 
0247: request_model #JOGARAGEEXT 
0247: request_model #JOGARAGEINT 
038B: load_requested_models 

:JOEY4_254
if or
8248:   not model #MAFIA available 
8248:   not model #IDAHO available 
8248:   not model #STALLION available 
jf @JOEY4_290 
wait 0 
jump @JOEY4_254 

:JOEY4_290
00A5: $TONIS_RIDE = create_car #MAFIA at 1189.688 -864.25 14.0625 
$TONIS_CAR_CREATED_BEFORE = 1 // $ = int 
0175: set_car $TONIS_RIDE z_angle_to -142.0 
041E: set_radio_station 1 -1 

:JOEY4_328
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @JOEY4_358 
wait 0 
jump @JOEY4_328 

:JOEY4_358
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
jf @JOEY4_400 
wait 0 
jump @JOEY4_358 

:JOEY4_400
if or
8248:   not model #JOGARAGEEXT available 
8248:   not model #JOGARAGEINT available 
jf @JOEY4_432 
wait 0 
jump @JOEY4_400 

:JOEY4_432
02E4: load_cutscene_data 'J4_ETH' 
0244: set_cutscene_pos 1190.063 -869.8125 13.9375 
00A5: $CUT_CAR2_LM3 = create_car #IDAHO at 1182.5 -857.0 14.0625 
0175: set_car $CUT_CAR2_LM3 z_angle_to 291.1875 
00A5: $CUT_CAR3_LM3 = create_car #STALLION at 1192.875 -860.75 14.0 
0175: set_car $CUT_CAR3_LM3 z_angle_to 150.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_JOEY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_JOEY 'JOEY' 
02E5: $CS_TONY = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_TONY 'TONY' 
02F4: create_cutscene_actor $CS_JOEYHEAD from_head #CUTOBJ02 and_body $CS_JOEY 
02F5: set_head_anim $CS_JOEYHEAD 'JOEY' 
02F4: create_cutscene_actor $CS_TONYHEAD from_head #CUTOBJ04 and_body $CS_TONY 
02F5: set_head_anim $CS_TONYHEAD 'TONY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ03 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_JOEDOOR = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_JOEDOOR 'JOEDOOR' 
0395: clear_area 1 at 1195.0 -870.25 15.0 range 10.0 
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 0 
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 0 
01BB: store_object $JOEYS_GARAGE_DOOR2 position_to $JOEYDOOR2_X $JOEYDOOR2_Y $JOEYDOOR2_Z 
01BB: store_object $JOEYS_GARAGE_DOOR3 position_to $JOEYDOOR3_X $JOEYDOOR3_Y $JOEYDOOR3_Z 
$JOEYDOOR2_Z += 3.0 // $ += float 
$JOEYDOOR3_Z += 3.0 // $ += float 

:JOEY4_751
if or
834E:   not move_object $JOEYS_GARAGE_DOOR2 to $JOEYDOOR2_X $JOEYDOOR2_Y $JOEYDOOR2_Z speed 0.0625 0.0625 100.0 collision_check 0 
834E:   not move_object $JOEYS_GARAGE_DOOR3 to $JOEYDOOR3_X $JOEYDOOR3_Y $JOEYDOOR3_Z speed 0.0625 0.0625 100.0 collision_check 0 
jf @JOEY4_904 
wait 0 
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_854 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_854
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_897 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_897
jump @JOEY4_751 

:JOEY4_904
fade 1 1800 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:JOEY4_926
if 
  1 > $CS_TIME // int > $ 
jf @JOEY4_960 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY4_926 

:JOEY4_960
00BC: text_highpriority 'JM4_A' time 10000 1  // Yeah, I know Toni, I've tuned her real sweet. She purrs, you know what I mean?

:JOEY4_975
if 
  4000 > $CS_TIME // int > $ 
jf @JOEY4_1010 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY4_975 

:JOEY4_1010
00BC: text_highpriority 'JM4_B' time 10000 1  // Oh! Here's the guy I was telling you about!

:JOEY4_1025
if 
  6180 > $CS_TIME // int > $ 
jf @JOEY4_1060 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY4_1025 

:JOEY4_1060
00BC: text_highpriority 'JM4_C' time 10000 1  // Alright Listen. This guy ain't Italian and he's no mechanic but he can get things fixed.

:JOEY4_1075
if 
  10230 > $CS_TIME // int > $ 
jf @JOEY4_1110 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY4_1075 

:JOEY4_1110
00BC: text_highpriority 'JM4_D' time 10000 1  // This is Pops Capo, Toni Cipriani.

:JOEY4_1125
if 
  13040 > $CS_TIME // int > $ 
jf @JOEY4_1160 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY4_1125 

:JOEY4_1160
00BC: text_highpriority 'JM4_E' time 10000 1  // Yeah, I'm Toni Cipriani

:JOEY4_1175
if 
  15110 > $CS_TIME // int > $ 
jf @JOEY4_1210 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY4_1175 

:JOEY4_1210
00BC: text_highpriority 'JM4_F' time 10000 1  // Take him to Momma's restaurant at St Marks, alright.

:JOEY4_1225
if 
  18080 > $CS_TIME // int > $ 
jf @JOEY4_1260 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY4_1225 

:JOEY4_1260
00BC: text_highpriority 'JM4_G' time 10000 1  // Now listen to me, I'm planning a job that needs a good driver so drop by sometime later Ok?

:JOEY4_1275
if 
  23511 > $CS_TIME // int > $ 
jf @JOEY4_1310 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY4_1275 

:JOEY4_1310
00BE: text_clear_all 

:JOEY4_1312
if 
  23833 > $CS_TIME // int > $ 
jf @JOEY4_1347 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY4_1312 

:JOEY4_1347
if 
82E9:   not cutscene_reached_end 
jf @JOEY4_1371 
wait 0 
jump @JOEY4_1347 

:JOEY4_1371
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
if 
8119:   not car $TONIS_RIDE wrecked 
jf @JOEY4_1436 
01C8: $TONI = create_actor 21 #SPECIAL02 in_car $TONIS_RIDE passenger_seat 0 
01ED: reset_actor $TONI threat_search 
039E: set_actor $TONI locked_while_in_vehicle 1 
035F: set_actor $TONI armour_to 100 
0369: put_player $PLAYER_CHAR in_car $TONIS_RIDE 

:JOEY4_1436
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR1 1 
0363: toggle_model_render_at 1192.188 -867.25 14.0625 radius 6.0 object #JOEY_DOOR2 1 
0395: clear_area 1 at 1198.5 -871.375 15.0 range 10.0 
015F: set_camera_position 1200.813 -869.3125 15.0 rotation 0.0 0.0 0.0 
0160: point_camera 1199.875 -869.6875 15.0 switchstyle 2 
wait 0 
02A3: toggle_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #IDAHO 
0249: release_model #STALLION 
0249: release_model #JOGARAGEEXT 
0249: release_model #JOGARAGEINT 
00A6: destroy_car $CUT_CAR2_LM3 
00A6: destroy_car $CUT_CAR3_LM3 
03CF: load_wav 'J4T_1' 

:JOEY4_1606
if 
83D0:   not wav_loaded 
jf @JOEY4_1630 
wait 0 
jump @JOEY4_1606 

:JOEY4_1630
03D1: play_wav 
00BC: text_highpriority 'JM4_10' time 5000 1  // OK, Kid. Drive me to the laundry in Chinatown first, I got a bit of business to take care of.
if 
8119:   not car $TONIS_RIDE wrecked 
jf @JOEY4_1692 
02C2: car $TONIS_RIDE drive_to_point 1198.5 -871.375 -100.0 
00AD: set_car $TONIS_RIDE max_speed_to 2.0 
00AE: set_vehicle $TONIS_RIDE traffic_behavior_to 3 

:JOEY4_1692
if 
8118:   not actor $TONI dead 
jf @JOEY4_1724 
022D: set_actor $TONI to_look_at_player $PLAYER_CHAR 
022E: set_player $PLAYER_CHAR to_look_at_actor $TONI 

:JOEY4_1724
if 
81AD:   not car $TONIS_RIDE 0 1198.5 -871.375 2.0 2.0 
jf @JOEY4_2051 
wait 0 
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_1781 
jump @JOEY4_7793 

:JOEY4_1781
if 
  $TONIS_AUDIO_ALL_FINISHED == 0 // $ == int 
jf @JOEY4_2044 

:JOEY4_1799
if 
83D2:   not wav_ended 
jf @JOEY4_1866 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_1859 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_1859
jump @JOEY4_1799 

:JOEY4_1866
03CF: load_wav 'J4T_2' 

:JOEY4_1876
if 
83D0:   not wav_loaded 
jf @JOEY4_1943 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_1936 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_1936
jump @JOEY4_1876 

:JOEY4_1943
03D1: play_wav 
00BC: text_highpriority 'JM4_11' time 5000 1  // Those washer women aint been payin' their protection money.

:JOEY4_1960
if 
83D2:   not wav_ended 
jf @JOEY4_2027 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_2020 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_2020
jump @JOEY4_1960 

:JOEY4_2027
03CF: load_wav 'J4T_3' 
$TONIS_AUDIO_ALL_FINISHED = 1 // $ = int 

:JOEY4_2044
jump @JOEY4_1724 

:JOEY4_2051
00BE: text_clear_all 

:JOEY4_2053
if 
83D0:   not wav_loaded 
jf @JOEY4_2120 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_2113 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_2113
jump @JOEY4_2053 

:JOEY4_2120
03D1: play_wav 
00BC: text_highpriority 'JM4_12' time 5000 1  // And watch the car, Joey just fixed this junk heap.
01BB: store_object $JOEYS_GARAGE_DOOR2 position_to $JOEYDOOR2_X $JOEYDOOR2_Y $JOEYDOOR2_Z 
01BB: store_object $JOEYS_GARAGE_DOOR3 position_to $JOEYDOOR3_X $JOEYDOOR3_Y $JOEYDOOR3_Z 
$JOEYDOOR2_Z -= 3.0 // $ -= float 
$JOEYDOOR3_Z -= 3.0 // $ -= float 

:JOEY4_2181
if or
834E:   not move_object $JOEYS_GARAGE_DOOR2 to $JOEYDOOR2_X $JOEYDOOR2_Y $JOEYDOOR2_Z speed 0.0625 0.0625 0.0625 collision_check 0 
834E:   not move_object $JOEYS_GARAGE_DOOR3 to $JOEYDOOR3_X $JOEYDOOR3_Y $JOEYDOOR3_Z speed 0.0625 0.0625 0.0625 collision_check 0 
jf @JOEY4_2339 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_2289 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_2289
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_2332 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_2332
jump @JOEY4_2181 

:JOEY4_2339
if 
83D2:   not wav_ended 
jf @JOEY4_2406 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_2399 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_2399
jump @JOEY4_2339 

:JOEY4_2406
03CF: load_wav 'J4T_4' 

:JOEY4_2416
if 
83D0:   not wav_loaded 
jf @JOEY4_2483 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_2476 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_2476
jump @JOEY4_2416 

:JOEY4_2483
03D1: play_wav 
00BC: text_highpriority 'JM4_13' time 5000 1  // So no fancy crap, OK?

:JOEY4_2500
if 
83D2:   not wav_ended 
jf @JOEY4_2567 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_2560 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_2560
jump @JOEY4_2500 

:JOEY4_2567
if 
8118:   not actor $TONI dead 
jf @JOEY4_2593 
022F: set_actor $TONI stop_looking 
0230: set_player $PLAYER_CHAR stop_looking 

:JOEY4_2593
00BE: text_clear_all 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03A2: set_vehicle $TONIS_RIDE action 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
015A: restore_camera 
01EB: set_car_density_to 1.0 
014C: set_parked_car_generator $GEN_CAR12 cars_to_generate_to 0 
0247: request_model #GANG03 
0247: request_model #GANG04 
03CF: load_wav 'J4_A' 

:JOEY4_2652
if or
8248:   not model #GANG03 available 
8248:   not model #GANG04 available 
83D0:   not wav_loaded 
jf @JOEY4_2684 
wait 0 
jump @JOEY4_2652 

:JOEY4_2684
022B: create_forbidden_for_peds_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 
01E8: create_forbidden_for_cars_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 
0395: clear_area 1 at 843.375 -663.75 15.0 range 10.0 
018A: $BLIP1_JM4 = create_checkpoint_at 843.0 -660.0 -100.0 
018B: set_marker $BLIP1_JM4 display 2 
009A: $TRIAD1_JM4 = create_actor 8 #GANG03 at 850.0 -663.0 14.6875 
01ED: reset_actor $TRIAD1_JM4 threat_search 
02AB: set_actor $TRIAD1_JM4 immunities 1 1 1 1 1 
009A: $TRIAD2_JM4 = create_actor 8 #GANG04 at 850.0 -664.6875 14.6875 
01ED: reset_actor $TRIAD2_JM4 threat_search 
02AB: set_actor $TRIAD2_JM4 immunities 1 1 1 1 1 
020E: actor $TRIAD1_JM4 look_at_actor $TRIAD2_JM4 
020E: actor $TRIAD2_JM4 look_at_actor $TRIAD1_JM4 
0164: disable_marker $BLIP1_JM4 
$FLAG_CAR_BLIP_DISPLAYED_JM4 = 1 // $ = int 
$BLOB_FLAG = 1 // $ = int 
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_2910 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_2910
if or
81A0:   not player $PLAYER_CHAR stopped $BLOB_FLAG 839.1875 -667.375 14.0 842.0625 -673.875 17.0 
010F:   player $PLAYER_CHAR wanted_level > 0 
80DC:   not player $PLAYER_CHAR in_car $TONIS_RIDE 
jf @JOEY4_3397 
wait 0 
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_3004 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_3004
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_3047 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_3047
if 
80DC:   not player $PLAYER_CHAR in_car $TONIS_RIDE 
jf @JOEY4_3126 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM4 == 0 // $ == int 
jf @JOEY4_3126 
0186: $BLIP2_JM4 = create_marker_above_car $TONIS_RIDE 
$BLOB_FLAG = 0 // $ = int 
0164: disable_marker $BLIP1_JM4 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_JM4 = 1 // $ = int 

:JOEY4_3126
if 
00DC:   player $PLAYER_CHAR in_car $TONIS_RIDE 
jf @JOEY4_3196 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM4 == 1 // $ == int 
jf @JOEY4_3196 
018A: $BLIP1_JM4 = create_checkpoint_at 843.0 -660.0 -100.0 
$BLOB_FLAG = 1 // $ = int 
0164: disable_marker $BLIP2_JM4 
$FLAG_CAR_BLIP_DISPLAYED_JM4 = 0 // $ = int 

:JOEY4_3196
if and
8185:   not car $TONIS_RIDE health > 900 
  $TONI_ABUSE1_DONE_BEFORE == 0 // $ == int 
jf @JOEY4_3246 
00BC: text_highpriority 'JM4_6' time 5000 1  // Hey watch the car! I said no fancy crap.
03D1: play_wav 
$TONI_ABUSE1_DONE_BEFORE = 1 // $ = int 

:JOEY4_3246
if 
01A0:   player $PLAYER_CHAR stopped 0 839.1875 -667.375 14.0 842.0625 -673.875 17.0 
jf @JOEY4_3347 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @JOEY4_3340 
if 
  $FLAG_DISPLAYED_WANTED_MESSAGE_JM4 == 0 // $ == int 
jf @JOEY4_3340 
00BC: text_highpriority 'WANTED1' time 3000 1  // ~g~Shake the cops and lose your wanted level!
$FLAG_DISPLAYED_WANTED_MESSAGE_JM4 = 1 // $ = int 

:JOEY4_3340
jump @JOEY4_3390 

:JOEY4_3347
if 
8057:   not player $PLAYER_CHAR 0 839.1875 -667.375 14.0 842.0625 -673.875 17.0 
jf @JOEY4_3390 
$FLAG_DISPLAYED_WANTED_MESSAGE_JM4 = 0 // $ = int 

:JOEY4_3390
jump @JOEY4_2910 

:JOEY4_3397
0164: disable_marker $BLIP1_JM4 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 825.5625 -680.5625 16.5625 rotation 0.0 0.0 0.0 
0160: point_camera 826.3125 -679.875 16.5 switchstyle 2 
03CF: load_wav 'J4_B' 

:JOEY4_3463
if 
83D0:   not wav_loaded 
jf @JOEY4_3487 
wait 0 
jump @JOEY4_3463 

:JOEY4_3487
if and
8118:   not actor $TRIAD1_JM4 dead 
8118:   not actor $TRIAD2_JM4 dead 
jf @JOEY4_3521 
03F9: make_actors $TRIAD1_JM4 $TRIAD2_JM4 converse_in 999999 ms 

:JOEY4_3521
if 
8118:   not actor $TONI dead 
jf @JOEY4_3552 
02AB: set_actor $TONI immunities 1 1 1 1 1 

:JOEY4_3552
03D1: play_wav 
00BC: text_highpriority 'JM4_2' time 5000 1  // Wait here! Keep the engine running. This ain't a social call.
0395: clear_area 1 at 843.375 -663.75 15.0 range 10.0 
wait 4000 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_3633 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_3633
01B2: give_actor $TONI weapon 1 ammo 0 
01D3: actor $TONI leave_car $TONIS_RIDE 

:JOEY4_3650
if 
00DB:   actor $TONI in_car $TONIS_RIDE 
jf @JOEY4_3784 
wait 0 
if 
0118:   actor $TONI dead 
jf @JOEY4_3711 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_3711
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_3734 
jump @JOEY4_7793 

:JOEY4_3734
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_3777 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_3777
jump @JOEY4_3650 

:JOEY4_3784
015F: set_camera_position 841.25 -669.0625 16.5 rotation 0.0 0.0 0.0 
0160: point_camera 842.0625 -668.5 16.3125 switchstyle 2 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_3860 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_3860
01BE: set_actor $TONI to_look_at_spot 843.875 -663.6875 15.0625 
TIMERB = 0 // @ = int 
0211: actor $TONI walk_to 843.875 -663.6875 

:JOEY4_3892
if 
8126:   not actor $TONI objective_passed 
jf @JOEY4_4072 
wait 0 
if 
0118:   actor $TONI dead 
jf @JOEY4_3950 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_3950
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_3973 
jump @JOEY4_7793 

:JOEY4_3973
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_4016 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_4016
if 
  TIMERB > 10000 // @ > int 
jf @JOEY4_4065 
if 
8118:   not actor $TONI dead 
jf @JOEY4_4065 
00A1: put_actor $TONI at 843.875 -663.6875 13.875 

:JOEY4_4065
jump @JOEY4_3892 

:JOEY4_4072
if or
834D:   not rotate_object $LAUNDRETE_DOOR1 from_angle 90.0 to_angle 10.0 flag 0 
834D:   not rotate_object $LAUNDRETE_DOOR2 from_angle 90.0 to_angle 10.0 flag 0 
jf @JOEY4_4224 
wait 0 
if 
0118:   actor $TONI dead 
jf @JOEY4_4151 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_4151
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_4174 
jump @JOEY4_7793 

:JOEY4_4174
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_4217 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_4217
jump @JOEY4_4072 

:JOEY4_4224
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_4267 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_4267
TIMERB = 0 // @ = int 
0211: actor $TONI walk_to 848.0625 -663.375 

:JOEY4_4285
if 
8126:   not actor $TONI objective_passed 
jf @JOEY4_4465 
wait 0 
if 
0118:   actor $TONI dead 
jf @JOEY4_4343 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_4343
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_4366 
jump @JOEY4_7793 

:JOEY4_4366
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_4409 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_4409
if 
  TIMERB > 10000 // @ > int 
jf @JOEY4_4458 
if 
8118:   not actor $TONI dead 
jf @JOEY4_4458 
00A1: put_actor $TONI at 848.0625 -663.375 13.875 

:JOEY4_4458
jump @JOEY4_4285 

:JOEY4_4465
0192: set_actor $TONI objective_to_stand_still 
if and
8118:   not actor $TRIAD1_JM4 dead 
8118:   not actor $TRIAD2_JM4 dead 
jf @JOEY4_4501 
03F9: make_actors $TRIAD1_JM4 $TRIAD2_JM4 converse_in 0 ms 

:JOEY4_4501
wait 0 
if and
8118:   not actor $TRIAD1_JM4 dead 
8118:   not actor $TRIAD2_JM4 dead 
8118:   not actor $TONI dead 
jf @JOEY4_4563 
020E: actor $TRIAD1_JM4 look_at_actor $TONI 
020E: actor $TRIAD2_JM4 look_at_actor $TONI 
022C: set_actor $TRIAD1_JM4 to_look_at_actor $TONI 
022C: set_actor $TRIAD2_JM4 to_look_at_actor $TONI 

:JOEY4_4563
wait 5000 
018C: play_sound 0 at 845.0 -663.0 14.0 
0176: $DOOR1_POSITION_JM4 = object $LAUNDRETE_DOOR1 z_angle 
0176: $DOOR2_POSITION_JM4 = object $LAUNDRETE_DOOR2 z_angle 
if 
0118:   actor $TONI dead 
jf @JOEY4_4635 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_4635
01BE: set_actor $TONI to_look_at_spot 843.875 -663.6875 15.0625 
if or
8118:   not actor $TRIAD1_JM4 dead 
8118:   not actor $TRIAD2_JM4 dead 
jf @JOEY4_4688 
01B2: give_actor $TRIAD1_JM4 weapon 2 ammo 100 
01B2: give_actor $TRIAD2_JM4 weapon 2 ammo 100 

:JOEY4_4688
0319: set_actor $TONI wander_state_to 1 
if or
8118:   not actor $TRIAD1_JM4 dead 
8118:   not actor $TRIAD2_JM4 dead 
jf @JOEY4_4746 
0350: set_actor $TRIAD1_JM4 maintain_position_when_attacked 1 
0350: set_actor $TRIAD2_JM4 maintain_position_when_attacked 1 
01C9: actor $TRIAD1_JM4 kill_actor $TONI 
01C9: actor $TRIAD2_JM4 kill_actor $TONI 

:JOEY4_4746
0395: clear_area 1 at 843.375 -663.75 15.0 range 10.0 
TIMERB = 0 // @ = int 
if and
8118:   not actor $TRIAD1_JM4 dead 
8118:   not actor $TRIAD2_JM4 dead 
jf @JOEY4_4800 
022F: set_actor $TRIAD1_JM4 stop_looking 
022F: set_actor $TRIAD2_JM4 stop_looking 

:JOEY4_4800
0239: actor $TONI run_to 843.875 -663.6875 

:JOEY4_4811
if 
8126:   not actor $TONI objective_passed 
jf @JOEY4_4991 
wait 0 
if 
0118:   actor $TONI dead 
jf @JOEY4_4869 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_4869
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_4892 
jump @JOEY4_7793 

:JOEY4_4892
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_4935 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_4935
if 
  TIMERB > 10000 // @ > int 
jf @JOEY4_4984 
if 
8118:   not actor $TONI dead 
jf @JOEY4_4984 
00A1: put_actor $TONI at 843.875 -663.6875 13.875 

:JOEY4_4984
jump @JOEY4_4811 

:JOEY4_4991
01D4: actor $TONI go_to_car $TONIS_RIDE and_enter_it_as_a_passenger 
015F: set_camera_position 836.0 -677.8125 15.8125 rotation 0.0 0.0 0.0 
0160: point_camera 836.6875 -677.125 15.625 switchstyle 2 
wait 1500 
if and
8118:   not actor $TRIAD1_JM4 dead 
8118:   not actor $TRIAD2_JM4 dead 
jf @JOEY4_5094 
0350: set_actor $TRIAD1_JM4 maintain_position_when_attacked 0 
0350: set_actor $TRIAD2_JM4 maintain_position_when_attacked 0 
0239: actor $TRIAD1_JM4 run_to 842.0 -663.75 
0239: actor $TRIAD2_JM4 run_to 843.5 -663.75 

:JOEY4_5094
if 
   not $TRIADS_OJECTIVE_PASSED == 2 // $ == int 
jf @JOEY4_5348 
wait 0 
if 
0118:   actor $TONI dead 
jf @JOEY4_5154 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_5154
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_5177 
jump @JOEY4_7793 

:JOEY4_5177
if and
0118:   actor $TRIAD1_JM4 dead 
  $OJECTIVE_TRIAD1_DONE_BEFORE == 0 // $ == int 
jf @JOEY4_5214 
$TRIADS_OJECTIVE_PASSED += 1 // $ += int 
$OJECTIVE_TRIAD1_DONE_BEFORE = 1 // $ = int 

:JOEY4_5214
if and
0118:   actor $TRIAD2_JM4 dead 
  $OJECTIVE_TRIAD2_DONE_BEFORE == 0 // $ == int 
jf @JOEY4_5251 
$TRIADS_OJECTIVE_PASSED += 1 // $ += int 
$OJECTIVE_TRIAD2_DONE_BEFORE = 1 // $ = int 

:JOEY4_5251
if and
0126:   actor $TRIAD1_JM4 objective_passed 
  $OJECTIVE_TRIAD1_DONE_BEFORE == 0 // $ == int 
jf @JOEY4_5296 
01D9: actor $TRIAD1_JM4 destroy_car $TONIS_RIDE 
$TRIADS_OJECTIVE_PASSED += 1 // $ += int 
$OJECTIVE_TRIAD1_DONE_BEFORE = 1 // $ = int 

:JOEY4_5296
if and
0126:   actor $TRIAD2_JM4 objective_passed 
  $OJECTIVE_TRIAD2_DONE_BEFORE == 0 // $ == int 
jf @JOEY4_5341 
01D9: actor $TRIAD2_JM4 destroy_car $TONIS_RIDE 
$TRIADS_OJECTIVE_PASSED += 1 // $ += int 
$OJECTIVE_TRIAD2_DONE_BEFORE = 1 // $ = int 

:JOEY4_5341
jump @JOEY4_5094 

:JOEY4_5348
if 
80DB:   not actor $TONI in_car $TONIS_RIDE 
jf @JOEY4_5482 
wait 0 
if 
0118:   actor $TONI dead 
jf @JOEY4_5409 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_5409
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_5432 
jump @JOEY4_7793 

:JOEY4_5432
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_5475 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_5475
jump @JOEY4_5348 

:JOEY4_5482
009A: $TRIAD3_JM4 = create_actor 8 #GANG03 at 843.0625 -689.0 13.875 
01B2: give_actor $TRIAD3_JM4 weapon 2 ammo 100 
01CA: actor $TRIAD3_JM4 kill_player $PLAYER_CHAR 
011A: set_actor $TRIAD3_JM4 search_threat 1 
009A: $TRIAD4_JM4 = create_actor 8 #GANG04 at 844.25 -634.75 13.875 
01B2: give_actor $TRIAD4_JM4 weapon 2 ammo 100 
01CA: actor $TRIAD4_JM4 kill_player $PLAYER_CHAR 
011A: set_actor $TRIAD4_JM4 search_threat 1 
if 
8118:   not actor $TONI dead 
jf @JOEY4_5597 
02AB: set_actor $TONI immunities 0 0 0 0 0 

:JOEY4_5597
if and
8118:   not actor $TRIAD1_JM4 dead 
8118:   not actor $TRIAD2_JM4 dead 
jf @JOEY4_5648 
02AB: set_actor $TRIAD1_JM4 immunities 0 0 0 0 0 
02AB: set_actor $TRIAD2_JM4 immunities 0 0 0 0 0 

:JOEY4_5648
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
015A: restore_camera 
03CF: load_wav 'J4_C' 

:JOEY4_5671
if 
83D0:   not wav_loaded 
jf @JOEY4_5695 
wait 0 
jump @JOEY4_5671 

:JOEY4_5695
03D1: play_wav 
00BC: text_highpriority 'JM4_3' time 4000 1  // It's a Triad ambush! Get us out of here kid!
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
018A: $BLIP3_JM4 = create_checkpoint_at 1216.75 -327.5625 -100.0 
018B: set_marker $BLIP3_JM4 display 2 

:JOEY4_5740
if or
834D:   not rotate_object $LAUNDRETE_DOOR1 from_angle 0.0 to_angle 10.0 flag 0 
834D:   not rotate_object $LAUNDRETE_DOOR2 from_angle 180.0 to_angle 10.0 flag 0 
jf @JOEY4_5892 
wait 0 
if 
0118:   actor $TONI dead 
jf @JOEY4_5819 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_5819
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_5842 
jump @JOEY4_7793 

:JOEY4_5842
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_5885 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_5885
jump @JOEY4_5740 

:JOEY4_5892
$IS_CHAR1_DEAD_JM4 = 0 // $ = int 
$IS_CHAR2_DEAD_JM4 = 0 // $ = int 
$IS_CHAR3_DEAD_JM4 = 0 // $ = int 
$IS_CHAR4_DEAD_JM4 = 0 // $ = int 
$FLAG_CAR_BLIP_DISPLAYED_JM4 = 1 // $ = int 
0164: disable_marker $BLIP3_JM4 
if 
8118:   not actor $TRIAD1_JM4 dead 
jf @JOEY4_5955 
011A: set_actor $TRIAD1_JM4 search_threat 1 

:JOEY4_5955
if 
8118:   not actor $TRIAD2_JM4 dead 
jf @JOEY4_5978 
011A: set_actor $TRIAD2_JM4 search_threat 1 

:JOEY4_5978
0395: clear_area 1 at 1216.688 -328.0625 26.0 range 6.0 
$FLAG_DISPLAYED_WANTED_MESSAGE_JM4 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:JOEY4_6008
if or
81A0:   not player $PLAYER_CHAR stopped $BLOB_FLAG 1215.0 -326.875 25.0 1220.188 -330.5 27.0 
010F:   player $PLAYER_CHAR wanted_level > 0 
80DC:   not player $PLAYER_CHAR in_car $TONIS_RIDE 
jf @JOEY4_6683 
wait 0 
if 
0118:   actor $TONI dead 
jf @JOEY4_6102 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_6102
if 
0119:   car $TONIS_RIDE wrecked 
jf @JOEY4_6125 
jump @JOEY4_7793 

:JOEY4_6125
if 
80DC:   not player $PLAYER_CHAR in_car $TONIS_RIDE 
jf @JOEY4_6204 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM4 == 0 // $ == int 
jf @JOEY4_6204 
0186: $BLIP2_JM4 = create_marker_above_car $TONIS_RIDE 
0164: disable_marker $BLIP3_JM4 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$BLOB_FLAG = 0 // $ = int 
$FLAG_CAR_BLIP_DISPLAYED_JM4 = 1 // $ = int 

:JOEY4_6204
if 
00DC:   player $PLAYER_CHAR in_car $TONIS_RIDE 
jf @JOEY4_6274 
if 
  $FLAG_CAR_BLIP_DISPLAYED_JM4 == 1 // $ == int 
jf @JOEY4_6274 
018A: $BLIP3_JM4 = create_checkpoint_at 1216.75 -327.5625 -100.0 
0164: disable_marker $BLIP2_JM4 
$BLOB_FLAG = 1 // $ = int 
$FLAG_CAR_BLIP_DISPLAYED_JM4 = 0 // $ = int 

:JOEY4_6274
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_6317 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_6317
if and
0118:   actor $TRIAD1_JM4 dead 
  $IS_CHAR1_DEAD_JM4 == 0 // $ == int 
jf @JOEY4_6347 
$IS_CHAR1_DEAD_JM4 = 1 // $ = int 

:JOEY4_6347
if and
0118:   actor $TRIAD2_JM4 dead 
  $IS_CHAR2_DEAD_JM4 == 0 // $ == int 
jf @JOEY4_6377 
$IS_CHAR2_DEAD_JM4 = 1 // $ = int 

:JOEY4_6377
if and
0118:   actor $TRIAD3_JM4 dead 
  $IS_CHAR3_DEAD_JM4 == 0 // $ == int 
jf @JOEY4_6407 
$IS_CHAR3_DEAD_JM4 = 1 // $ = int 

:JOEY4_6407
if and
0118:   actor $TRIAD4_JM4 dead 
  $IS_CHAR4_DEAD_JM4 == 0 // $ == int 
jf @JOEY4_6437 
$IS_CHAR4_DEAD_JM4 = 1 // $ = int 

:JOEY4_6437
if and
  $IS_CHAR1_DEAD_JM4 == 1 // $ == int 
  $IS_CHAR2_DEAD_JM4 == 1 // $ == int 
  $IS_CHAR3_DEAD_JM4 == 1 // $ == int 
  $IS_CHAR4_DEAD_JM4 == 1 // $ == int 
  $PLAYED_TUNE_BEFORE == 0 // $ == int 
jf @JOEY4_6525 
0109: player $PLAYER_CHAR money += 2000 
0054: store_player $PLAYER_CHAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 
018C: play_sound 94 at $PLAYER_X $PLAYER_Y $PLAYER_Z 
$PLAYED_TUNE_BEFORE = 1 // $ = int 

:JOEY4_6525
if 
01A0:   player $PLAYER_CHAR stopped 0 1215.0 -326.875 25.0 1220.188 -330.5 27.0 
jf @JOEY4_6633 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @JOEY4_6626 
if 
  $FLAG_DISPLAYED_WANTED_MESSAGE_JM4 == 0 // $ == int 
jf @JOEY4_6619 
00BC: text_highpriority 'WANTED1' time 3000 1  // ~g~Shake the cops and lose your wanted level!
$FLAG_DISPLAYED_WANTED_MESSAGE_JM4 = 1 // $ = int 

:JOEY4_6619
jump @JOEY4_6626 

:JOEY4_6626
jump @JOEY4_6676 

:JOEY4_6633
if 
8057:   not player $PLAYER_CHAR 0 1215.0 -326.875 25.0 1220.188 -330.5 27.0 
jf @JOEY4_6676 
$FLAG_DISPLAYED_WANTED_MESSAGE_JM4 = 0 // $ = int 

:JOEY4_6676
jump @JOEY4_6008 

:JOEY4_6683
0164: disable_marker $BLIP3_JM4 
0395: clear_area 1 at 1216.5 -326.75 26.0 range 6.0 
0395: clear_area 1 at 1219.563 -319.1875 27.6875 range 2.0 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
02A3: toggle_widescreen 1 
015F: set_camera_position 1224.063 -333.375 26.5 rotation 0.0 0.0 0.0 
0160: point_camera 1223.375 -332.6875 26.5625 switchstyle 2 
if 
8118:   not actor $TONI dead 
jf @JOEY4_6810 
01B9: set_actor $TONI armed_weapon_to 0 
022D: set_actor $TONI to_look_at_player $PLAYER_CHAR 
022E: set_player $PLAYER_CHAR to_look_at_actor $TONI 

:JOEY4_6810
0164: disable_marker $BLIP2_JM4 
03CF: load_wav 'J4_D' 

:JOEY4_6825
if 
83D0:   not wav_loaded 
jf @JOEY4_6849 
wait 0 
jump @JOEY4_6825 

:JOEY4_6849
03D1: play_wav 
00BC: text_highpriority 'JM4_4' time 4000 1  // The Triads think they can mess with me, the triads, with ME!

:JOEY4_6866
if 
83D2:   not wav_ended 
jf @JOEY4_6933 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_6926 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_6926
jump @JOEY4_6866 

:JOEY4_6933
03CF: load_wav 'J4_E' 

:JOEY4_6943
if 
83D0:   not wav_loaded 
jf @JOEY4_6967 
wait 0 
jump @JOEY4_6943 

:JOEY4_6967
03D1: play_wav 
00BC: text_highpriority 'JM4_5' time 5000 1  // Drop by later and we'll give them something to launder, their own blood stained clothes!

:JOEY4_6984
if 
83D2:   not wav_ended 
jf @JOEY4_7051 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_7044 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_7044
jump @JOEY4_6984 

:JOEY4_7051
03CF: load_wav 'J4_F' 

:JOEY4_7061
if 
83D0:   not wav_loaded 
jf @JOEY4_7085 
wait 0 
jump @JOEY4_7061 

:JOEY4_7085
03D1: play_wav 

:JOEY4_7087
if 
83D2:   not wav_ended 
jf @JOEY4_7154 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_7147 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_7147
jump @JOEY4_7087 

:JOEY4_7154
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_7197 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_7197
if 
8118:   not actor $TONI dead 
jf @JOEY4_7238 
0319: set_actor $TONI wander_state_to 0 
01D3: actor $TONI leave_car $TONIS_RIDE 
022F: set_actor $TONI stop_looking 
0230: set_player $PLAYER_CHAR stop_looking 

:JOEY4_7238
if 
00DB:   actor $TONI in_car $TONIS_RIDE 
jf @JOEY4_7354 
wait 0 
if or
0119:   car $TONIS_RIDE wrecked 
0118:   actor $TONI dead 
jf @JOEY4_7304 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_7304
if and
01F4:   car $TONIS_RIDE flipped 
01C1:   car $TONIS_RIDE stopped 
jf @JOEY4_7347 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY4_7793 

:JOEY4_7347
jump @JOEY4_7238 

:JOEY4_7354
if 
0118:   actor $TONI dead 
jf @JOEY4_7392 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_7392
TIMERB = 0 // @ = int 
0395: clear_area 1 at 1219.375 -324.375 26.0625 range 2.0 
0211: actor $TONI walk_to 1219.375 -324.375 

:JOEY4_7426
if 
8126:   not actor $TONI objective_passed 
jf @JOEY4_7540 
wait 0 
if 
0118:   actor $TONI dead 
jf @JOEY4_7484 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_7484
if 
  TIMERB > 10000 // @ > int 
jf @JOEY4_7533 
if 
8118:   not actor $TONI dead 
jf @JOEY4_7533 
00A1: put_actor $TONI at 1219.375 -324.375 -100.0 

:JOEY4_7533
jump @JOEY4_7426 

:JOEY4_7540
if 
0118:   actor $TONI dead 
jf @JOEY4_7578 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_7578
TIMERB = 0 // @ = int 
0395: clear_area 1 at 1219.5 -315.375 29.875 range 2.0 
0211: actor $TONI walk_to 1219.5 -318.5625 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 3000 7000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 3000 

:JOEY4_7647
if 
8126:   not actor $TONI objective_passed 
jf @JOEY4_7761 
wait 0 
if 
0118:   actor $TONI dead 
jf @JOEY4_7705 
00BC: text_highpriority 'JM4_8' time 5000 1  // ~r~Toni's been wasted!
jump @JOEY4_7793 

:JOEY4_7705
if 
  TIMERB > 10000 // @ > int 
jf @JOEY4_7754 
if 
8118:   not actor $TONI dead 
jf @JOEY4_7754 
00A1: put_actor $TONI at 1219.5 -318.5625 28.375 

:JOEY4_7754
jump @JOEY4_7647 

:JOEY4_7761
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly $TONI 
jump @JOEY4_7810 

:JOEY4_7793
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:JOEY4_7810
$FLAG_JOEY_MISSION4_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'JM4'  // 'CIPRIANI'S CHAUFFEUR'
030C: progress_made += 1 
02A7: $TONI_CONTACT_BLIP = create_icon_marker_and_sphere 19 at 1219.563 -321.0 26.375 
0215: destroy_pickup $SHOP_UZI 
0213: $SHOP_UZI2 = create_pickup #UZI type 1 at 1070.5 -400.75 15.1875 
start_new_script @NONAME_27 
start_new_script @NONAME_25 
start_new_script @UZI1 
return 

:JOEY4_7897
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_JM4 
0164: disable_marker $BLIP2_JM4 
0164: disable_marker $BLIP3_JM4 
0249: release_model #MAFIA 
0249: release_model #GANG03 
0249: release_model #GANG04 
022A: remove_forbidden_for_peds_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 
01E7: remove_forbidden_for_cars_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 
0296: unload_special_actor 2 
014C: set_parked_car_generator $GEN_CAR12 cars_to_generate_to 101 
034F: destroy_actor_with_fade $TONI // The actor fades away like a ghost 
mission_cleanup 
return 

:JOEY4_7999
00A6: destroy_car $TONIS_RIDE 
return 

//-------------Mission 28---------------
// Originally: Dead Skunk In The Trunk

:JOEY5
gosub @JOEY5_36 
if 
  wasted_or_busted 
jf @JOEY5_27 
gosub @JOEY5_3030 

:JOEY5_27
gosub @JOEY5_3113 
terminate_this_script 

:JOEY5_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 1 // $ = int 
script_name 'JOEY5' 
wait 0 
$SKUNK_MESSAGE_PLAYED_BEFORE = 0 // $ = int 
$FLAG_DONT_DO_CAR_CHECK_JOEY5 = 0 // $ = int 
$FLAG_LEAVE_CAR_MESSAGE_JOEY5 = 0 // $ = int 
$FLAG_CAR_IN_AREA_JOEY5 = 0 // $ = int 
023C: load_special_actor 1 'JOEY' 
02F3: load_object #CUTOBJ01 'JOEYH' 
02F3: load_object #CUTOBJ02 'PLAYERH' 
02F3: load_object #CUTOBJ03 'TROLL' 
0247: request_model #IDAHO 
0247: request_model #JOGARAGEEXT 
0247: request_model #JOGARAGEINT 
038B: load_requested_models 

:JOEY5_161
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @JOEY5_202 
wait 0 
jump @JOEY5_161 

:JOEY5_202
if or
8248:   not model #JOGARAGEEXT available 
8248:   not model #JOGARAGEINT available 
8248:   not model #IDAHO available 
jf @JOEY5_238 
wait 0 
jump @JOEY5_202 

:JOEY5_238
02E4: load_cutscene_data 'J5_DST' 
0244: set_cutscene_pos 1190.063 -869.8125 13.9375 
00A5: $CUT_CAR2_LM3 = create_car #IDAHO at 1182.5 -857.0 14.0625 
0175: set_car $CUT_CAR2_LM3 z_angle_to 291.1875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_JOEY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_JOEY 'JOEY' 
02F4: create_cutscene_actor $CS_JOEYHEAD from_head #CUTOBJ01 and_body $CS_JOEY 
02F5: set_head_anim $CS_JOEYHEAD 'JOEY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ02 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_TROLL = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $CS_TROLL 'TROLL' 
0395: clear_area 1 at 1191.875 -870.375 15.0 range 1.0 
0055: put_player $PLAYER_CHAR at 1191.875 -870.375 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:JOEY5_452
if 
  1250 > $CS_TIME // int > $ 
jf @JOEY5_487 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY5_452 

:JOEY5_487
00BC: text_highpriority 'JM5_A' time 10000 2  // Beautiful! Just beautiful.

:JOEY5_502
if 
  5658 > $CS_TIME // int > $ 
jf @JOEY5_537 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY5_502 

:JOEY5_537
00BC: text_highpriority 'JM5_B' time 10000 2  // Alright, Just the guy I need to talk to!

:JOEY5_552
if 
  8419 > $CS_TIME // int > $ 
jf @JOEY5_587 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY5_552 

:JOEY5_587
00BC: text_highpriority 'JM5_C' time 10000 2  // Alright, there's a car stuffed with a stiff at the cafe near Callahan Point.

:JOEY5_602
if 
  12522 > $CS_TIME // int > $ 
jf @JOEY5_637 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY5_602 

:JOEY5_637
00BC: text_highpriority 'JM5_D' time 10000 2  // One of the Forellis thought he was a wise guy, so he got what he had coming to him.

:JOEY5_652
if 
  16368 > $CS_TIME // int > $ 
jf @JOEY5_687 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY5_652 

:JOEY5_687
00BC: text_highpriority 'JM5_E' time 10000 2  // Take the corpse to the crusher in Harwood, alright?

:JOEY5_702
if 
  18855 > $CS_TIME // int > $ 
jf @JOEY5_737 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY5_702 

:JOEY5_737
00BE: text_clear_all 

:JOEY5_739
if 
  20000 > $CS_TIME // int > $ 
jf @JOEY5_774 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY5_739 

:JOEY5_774
fade 0 1500 

:JOEY5_781
if 
82E9:   not cutscene_reached_end 
jf @JOEY5_805 
wait 0 
jump @JOEY5_781 

:JOEY5_805
00BE: text_clear_all 

:JOEY5_807
if 
  fading 
jf @JOEY5_831 
wait 0 
jump @JOEY5_807 

:JOEY5_831
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #IDAHO 
0249: release_model #JOGARAGEEXT 
0249: release_model #JOGARAGEINT 
00A6: destroy_car $CUT_CAR2_LM3 
$ON_NEW_OBJECTIVE_JOEY5_1 = 0 // $ = int 
$ON_NEW_OBJECTIVE_JOEY5_2 = 0 // $ = int 
$IS_LIPSBROTHER1_CAR_DEAD = 0 // $ = int 
$IS_LIPSBROTHER2_CAR_DEAD = 0 // $ = int 
$FLAG_CAR_BLIP_DISPLAYED_J5 = 1 // $ = int 
$FLAG_CAR_CRUSHED_JOEY5 = 0 // $ = int 
0247: request_model #GANG02 
0247: request_model #CORPSE 
0247: request_model #SENTINEL 

:JOEY5_943
if or
8248:   not model #GANG02 available 
8248:   not model #CORPSE available 
8248:   not model #SENTINEL available 
jf @JOEY5_977 
wait 0 
jump @JOEY5_943 

:JOEY5_977
00A5: $DEADMAN_CAR = create_car #CORPSE at 867.1875 -992.75 -100.0 
0186: $BLIP1_J5 = create_marker_above_car $DEADMAN_CAR 
00A5: $LIPSBROTHER1_CAR = create_car #SENTINEL at 892.0 -992.25 4.5625 
0175: set_car $LIPSBROTHER1_CAR z_angle_to 90.0 
03AB: set_car $LIPSBROTHER1_CAR strong 1 
0129: $LIPSBROTHER1 = create_actor 7 #GANG02 in_car $LIPSBROTHER1_CAR driverseat 
01B2: give_actor $LIPSBROTHER1 weapon 2 ammo 60 
00A9: set_car $LIPSBROTHER1_CAR to_normal_driver 
020A: set_car $LIPSBROTHER1_CAR door_status_to 2 
02AA: set_car $LIPSBROTHER1_CAR immune_to_nonplayer 1 
00A5: $LIPSBROTHER2_CAR = create_car #SENTINEL at 800.0 -961.875 -100.0 
0175: set_car $LIPSBROTHER2_CAR z_angle_to 241.0 
03AB: set_car $LIPSBROTHER2_CAR strong 1 
0129: $LIPSBROTHER2 = create_actor 7 #GANG02 in_car $LIPSBROTHER2_CAR driverseat 
01B2: give_actor $LIPSBROTHER2 weapon 2 ammo 60 
00A9: set_car $LIPSBROTHER2_CAR to_normal_driver 
020A: set_car $LIPSBROTHER2_CAR door_status_to 2 
02AA: set_car $LIPSBROTHER2_CAR immune_to_nonplayer 1 

:JOEY5_1143
if 
80DC:   not player $PLAYER_CHAR in_car $DEADMAN_CAR 
jf @JOEY5_1444 
wait 0 
if 
0119:   car $DEADMAN_CAR wrecked 
jf @JOEY5_1204 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY5_3030 

:JOEY5_1204
if and
01F4:   car $DEADMAN_CAR flipped 
01C1:   car $DEADMAN_CAR stopped 
jf @JOEY5_1247 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY5_3030 

:JOEY5_1247
if and
0118:   actor $LIPSBROTHER1 dead 
  $IS_LIPSBROTHER1_CAR_DEAD == 0 // $ == int 
jf @JOEY5_1285 
0109: player $PLAYER_CHAR money += 5000 
$IS_LIPSBROTHER1_CAR_DEAD = 1 // $ = int 

:JOEY5_1285
if and
0118:   actor $LIPSBROTHER2 dead 
  $IS_LIPSBROTHER2_CAR_DEAD == 0 // $ == int 
jf @JOEY5_1323 
0109: player $PLAYER_CHAR money += 5000 
$IS_LIPSBROTHER2_CAR_DEAD = 1 // $ = int 

:JOEY5_1323
if 
8119:   not car $LIPSBROTHER1_CAR wrecked 
jf @JOEY5_1380 
if 
8185:   not car $LIPSBROTHER1_CAR health > 999 
jf @JOEY5_1380 
00BC: text_highpriority 'JM5_2' time 5000 1  // ~g~It's the Forelli brothers!
jump @JOEY5_1686 

:JOEY5_1380
if 
8119:   not car $LIPSBROTHER2_CAR wrecked 
jf @JOEY5_1437 
if 
8185:   not car $LIPSBROTHER2_CAR health > 999 
jf @JOEY5_1437 
00BC: text_highpriority 'JM5_2' time 5000 1  // ~g~It's the Forelli brothers!
jump @JOEY5_1686 

:JOEY5_1437
jump @JOEY5_1143 

:JOEY5_1444
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 863.375 -988.6875 4.3125 rotation 0.0 0.0 0.0 
0160: point_camera 864.1875 -989.1875 4.5 switchstyle 2 
03DE: set_pedestrians_density_multiplier_to 0.0 
00BC: text_highpriority 'JM5_2' time 5000 1  // ~g~It's the Forelli brothers!
wait 1500 
if 
8118:   not actor $LIPSBROTHER1 dead 
jf @JOEY5_1588 
if 
8119:   not car $LIPSBROTHER1_CAR wrecked 
jf @JOEY5_1588 
00AF: set_car $LIPSBROTHER1_CAR driver_behaviour_to 2 
02AA: set_car $LIPSBROTHER1_CAR immune_to_nonplayer 0 
00AD: set_car $LIPSBROTHER1_CAR max_speed_to 40.0 
00AE: set_vehicle $LIPSBROTHER1_CAR traffic_behavior_to 2 
011A: set_actor $LIPSBROTHER1 search_threat 1 

:JOEY5_1588
if 
8118:   not actor $LIPSBROTHER2 dead 
jf @JOEY5_1656 
if 
8119:   not car $LIPSBROTHER2_CAR wrecked 
jf @JOEY5_1656 
00AF: set_car $LIPSBROTHER2_CAR driver_behaviour_to 4 
02AA: set_car $LIPSBROTHER2_CAR immune_to_nonplayer 0 
00AD: set_car $LIPSBROTHER2_CAR max_speed_to 40.0 
00AE: set_vehicle $LIPSBROTHER2_CAR traffic_behavior_to 2 
011A: set_actor $LIPSBROTHER2 search_threat 1 

:JOEY5_1656
wait 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 

:JOEY5_1686
if 
8118:   not actor $LIPSBROTHER1 dead 
jf @JOEY5_1754 
if 
8119:   not car $LIPSBROTHER1_CAR wrecked 
jf @JOEY5_1754 
00AF: set_car $LIPSBROTHER1_CAR driver_behaviour_to 2 
02AA: set_car $LIPSBROTHER1_CAR immune_to_nonplayer 0 
00AD: set_car $LIPSBROTHER1_CAR max_speed_to 40.0 
00AE: set_vehicle $LIPSBROTHER1_CAR traffic_behavior_to 2 
011A: set_actor $LIPSBROTHER1 search_threat 1 

:JOEY5_1754
if 
8118:   not actor $LIPSBROTHER2 dead 
jf @JOEY5_1822 
if 
8119:   not car $LIPSBROTHER2_CAR wrecked 
jf @JOEY5_1822 
00AF: set_car $LIPSBROTHER2_CAR driver_behaviour_to 2 
02AA: set_car $LIPSBROTHER2_CAR immune_to_nonplayer 0 
00AD: set_car $LIPSBROTHER2_CAR max_speed_to 40.0 
00AE: set_vehicle $LIPSBROTHER2_CAR traffic_behavior_to 2 
011A: set_actor $LIPSBROTHER2 search_threat 1 

:JOEY5_1822
018A: $BLIP2_J5 = create_checkpoint_at 1139.0 54.5 -100.0 
0164: disable_marker $BLIP2_J5 
$BLOB_FLAG = 1 // $ = int 
wait 0 
if 
0119:   car $DEADMAN_CAR wrecked 
jf @JOEY5_1890 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY5_3030 

:JOEY5_1890
if 
81AC:   not car $DEADMAN_CAR stopped $BLOB_FLAG 1135.75 55.5 -1.0 1149.75 46.25 30.0 
jf @JOEY5_2459 
wait 0 
gosub @JOEY5_3199 
if 
0119:   car $DEADMAN_CAR wrecked 
jf @JOEY5_1983 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY5_3030 
jump @JOEY5_2087 

:JOEY5_1983
if 
00B1:   car $DEADMAN_CAR 0 1135.75 55.5 -1.0 1149.75 46.25 30.0 
jf @JOEY5_2073 
$FLAG_DONT_DO_CAR_CHECK_JOEY5 = 1 // $ = int 
if 
  $FLAG_LEAVE_CAR_MESSAGE_JOEY5 == 0 // $ == int 
jf @JOEY5_2066 
00BC: text_highpriority 'OUT_VEH' time 4000 1  // ~g~Get out of the vehicle!
$FLAG_LEAVE_CAR_MESSAGE_JOEY5 = 1 // $ = int 

:JOEY5_2066
jump @JOEY5_2087 

:JOEY5_2073
$FLAG_LEAVE_CAR_MESSAGE_JOEY5 = 0 // $ = int 
$FLAG_DONT_DO_CAR_CHECK_JOEY5 = 0 // $ = int 

:JOEY5_2087
if and
01F4:   car $DEADMAN_CAR flipped 
01C1:   car $DEADMAN_CAR stopped 
jf @JOEY5_2130 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY5_3030 

:JOEY5_2130
if 
  $FLAG_DONT_DO_CAR_CHECK_JOEY5 == 0 // $ == int 
jf @JOEY5_2320 
if 
8119:   not car $DEADMAN_CAR wrecked 
jf @JOEY5_2320 
if 
00DC:   player $PLAYER_CHAR in_car $DEADMAN_CAR 
jf @JOEY5_2241 
if 
  $FLAG_CAR_BLIP_DISPLAYED_J5 == 1 // $ == int 
jf @JOEY5_2241 
018A: $BLIP2_J5 = create_checkpoint_at 1139.0 54.5 -100.0 
018B: set_marker $BLIP2_J5 display 2 
0164: disable_marker $BLIP1_J5 
$FLAG_CAR_BLIP_DISPLAYED_J5 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:JOEY5_2241
if 
80DC:   not player $PLAYER_CHAR in_car $DEADMAN_CAR 
jf @JOEY5_2320 
if 
  $FLAG_CAR_BLIP_DISPLAYED_J5 == 0 // $ == int 
jf @JOEY5_2320 
0186: $BLIP1_J5 = create_marker_above_car $DEADMAN_CAR 
0164: disable_marker $BLIP2_J5 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_J5 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:JOEY5_2320
if 
  $FLAG_PLAYER_HAD_CRUSHER_HELP_HM5 == 0 // $ == int 
jf @JOEY5_2404 
if 
00E3:   player $PLAYER_CHAR 0 1140.25 50.0625 radius 20.0 20.0 
jf @JOEY5_2404 
if 
00DC:   player $PLAYER_CHAR in_car $DEADMAN_CAR 
jf @JOEY5_2404 
03E5: text_box 'CRUSH'  // Park in the marked area and exit your vehicle. The vehicle will then be crushed.
$FLAG_PLAYER_HAD_CRUSHER_HELP_HM5 = 1 // $ = int 

:JOEY5_2404
if and
00DC:   player $PLAYER_CHAR in_car $DEADMAN_CAR 
  $SKUNK_MESSAGE_PLAYED_BEFORE == 0 // $ == int 
jf @JOEY5_2452 
00BC: text_highpriority 'JM5_1' time 4000 1  // ~g~Take it to the crusher!
$SKUNK_MESSAGE_PLAYED_BEFORE = 1 // $ = int 

:JOEY5_2452
jump @JOEY5_1890 

:JOEY5_2459
if 
0119:   car $DEADMAN_CAR wrecked 
jf @JOEY5_2497 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY5_3030 

:JOEY5_2497
$BLOB_FLAG = 1 // $ = int 

:JOEY5_2504
if 
83A0:   not car $DEADMAN_CAR picked_up_by_crane 1120.0 46.0 
jf @JOEY5_2873 
wait 0 
gosub @JOEY5_3199 
if 
0119:   car $DEADMAN_CAR wrecked 
jf @JOEY5_2575 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY5_3030 

:JOEY5_2575
if and
01F4:   car $DEADMAN_CAR flipped 
01C1:   car $DEADMAN_CAR stopped 
jf @JOEY5_2618 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY5_3030 

:JOEY5_2618
if 
01AC:   car $DEADMAN_CAR stopped $BLOB_FLAG 1135.75 55.5 -1.0 1149.75 46.25 20.0 
jf @JOEY5_2669 
$FLAG_CAR_IN_AREA_JOEY5 = 1 // $ = int 
jump @JOEY5_2676 

:JOEY5_2669
$FLAG_CAR_IN_AREA_JOEY5 = 0 // $ = int 

:JOEY5_2676
if 
  $FLAG_CAR_IN_AREA_JOEY5 == 0 // $ == int 
jf @JOEY5_2866 
if 
8119:   not car $DEADMAN_CAR wrecked 
jf @JOEY5_2866 
if 
00DC:   player $PLAYER_CHAR in_car $DEADMAN_CAR 
jf @JOEY5_2787 
if 
  $FLAG_CAR_BLIP_DISPLAYED_J5 == 1 // $ == int 
jf @JOEY5_2787 
018A: $BLIP2_J5 = create_checkpoint_at 1139.0 54.5 -100.0 
018B: set_marker $BLIP2_J5 display 2 
0164: disable_marker $BLIP1_J5 
$FLAG_CAR_BLIP_DISPLAYED_J5 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:JOEY5_2787
if 
80DC:   not player $PLAYER_CHAR in_car $DEADMAN_CAR 
jf @JOEY5_2866 
if 
  $FLAG_CAR_BLIP_DISPLAYED_J5 == 0 // $ == int 
jf @JOEY5_2866 
0186: $BLIP1_J5 = create_marker_above_car $DEADMAN_CAR 
0164: disable_marker $BLIP2_J5 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_J5 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:JOEY5_2866
jump @JOEY5_2504 

:JOEY5_2873
0164: disable_marker $BLIP1_J5 
0164: disable_marker $BLIP2_J5 
00BE: text_clear_all 

:JOEY5_2885
if 
8149:   not car $DEADMAN_CAR crushed_by_car_crusher 
jf @JOEY5_3023 
gosub @JOEY5_3199 
if 
0119:   car $DEADMAN_CAR wrecked 
jf @JOEY5_2946 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY5_3030 

:JOEY5_2946
if 
0149:   car $DEADMAN_CAR crushed_by_car_crusher 
jf @JOEY5_2969 
jump @JOEY5_3047 

:JOEY5_2969
if and
01F4:   car $DEADMAN_CAR flipped 
01C1:   car $DEADMAN_CAR stopped 
jf @JOEY5_3012 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @JOEY5_3030 

:JOEY5_3012
wait 0 
jump @JOEY5_2885 

:JOEY5_3023
jump @JOEY5_3047 

:JOEY5_3030
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:JOEY5_3047
$FLAG_JOEY_MISSION5_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10000 
0318: set_latest_mission_passed 'JM5'  // 'DEAD SKUNK IN THE TRUNK'
030C: progress_made += 1 
start_new_script @NONAME_26 
return 

:JOEY5_3113
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_J5 
0164: disable_marker $BLIP2_J5 
0249: release_model #GANG02 
0249: release_model #SENTINEL 
0249: release_model #CORPSE 
if 
8119:   not car $LIPSBROTHER1_CAR wrecked 
jf @JOEY5_3172 
020A: set_car $LIPSBROTHER1_CAR door_status_to 1 

:JOEY5_3172
if 
8119:   not car $LIPSBROTHER2_CAR wrecked 
jf @JOEY5_3195 
020A: set_car $LIPSBROTHER2_CAR door_status_to 1 

:JOEY5_3195
mission_cleanup 
return 

:JOEY5_3199
if and
0118:   actor $LIPSBROTHER1 dead 
  $IS_LIPSBROTHER1_CAR_DEAD == 0 // $ == int 
jf @JOEY5_3237 
0109: player $PLAYER_CHAR money += 5000 
$IS_LIPSBROTHER1_CAR_DEAD = 1 // $ = int 

:JOEY5_3237
if and
0118:   actor $LIPSBROTHER2 dead 
  $IS_LIPSBROTHER2_CAR_DEAD == 0 // $ == int 
jf @JOEY5_3275 
0109: player $PLAYER_CHAR money += 5000 
$IS_LIPSBROTHER2_CAR_DEAD = 1 // $ = int 

:JOEY5_3275
if 
8119:   not car $LIPSBROTHER1_CAR wrecked 
jf @JOEY5_3432 
if and
01F4:   car $LIPSBROTHER1_CAR flipped 
01C1:   car $LIPSBROTHER1_CAR stopped 
  $ON_NEW_OBJECTIVE_JOEY5_1 == 0 // $ == int 
jf @JOEY5_3357 
if 
8118:   not actor $LIPSBROTHER1 dead 
jf @JOEY5_3350 
020A: set_car $LIPSBROTHER1_CAR door_status_to 1 
01CA: actor $LIPSBROTHER1 kill_player $PLAYER_CHAR 

:JOEY5_3350
$ON_NEW_OBJECTIVE_JOEY5_1 = 1 // $ = int 

:JOEY5_3357
if and
00B0:   car $LIPSBROTHER1_CAR 0 1122.688 2.875 1183.75 111.875 
  $ON_NEW_OBJECTIVE_JOEY5_1 == 0 // $ == int 
jf @JOEY5_3432 
if 
8118:   not actor $LIPSBROTHER1 dead 
jf @JOEY5_3425 
020A: set_car $LIPSBROTHER1_CAR door_status_to 1 
01CA: actor $LIPSBROTHER1 kill_player $PLAYER_CHAR 

:JOEY5_3425
$ON_NEW_OBJECTIVE_JOEY5_1 = 1 // $ = int 

:JOEY5_3432
if 
8119:   not car $LIPSBROTHER2_CAR wrecked 
jf @JOEY5_3605 
if and
01F4:   car $LIPSBROTHER2_CAR flipped 
01C1:   car $LIPSBROTHER2_CAR stopped 
  $ON_NEW_OBJECTIVE_JOEY5_2 == 0 // $ == int 
jf @JOEY5_3514 
if 
8118:   not actor $LIPSBROTHER2 dead 
jf @JOEY5_3507 
020A: set_car $LIPSBROTHER2_CAR door_status_to 1 
01CA: actor $LIPSBROTHER2 kill_player $PLAYER_CHAR 

:JOEY5_3507
$ON_NEW_OBJECTIVE_JOEY5_2 = 1 // $ = int 

:JOEY5_3514
if 
8119:   not car $LIPSBROTHER2_CAR wrecked 
jf @JOEY5_3605 
if and
00B0:   car $LIPSBROTHER2_CAR 0 1122.688 2.875 1183.75 111.875 
  $ON_NEW_OBJECTIVE_JOEY5_1 == 0 // $ == int 
jf @JOEY5_3605 
if 
8118:   not actor $LIPSBROTHER2 dead 
jf @JOEY5_3598 
020A: set_car $LIPSBROTHER2_CAR door_status_to 1 
01CA: actor $LIPSBROTHER2 kill_player $PLAYER_CHAR 

:JOEY5_3598
$ON_NEW_OBJECTIVE_JOEY5_1 = 1 // $ = int 

:JOEY5_3605
return 

//-------------Mission 29---------------
// Originally: The Getaway

:JOEY6
gosub @JOEY6_36 
if 
  wasted_or_busted 
jf @JOEY6_27 
gosub @JOEY6_9870 

:JOEY6_27
gosub @JOEY6_10037 
terminate_this_script 

:JOEY6_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 1 // $ = int 
script_name 'JOEY6' 
wait 0 
023C: load_special_actor 1 'JOEY' 
02F3: load_object #CUTOBJ01 'JOEYH' 
02F3: load_object #CUTOBJ02 'PLAYERH' 
02F3: load_object #CUTOBJ03 'TROLL' 
0247: request_model #STALLION 
0247: request_model #JOGARAGEEXT 
0247: request_model #JOGARAGEINT 
038B: load_requested_models 
038B: load_requested_models 

:JOEY6_136
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @JOEY6_177 
wait 0 
jump @JOEY6_136 

:JOEY6_177
if or
8248:   not model #JOGARAGEEXT available 
8248:   not model #JOGARAGEINT available 
8248:   not model #STALLION available 
jf @JOEY6_214 
wait 0 
jump @JOEY6_177 

:JOEY6_214
02E4: load_cutscene_data 'J6_TBJ' 
0244: set_cutscene_pos 1190.063 -869.8125 13.9375 
00A5: $CUT_CAR3_LM3 = create_car #STALLION at 1192.875 -860.75 14.0 
0175: set_car $CUT_CAR3_LM3 z_angle_to 150.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_JOEY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_JOEY 'JOEY' 
02F4: create_cutscene_actor $CS_JOEYHEAD from_head #CUTOBJ01 and_body $CS_JOEY 
02F5: set_head_anim $CS_JOEYHEAD 'JOEY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ02 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_TROLL = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $CS_TROLL 'TROLL' 
0395: clear_area 1 at 1191.875 -870.375 15.0 range 1.0 
0055: put_player $PLAYER_CHAR at 1191.875 -870.375 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 230.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:JOEY6_429
if 
  4434 > $CS_TIME // int > $ 
jf @JOEY6_464 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY6_429 

:JOEY6_464
00BC: text_highpriority 'JM6_A' time 10000 2  // What a ride she's gonna be, huh?

:JOEY6_479
if 
  6704 > $CS_TIME // int > $ 
jf @JOEY6_514 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY6_479 

:JOEY6_514
00BC: text_highpriority 'JM6_B' time 10000 2  // Alright, listen. Get some wheels to the safehouse at St. Marks and pick up a few friends of mine.

:JOEY6_529
if 
  12000 > $CS_TIME // int > $ 
jf @JOEY6_564 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY6_529 

:JOEY6_564
00BC: text_highpriority 'JM6_C' time 10000 2  // They're hittin' a bank and they need a driver.

:JOEY6_579
if 
  14274 > $CS_TIME // int > $ 
jf @JOEY6_614 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY6_579 

:JOEY6_614
00BC: text_highpriority 'JM6_D' time 10000 2  // I gave my word that you were the man, so don't screw this up.

:JOEY6_629
if 
  17302 > $CS_TIME // int > $ 
jf @JOEY6_664 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY6_629 

:JOEY6_664
00BC: text_highpriority 'JM6_E' time 10000 2  // Get them to the bank before five o'clock, not a minute after.

:JOEY6_679
if 
  21000 > $CS_TIME // int > $ 
jf @JOEY6_714 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @JOEY6_679 

:JOEY6_714
fade 0 1500 

:JOEY6_721
if 
82E9:   not cutscene_reached_end 
jf @JOEY6_745 
wait 0 
jump @JOEY6_721 

:JOEY6_745
00BE: text_clear_all 

:JOEY6_747
if 
  fading 
jf @JOEY6_771 
wait 0 
jump @JOEY6_747 

:JOEY6_771
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #STALLION 
0249: release_model #JOGARAGEEXT 
0249: release_model #JOGARAGEINT 
00A6: destroy_car $CUT_CAR3_LM3 
$THUGS_SCORE = 0 // $ = int 
$SOUND_ALREADY_CREATED_BEFORE = 0 // $ = int 
$FLAG_NOT_ENOUGH_SEATS = 0 // $ = int 
023C: load_special_actor 2 'ROBBER' 

:JOEY6_863
if 
823D:   not special_actor 2 loaded 
jf @JOEY6_889 
wait 0 
jump @JOEY6_863 

:JOEY6_889
018A: $BLIP1_JM6 = create_checkpoint_at 1086.0 -227.0 -100.0 
018B: set_marker $BLIP1_JM6 display 2 
$FLAG_DISPLAYED_HORN_MESSAGE_JM6 = 0 // $ = int 
$FLAG_DISPLAYED_WANTED_MESSAGE_JM6 = 0 // $ = int 
$THUG1_IS_DEAD = 0 // $ = int 
$THUG2_IS_DEAD = 0 // $ = int 
$THUG3_IS_DEAD = 0 // $ = int 
$BLIP_FOR_THUG_ADDED1 = 0 // $ = int 
$BLIP_FOR_THUG_ADDED2 = 0 // $ = int 
$BLIP_FOR_THUG_ADDED3 = 0 // $ = int 

:JOEY6_966
wait 0 

:JOEY6_970
if or
819B:   not player $PLAYER_CHAR stopped 1 1089.875 -223.875 1084.5 -228.5 
8122:   not player $PLAYER_CHAR pressing_horn 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @JOEY6_1318 
wait 0 
if 
019B:   player $PLAYER_CHAR stopped 0 1089.875 -223.875 1084.5 -228.5 
jf @JOEY6_1144 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @JOEY6_1104 
if 
  $FLAG_NOT_ENOUGH_SEATS == 0 // $ == int 
jf @JOEY6_1097 
00BC: text_highpriority 'WANTED1' time 5000 1  // ~g~Shake the cops and lose your wanted level!

:JOEY6_1097
jump @JOEY6_1137 

:JOEY6_1104
if 
  $FLAG_NOT_ENOUGH_SEATS == 0 // $ == int 
jf @JOEY6_1137 
00BC: text_highpriority 'HORN' time 5000 1  // ~g~Sound the horn.

:JOEY6_1137
jump @JOEY6_1151 

:JOEY6_1144
$FLAG_NOT_ENOUGH_SEATS = 0 // $ = int 

:JOEY6_1151
if 
8198:   not player $PLAYER_CHAR 0 1089.875 -223.875 1084.5 -228.5 
jf @JOEY6_1201 
03D5: remove_text 'WANTED1'  // ~g~Shake the cops and lose your wanted level!
03D5: remove_text 'HORN'  // ~g~Sound the horn.

:JOEY6_1201
if 
0197:   player $PLAYER_CHAR 0 1089.875 -223.875 1084.5 -228.5 
jf @JOEY6_1253 
00BC: text_highpriority 'JM6_5' time 5000 1  // ~g~You need a getaway vehicle, Idiot!
jump @JOEY6_1263 

:JOEY6_1253
03D5: remove_text 'JM6_5'  // ~g~You need a getaway vehicle, Idiot!

:JOEY6_1263
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if 
  $HOURS >= 17 // $ >= int 
jf @JOEY6_1311 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY6_9870 

:JOEY6_1311
jump @JOEY6_970 

:JOEY6_1318
00DA: $ANY_CAR_JM6 = player $PLAYER_CHAR car 
01EA: $MAXPASSENGERS = car $ANY_CAR_JM6 max_passengers 
03D5: remove_text 'WANTED1'  // ~g~Shake the cops and lose your wanted level!
03D5: remove_text 'HORN'  // ~g~Sound the horn.
if 
   not $MAXPASSENGERS > 2 // $ > int 
jf @JOEY6_1401 
00BC: text_highpriority 'NODOORS' time 5000 1  // ~g~They ain't sardines! Get some wheels with enough seats.
$FLAG_NOT_ENOUGH_SEATS = 1 // $ = int 
jump @JOEY6_966 

:JOEY6_1401
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #COACH 
00DE:   player $PLAYER_CHAR driving_vehicle_type #BUS 
jf @JOEY6_1455 
00BC: text_highpriority 'JM6_6' time 5000 1  // ~g~Go and get a vehicle less conspicuous!
$FLAG_NOT_ENOUGH_SEATS = 1 // $ = int 
jump @JOEY6_966 

:JOEY6_1455
0395: clear_area 1 at 1087.688 -229.1875 8.0 range 6.0 
if 
8119:   not car $ANY_CAR_JM6 wrecked 
jf @JOEY6_1494 
020A: set_car $ANY_CAR_JM6 door_status_to 4 

:JOEY6_1494
wait 500 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if 
8119:   not car $ANY_CAR_JM6 wrecked 
jf @JOEY6_1547 
020A: set_car $ANY_CAR_JM6 door_status_to 1 

:JOEY6_1547
0164: disable_marker $BLIP1_JM6 
009A: $THUG1 = create_actor 21 #SPECIAL02 at 1086.5 -238.25 9.0 
020F: actor $THUG1 look_at_player $PLAYER_CHAR 
009F: set_actor $THUG1 idle 
009A: $THUG2 = create_actor 21 #SPECIAL02 at 1088.375 -237.875 9.0 
020F: actor $THUG2 look_at_player $PLAYER_CHAR 
009F: set_actor $THUG2 idle 
009A: $THUG3 = create_actor 21 #SPECIAL02 at 1090.375 -238.0 9.0 
020F: actor $THUG3 look_at_player $PLAYER_CHAR 
009F: set_actor $THUG3 idle 
01B2: give_actor $THUG1 weapon 2 ammo 100 
01B2: give_actor $THUG2 weapon 4 ammo 50 
01B2: give_actor $THUG3 weapon 3 ammo 100 
015F: set_camera_position 1078.75 -232.4375 12.1875 rotation 0.0 0.0 0.0 
0160: point_camera 1079.688 -232.125 11.9375 switchstyle 2 
0243: set_actor $THUG1 ped_stats_to 16 
0243: set_actor $THUG2 ped_stats_to 16 
0243: set_actor $THUG3 ped_stats_to 16 
011A: set_actor $THUG1 search_threat 64 
011A: set_actor $THUG2 search_threat 64 
011A: set_actor $THUG3 search_threat 64 
wait 1000 

:JOEY6_1752
if 
834E:   not move_object $BANK_JOB_DOOR to 1087.5 -233.75 13.5 speed 0.0 0.0 0.0625 collision_check 0 
jf @JOEY6_1895 
wait 0 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if 
  $HOURS >= 17 // $ >= int 
jf @JOEY6_1840 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY6_9870 

:JOEY6_1840
if or
0118:   actor $THUG1 dead 
0118:   actor $THUG2 dead 
0118:   actor $THUG3 dead 
jf @JOEY6_1888 
00BC: text_highpriority 'JM6_7' time 5000 1  // ~g~You need all 3 to rob the bank!
jump @JOEY6_9870 

:JOEY6_1888
jump @JOEY6_1752 

:JOEY6_1895
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_1931 
01DF: tie_actor $THUG1 to_player $PLAYER_CHAR 
0319: set_actor $THUG1 wander_state_to 1 
wait 800 

:JOEY6_1931
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_1967 
01DF: tie_actor $THUG2 to_player $PLAYER_CHAR 
0319: set_actor $THUG2 wander_state_to 1 
wait 800 

:JOEY6_1967
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_1998 
01DF: tie_actor $THUG3 to_player $PLAYER_CHAR 
0319: set_actor $THUG3 wander_state_to 1 

:JOEY6_1998
if and
8119:   not car $ANY_CAR_JM6 wrecked 
8118:   not actor $THUG1 dead 
8118:   not actor $THUG2 dead 
8118:   not actor $THUG3 dead 
jf @JOEY6_2227 
TIMERB = 0 // @ = int 

:JOEY6_2036
if or
80DB:   not actor $THUG1 in_car $ANY_CAR_JM6 
80DB:   not actor $THUG2 in_car $ANY_CAR_JM6 
80DB:   not actor $THUG3 in_car $ANY_CAR_JM6 
jf @JOEY6_2227 
wait 0 
if or
0118:   actor $THUG1 dead 
0118:   actor $THUG2 dead 
0118:   actor $THUG3 dead 
jf @JOEY6_2123 
00BC: text_highpriority 'JM6_7' time 5000 1  // ~g~You need all 3 to rob the bank!
jump @JOEY6_9870 

:JOEY6_2123
if 
0119:   car $ANY_CAR_JM6 wrecked 
jf @JOEY6_2146 
jump @JOEY6_9870 

:JOEY6_2146
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if 
  $HOURS >= 17 // $ >= int 
jf @JOEY6_2194 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY6_9870 

:JOEY6_2194
if 
  TIMERB > 15000 // @ > int 
jf @JOEY6_2220 
jump @JOEY6_2227 

:JOEY6_2220
jump @JOEY6_2036 

:JOEY6_2227
03CF: load_wav 'J6_A' 

:JOEY6_2237
if 
83D0:   not wav_loaded 
jf @JOEY6_2261 
wait 0 
jump @JOEY6_2237 

:JOEY6_2261
03D1: play_wav 
02EB: restore_camera_with_jumpcut 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00BC: text_highpriority 'JM6_1' time 5000 1  // Get to the bank on the main drag.

:JOEY6_2312
if 
834E:   not move_object $BANK_JOB_DOOR to 1087.5 -233.75 11.0 speed 0.0 0.0 0.1875 collision_check 0 
jf @JOEY6_2455 
wait 0 
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if 
  $HOURS >= 17 // $ >= int 
jf @JOEY6_2400 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY6_9870 

:JOEY6_2400
if or
0118:   actor $THUG1 dead 
0118:   actor $THUG2 dead 
0118:   actor $THUG3 dead 
jf @JOEY6_2448 
00BC: text_highpriority 'JM6_7' time 5000 1  // ~g~You need all 3 to rob the bank!
jump @JOEY6_9870 

:JOEY6_2448
jump @JOEY6_2312 

:JOEY6_2455
018A: $BLIP3_JM6 = create_checkpoint_at 1038.0 -700.0 -100.0 
$FLAG_DISPLAYED_WANTED_MESSAGE_JM6 = 0 // $ = int 

:JOEY6_2476
wait 0 
if 
0119:   car $ANY_CAR_JM6 wrecked 
jf @JOEY6_2496 

:JOEY6_2496
if or
819E:   not player $PLAYER_CHAR stopped 1 1040.5 -691.5 14.0 1043.75 -698.5 17.0 
80E0:   not player $PLAYER_CHAR in_any_car 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @JOEY6_3302 
wait 0 
if 
0119:   car $ANY_CAR_JM6 wrecked 
jf @JOEY6_2564 

:JOEY6_2564
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @JOEY6_2588 
00DA: $ANY_CAR_JM6 = player $PLAYER_CHAR car 

:JOEY6_2588
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_2721 
if 
8320:   not actor $THUG1 in_range_of_player $PLAYER_CHAR 
jf @JOEY6_2721 
if 
  $BLIP_FOR_THUG_ADDED1 == 0 // $ == int 
jf @JOEY6_2656 
0187: $THUG1_BLIP = create_marker_above_actor $THUG1 
$BLIP_FOR_THUG_ADDED1 = 1 // $ = int 

:JOEY6_2656
if 
00E9:   player $PLAYER_CHAR 0 $THUG1 radius 30.0 30.0 
jf @JOEY6_2721 
if 
  $BLIP_FOR_THUG_ADDED1 == 1 // $ == int 
jf @JOEY6_2721 
01DF: tie_actor $THUG1 to_player $PLAYER_CHAR 
0164: disable_marker $THUG1_BLIP 
$BLIP_FOR_THUG_ADDED1 = 0 // $ = int 

:JOEY6_2721
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_2854 
if 
8320:   not actor $THUG2 in_range_of_player $PLAYER_CHAR 
jf @JOEY6_2854 
if 
  $BLIP_FOR_THUG_ADDED2 == 0 // $ == int 
jf @JOEY6_2789 
0187: $THUG2_BLIP = create_marker_above_actor $THUG2 
$BLIP_FOR_THUG_ADDED2 = 1 // $ = int 

:JOEY6_2789
if 
00E9:   player $PLAYER_CHAR 0 $THUG2 radius 30.0 30.0 
jf @JOEY6_2854 
if 
  $BLIP_FOR_THUG_ADDED2 == 1 // $ == int 
jf @JOEY6_2854 
01DF: tie_actor $THUG2 to_player $PLAYER_CHAR 
0164: disable_marker $THUG2_BLIP 
$BLIP_FOR_THUG_ADDED2 = 0 // $ = int 

:JOEY6_2854
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_2987 
if 
8320:   not actor $THUG3 in_range_of_player $PLAYER_CHAR 
jf @JOEY6_2987 
if 
  $BLIP_FOR_THUG_ADDED3 == 0 // $ == int 
jf @JOEY6_2922 
0187: $THUG3_BLIP = create_marker_above_actor $THUG3 
$BLIP_FOR_THUG_ADDED3 = 1 // $ = int 

:JOEY6_2922
if 
00E9:   player $PLAYER_CHAR 0 $THUG3 radius 30.0 30.0 
jf @JOEY6_2987 
if 
  $BLIP_FOR_THUG_ADDED3 == 1 // $ == int 
jf @JOEY6_2987 
01DF: tie_actor $THUG3 to_player $PLAYER_CHAR 
0164: disable_marker $THUG3_BLIP 
$BLIP_FOR_THUG_ADDED3 = 0 // $ = int 

:JOEY6_2987
if or
0118:   actor $THUG1 dead 
0118:   actor $THUG2 dead 
0118:   actor $THUG3 dead 
jf @JOEY6_3035 
00BC: text_highpriority 'JM6_7' time 5000 1  // ~g~You need all 3 to rob the bank!
jump @JOEY6_9870 

:JOEY6_3035
if 
01A0:   player $PLAYER_CHAR stopped 0 1040.5 -691.5 14.0 1043.75 -698.5 17.0 
jf @JOEY6_3136 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @JOEY6_3129 
if 
  $FLAG_DISPLAYED_WANTED_MESSAGE_JM6 == 0 // $ == int 
jf @JOEY6_3129 
00BC: text_highpriority 'WANTED1' time 5000 1  // ~g~Shake the cops and lose your wanted level!
$FLAG_DISPLAYED_WANTED_MESSAGE_JM6 = 1 // $ = int 

:JOEY6_3129
jump @JOEY6_3179 

:JOEY6_3136
if 
8057:   not player $PLAYER_CHAR 0 1040.5 -691.5 14.0 1043.75 -698.5 17.0 
jf @JOEY6_3179 
$FLAG_DISPLAYED_WANTED_MESSAGE_JM6 = 0 // $ = int 

:JOEY6_3179
if 
019C:   player $PLAYER_CHAR 0 1040.5 -691.5 14.0 1043.75 -698.5 17.0 
jf @JOEY6_3237 
00BC: text_highpriority 'JM6_5' time 5000 1  // ~g~You need a getaway vehicle, Idiot!
jump @JOEY6_3247 

:JOEY6_3237
03D5: remove_text 'JM6_5'  // ~g~You need a getaway vehicle, Idiot!

:JOEY6_3247
00BF: $HOURS = current_time_hours, $MINUTES = current_time_minutes 
if 
  $HOURS >= 17 // $ >= int 
jf @JOEY6_3295 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @JOEY6_9870 

:JOEY6_3295
jump @JOEY6_2496 

:JOEY6_3302
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #COACH 
00DE:   player $PLAYER_CHAR driving_vehicle_type #BUS 
jf @JOEY6_3349 
00BC: text_highpriority 'JM6_6' time 5000 1  // ~g~Go and get a vehicle less conspicuous!
jump @JOEY6_2476 

:JOEY6_3349
if or
0118:   actor $THUG1 dead 
0118:   actor $THUG2 dead 
0118:   actor $THUG3 dead 
jf @JOEY6_3397 
00BC: text_highpriority 'JM6_7' time 5000 1  // ~g~You need all 3 to rob the bank!
jump @JOEY6_9870 

:JOEY6_3397
if or
80DB:   not actor $THUG1 in_car $ANY_CAR_JM6 
80DB:   not actor $THUG2 in_car $ANY_CAR_JM6 
80DB:   not actor $THUG3 in_car $ANY_CAR_JM6 
jf @JOEY6_3454 
00BC: text_highpriority 'JM6_7' time 5000 1  // ~g~You need all 3 to rob the bank!
jump @JOEY6_2476 

:JOEY6_3454
0395: clear_area 1 at 1037.25 -699.5625 15.0 range 6.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
015F: set_camera_position 1036.438 -705.5625 14.5 rotation 0.0 0.0 0.0 
0160: point_camera 1036.625 -704.625 14.5625 switchstyle 2 
0164: disable_marker $BLIP3_JM6 
03CF: load_wav 'J6_B' 

:JOEY6_3555
if 
83D0:   not wav_loaded 
jf @JOEY6_3579 
wait 0 
jump @JOEY6_3555 

:JOEY6_3579
03D1: play_wav 
00BC: text_highpriority 'JM6_2' time 5000 1  // Keep the engine running we'll be in and out in no time.
00DA: $ANY_CAR_JM6 = player $PLAYER_CHAR car 
if 
8119:   not car $ANY_CAR_JM6 wrecked 
jf @JOEY6_3649 
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_3649 
01E0: clear_leader $THUG1 
01D3: actor $THUG1 leave_car $ANY_CAR_JM6 

:JOEY6_3649
wait 400 
if 
8119:   not car $ANY_CAR_JM6 wrecked 
jf @JOEY6_3699 
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_3699 
01E0: clear_leader $THUG2 
01D3: actor $THUG2 leave_car $ANY_CAR_JM6 

:JOEY6_3699
wait 400 
if 
8119:   not car $ANY_CAR_JM6 wrecked 
jf @JOEY6_3749 
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_3749 
01E0: clear_leader $THUG3 
01D3: actor $THUG3 leave_car $ANY_CAR_JM6 

:JOEY6_3749
$OBJECTIVE_COUNT = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 0 // $ = int 

:JOEY6_3777
if 
   not $OBJECTIVE_COUNT == 3 // $ == int 
jf @JOEY6_4280 
wait 0 
if and
0118:   actor $THUG1 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_3843 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 
$THUG1_IS_DEAD = 1 // $ = int 

:JOEY6_3843
if and
0118:   actor $THUG2 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_3887 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 
$THUG2_IS_DEAD = 1 // $ = int 

:JOEY6_3887
if and
0118:   actor $THUG3 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_3931 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 
$THUG3_IS_DEAD = 1 // $ = int 

:JOEY6_3931
if and
  $THUG1_IS_DEAD == 1 // $ == int 
  $THUG2_IS_DEAD == 1 // $ == int 
  $THUG3_IS_DEAD == 1 // $ == int 
jf @JOEY6_3970 
jump @JOEY6_9870 

:JOEY6_3970
if 
0119:   car $ANY_CAR_JM6 wrecked 
jf @JOEY6_3993 
jump @JOEY6_9870 

:JOEY6_3993
if and
8119:   not car $ANY_CAR_JM6 wrecked 
8118:   not actor $THUG1 dead 
jf @JOEY6_4088 
if 
  $THUG1_IS_DEAD == 0 // $ == int 
jf @JOEY6_4088 
if and
80DB:   not actor $THUG1 in_car $ANY_CAR_JM6 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_4088 
0239: actor $THUG1 run_to 1037.375 -699.875 
wait 300 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 

:JOEY6_4088
if and
8119:   not car $ANY_CAR_JM6 wrecked 
8118:   not actor $THUG2 dead 
jf @JOEY6_4183 
if 
  $THUG2_IS_DEAD == 0 // $ == int 
jf @JOEY6_4183 
if and
80DB:   not actor $THUG2 in_car $ANY_CAR_JM6 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_4183 
0239: actor $THUG2 run_to 1037.375 -699.875 
wait 300 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 

:JOEY6_4183
if and
8119:   not car $ANY_CAR_JM6 wrecked 
8118:   not actor $THUG3 dead 
jf @JOEY6_4273 
if 
  $THUG3_IS_DEAD == 0 // $ == int 
jf @JOEY6_4273 
if and
80DB:   not actor $THUG3 in_car $ANY_CAR_JM6 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_4273 
0239: actor $THUG3 run_to 1037.375 -699.875 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 

:JOEY6_4273
jump @JOEY6_3777 

:JOEY6_4280
$OBJECTIVE_COUNT = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 0 // $ = int 
01BB: store_object $BANKDOOR1 position_to $BANKDOOR_X $BANKDOOR_Y $BANKDOOR_Z 
$BANKDOOR_Y -= 1.0 // $ -= float 
01BB: store_object $BANKDOOR2 position_to $BANKDOOR2_X $BANKDOOR2_Y $BANKDOOR2_Z 
$BANKDOOR2_Y += 1.0 // $ += float 

:JOEY6_4352
if or
834E:   not move_object $BANKDOOR1 to $BANKDOOR_X $BANKDOOR_Y $BANKDOOR_Z speed 0.0 0.0625 0.0 collision_check 0 
834E:   not move_object $BANKDOOR2 to $BANKDOOR2_X $BANKDOOR2_Y $BANKDOOR2_Z speed 0.0 0.0625 0.0 collision_check 0 
jf @JOEY6_4424 
wait 0 
jump @JOEY6_4352 

:JOEY6_4424
TIMERB = 0 // @ = int 

:JOEY6_4431
if 
   not $OBJECTIVE_COUNT == 3 // $ == int 
jf @JOEY6_4938 
wait 0 
if and
0118:   actor $THUG1 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_4497 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 
$THUG1_IS_DEAD = 1 // $ = int 

:JOEY6_4497
if and
0118:   actor $THUG2 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_4541 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 
$THUG2_IS_DEAD = 1 // $ = int 

:JOEY6_4541
if and
0118:   actor $THUG3 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_4585 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 
$THUG3_IS_DEAD = 1 // $ = int 

:JOEY6_4585
if and
  $THUG1_IS_DEAD == 1 // $ == int 
  $THUG2_IS_DEAD == 1 // $ == int 
  $THUG3_IS_DEAD == 1 // $ == int 
jf @JOEY6_4624 
jump @JOEY6_9870 

:JOEY6_4624
if 
  $THUG1_IS_DEAD == 0 // $ == int 
jf @JOEY6_4690 
if and
0126:   actor $THUG1 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_4690 
0239: actor $THUG1 run_to 1032.875 -700.1875 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 

:JOEY6_4690
if 
  $THUG2_IS_DEAD == 0 // $ == int 
jf @JOEY6_4756 
if and
0126:   actor $THUG2 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_4756 
0239: actor $THUG2 run_to 1032.875 -700.1875 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 

:JOEY6_4756
if 
  $THUG3_IS_DEAD == 0 // $ == int 
jf @JOEY6_4822 
if and
0126:   actor $THUG3 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_4822 
0239: actor $THUG3 run_to 1032.875 -700.1875 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 

:JOEY6_4822
if 
  TIMERB > 15000 // @ > int 
jf @JOEY6_4931 
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_4871 
00A1: put_actor $THUG1 at 1037.375 -699.875 13.875 

:JOEY6_4871
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_4901 
00A1: put_actor $THUG2 at 1037.375 -699.875 13.875 

:JOEY6_4901
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_4931 
00A1: put_actor $THUG3 at 1037.375 -699.875 13.875 

:JOEY6_4931
jump @JOEY6_4431 

:JOEY6_4938
$OBJECTIVE_COUNT = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 0 // $ = int 
TIMERB = 0 // @ = int 

:JOEY6_4973
if 
   not $OBJECTIVE_COUNT == 3 // $ == int 
jf @JOEY6_5504 
wait 0 
if and
0118:   actor $THUG1 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_5039 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 
$THUG1_IS_DEAD = 1 // $ = int 

:JOEY6_5039
if and
0118:   actor $THUG2 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_5083 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 
$THUG2_IS_DEAD = 1 // $ = int 

:JOEY6_5083
if and
0118:   actor $THUG3 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_5127 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 
$THUG3_IS_DEAD = 1 // $ = int 

:JOEY6_5127
if and
  $THUG1_IS_DEAD == 1 // $ == int 
  $THUG2_IS_DEAD == 1 // $ == int 
  $THUG3_IS_DEAD == 1 // $ == int 
jf @JOEY6_5166 
jump @JOEY6_9870 

:JOEY6_5166
if 
  $THUG1_IS_DEAD == 0 // $ == int 
jf @JOEY6_5240 
if and
0126:   actor $THUG1 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_5240 
00A1: put_actor $THUG1 at 1104.0 -792.0 14.0 
0192: set_actor $THUG1 objective_to_stand_still 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 

:JOEY6_5240
if 
  $THUG2_IS_DEAD == 0 // $ == int 
jf @JOEY6_5314 
if and
0126:   actor $THUG2 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_5314 
00A1: put_actor $THUG2 at 1102.0 -792.0 14.0 
0192: set_actor $THUG2 objective_to_stand_still 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 

:JOEY6_5314
if 
  $THUG3_IS_DEAD == 0 // $ == int 
jf @JOEY6_5388 
if and
0126:   actor $THUG3 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_5388 
00A1: put_actor $THUG3 at 1100.0 -792.0 14.0 
0192: set_actor $THUG3 objective_to_stand_still 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 

:JOEY6_5388
if 
  TIMERB > 15000 // @ > int 
jf @JOEY6_5497 
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_5437 
00A1: put_actor $THUG1 at 1032.875 -700.1875 13.875 

:JOEY6_5437
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_5467 
00A1: put_actor $THUG2 at 1032.875 -700.1875 13.875 

:JOEY6_5467
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_5497 
00A1: put_actor $THUG3 at 1032.875 -700.1875 13.875 

:JOEY6_5497
jump @JOEY6_4973 

:JOEY6_5504
03CF: load_wav 'J6_1' 
01BB: store_object $BANKDOOR1 position_to $BANKDOOR_X $BANKDOOR_Y $BANKDOOR_Z 
$BANKDOOR_Y += 1.0 // $ += float 
01BB: store_object $BANKDOOR2 position_to $BANKDOOR2_X $BANKDOOR2_Y $BANKDOOR2_Z 
$BANKDOOR2_Y -= 1.0 // $ -= float 

:JOEY6_5558
if or
834E:   not move_object $BANKDOOR1 to $BANKDOOR_X $BANKDOOR_Y $BANKDOOR_Z speed 0.0 0.0625 0.0 collision_check 0 
834E:   not move_object $BANKDOOR2 to $BANKDOOR2_X $BANKDOOR2_Y $BANKDOOR2_Z speed 0.0 0.0625 0.0 collision_check 0 
jf @JOEY6_5630 
wait 0 
jump @JOEY6_5558 

:JOEY6_5630
if 
83D0:   not wav_loaded 
jf @JOEY6_5654 
wait 0 
jump @JOEY6_5630 

:JOEY6_5654
03D1: play_wav 

:JOEY6_5656
if 
83D2:   not wav_ended 
jf @JOEY6_5680 
wait 0 
jump @JOEY6_5656 

:JOEY6_5680
wait 1000 
0395: clear_area 1 at 1037.25 -699.5625 15.0 range 4.0 
01BB: store_object $BANKDOOR1 position_to $BANKDOOR_X $BANKDOOR_Y $BANKDOOR_Z 
$BANKDOOR_Y -= 1.0 // $ -= float 
01BB: store_object $BANKDOOR2 position_to $BANKDOOR2_X $BANKDOOR2_Y $BANKDOOR2_Z 
$BANKDOOR2_Y += 1.0 // $ += float 

:JOEY6_5745
if or
834E:   not move_object $BANKDOOR1 to $BANKDOOR_X $BANKDOOR_Y $BANKDOOR_Z speed 0.0 0.0625 0.0 collision_check 0 
834E:   not move_object $BANKDOOR2 to $BANKDOOR2_X $BANKDOOR2_Y $BANKDOOR2_Z speed 0.0 0.0625 0.0 collision_check 0 
jf @JOEY6_5817 
wait 0 
jump @JOEY6_5745 

:JOEY6_5817
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_5858 
00A1: put_actor $THUG1 at 1032.875 -700.1875 15.0 
0239: actor $THUG1 run_to 1036.875 -700.1875 

:JOEY6_5858
wait 800 
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_5904 
00A1: put_actor $THUG2 at 1032.875 -700.1875 15.0 
0239: actor $THUG2 run_to 1036.875 -700.1875 

:JOEY6_5904
wait 800 
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_5950 
00A1: put_actor $THUG3 at 1032.875 -700.1875 15.0 
0239: actor $THUG3 run_to 1036.875 -700.1875 

:JOEY6_5950
$OBJECTIVE_COUNT = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 0 // $ = int 
TIMERB = 0 // @ = int 

:JOEY6_5985
if 
   not $OBJECTIVE_COUNT == 3 // $ == int 
jf @JOEY6_6483 
wait 0 
if and
0118:   actor $THUG1 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_6051 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 
$THUG1_IS_DEAD = 1 // $ = int 

:JOEY6_6051
if and
0118:   actor $THUG2 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_6095 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 
$THUG2_IS_DEAD = 1 // $ = int 

:JOEY6_6095
if and
0118:   actor $THUG3 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_6139 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 
$THUG3_IS_DEAD = 1 // $ = int 

:JOEY6_6139
if and
  $THUG1_IS_DEAD == 1 // $ == int 
  $THUG2_IS_DEAD == 1 // $ == int 
  $THUG3_IS_DEAD == 1 // $ == int 
jf @JOEY6_6178 
jump @JOEY6_9870 

:JOEY6_6178
if 
  $THUG1_IS_DEAD == 0 // $ == int 
jf @JOEY6_6241 
if and
0126:   actor $THUG1 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_6241 
01DF: tie_actor $THUG1 to_player $PLAYER_CHAR 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 

:JOEY6_6241
if 
  $THUG2_IS_DEAD == 0 // $ == int 
jf @JOEY6_6304 
if and
0126:   actor $THUG2 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_6304 
01DF: tie_actor $THUG2 to_player $PLAYER_CHAR 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 

:JOEY6_6304
if 
  $THUG3_IS_DEAD == 0 // $ == int 
jf @JOEY6_6367 
if and
0126:   actor $THUG3 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_6367 
01DF: tie_actor $THUG3 to_player $PLAYER_CHAR 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 

:JOEY6_6367
if 
  TIMERB > 15000 // @ > int 
jf @JOEY6_6476 
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_6416 
00A1: put_actor $THUG1 at 1036.875 -700.1875 13.875 

:JOEY6_6416
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_6446 
00A1: put_actor $THUG2 at 1036.875 -700.1875 13.875 

:JOEY6_6446
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_6476 
00A1: put_actor $THUG3 at 1036.875 -700.1875 13.875 

:JOEY6_6476
jump @JOEY6_5985 

:JOEY6_6483
018D: $JOEY_ALARM_LOOP = create_sound 69 at 1034.75 -700.0625 15.0 
$SOUND_ALREADY_CREATED_BEFORE = 1 // $ = int 
03CF: load_wav 'J6_D' 

:JOEY6_6516
if 
83D0:   not wav_loaded 
jf @JOEY6_6540 
wait 0 
jump @JOEY6_6516 

:JOEY6_6540
03D1: play_wav 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
01BB: store_object $BANKDOOR1 position_to $BANKDOOR_X $BANKDOOR_Y $BANKDOOR_Z 
$BANKDOOR_Y += 1.0 // $ += float 
01BB: store_object $BANKDOOR2 position_to $BANKDOOR2_X $BANKDOOR2_Y $BANKDOOR2_Z 
$BANKDOOR2_Y -= 1.0 // $ -= float 

:JOEY6_6593
if or
834E:   not move_object $BANKDOOR1 to $BANKDOOR_X $BANKDOOR_Y $BANKDOOR_Z speed 0.0 0.0625 0.0 collision_check 0 
834E:   not move_object $BANKDOOR2 to $BANKDOOR2_X $BANKDOOR2_Y $BANKDOOR2_Z speed 0.0 0.0625 0.0 collision_check 0 
jf @JOEY6_6665 
wait 0 
jump @JOEY6_6593 

:JOEY6_6665
if 
83D2:   not wav_ended 
jf @JOEY6_6689 
wait 0 
jump @JOEY6_6665 

:JOEY6_6689
$OBJECTIVE_COUNT = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 0 // $ = int 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
TIMERB = 0 // @ = int 

:JOEY6_6763
if 
   not $OBJECTIVE_COUNT == 3 // $ == int 
jf @JOEY6_7160 
wait 0 
if and
0118:   actor $THUG1 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_6829 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 
$THUG1_IS_DEAD = 1 // $ = int 

:JOEY6_6829
if and
0118:   actor $THUG2 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_6873 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 
$THUG2_IS_DEAD = 1 // $ = int 

:JOEY6_6873
if and
0118:   actor $THUG3 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_6917 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 
$THUG3_IS_DEAD = 1 // $ = int 

:JOEY6_6917
if and
  $THUG1_IS_DEAD == 1 // $ == int 
  $THUG2_IS_DEAD == 1 // $ == int 
  $THUG3_IS_DEAD == 1 // $ == int 
jf @JOEY6_6956 
jump @JOEY6_9870 

:JOEY6_6956
if 
0119:   car $ANY_CAR_JM6 wrecked 
jf @JOEY6_6979 
jump @JOEY6_9870 

:JOEY6_6979
if 
  $THUG1_IS_DEAD == 0 // $ == int 
jf @JOEY6_7037 
if and
00DB:   actor $THUG1 in_car $ANY_CAR_JM6 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_7037 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 

:JOEY6_7037
if 
  $THUG2_IS_DEAD == 0 // $ == int 
jf @JOEY6_7095 
if and
00DB:   actor $THUG2 in_car $ANY_CAR_JM6 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_7095 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 

:JOEY6_7095
if 
  $THUG3_IS_DEAD == 0 // $ == int 
jf @JOEY6_7153 
if and
00DB:   actor $THUG3 in_car $ANY_CAR_JM6 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_7153 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 

:JOEY6_7153
jump @JOEY6_6763 

:JOEY6_7160
018A: $BLIP2_JM6 = create_checkpoint_at 1086.0 -227.0 -100.0 
018B: set_marker $BLIP2_JM6 display 2 
03CF: load_wav 'J6_C' 

:JOEY6_7191
if 
83D0:   not wav_loaded 
jf @JOEY6_7215 
wait 0 
jump @JOEY6_7191 

:JOEY6_7215
03D1: play_wav 
00BC: text_highpriority 'JM6_3' time 3000 1  // Get us out of here!!

:JOEY6_7232
wait 0 
if 
0119:   car $ANY_CAR_JM6 wrecked 
jf @JOEY6_7252 

:JOEY6_7252
if or
8199:   not player $PLAYER_CHAR 1 1089.875 -223.875 1084.5 -228.5 
80E0:   not player $PLAYER_CHAR in_any_car 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @JOEY6_7986 
wait 0 
if 
0119:   car $ANY_CAR_JM6 wrecked 
jf @JOEY6_7314 

:JOEY6_7314
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @JOEY6_7338 
00DA: $ANY_CAR_JM6 = player $PLAYER_CHAR car 

:JOEY6_7338
if and
0118:   actor $THUG1 dead 
0118:   actor $THUG2 dead 
0118:   actor $THUG3 dead 
jf @JOEY6_7386 
00BC: text_highpriority 'JM6_8' time 5000 1  // ~r~You've lost all the robbers!
jump @JOEY6_9870 

:JOEY6_7386
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_7519 
if 
8320:   not actor $THUG1 in_range_of_player $PLAYER_CHAR 
jf @JOEY6_7519 
if 
  $BLIP_FOR_THUG_ADDED1 == 0 // $ == int 
jf @JOEY6_7454 
0187: $THUG1_BLIP = create_marker_above_actor $THUG1 
$BLIP_FOR_THUG_ADDED1 = 1 // $ = int 

:JOEY6_7454
if 
00E9:   player $PLAYER_CHAR 0 $THUG1 radius 30.0 30.0 
jf @JOEY6_7519 
if 
  $BLIP_FOR_THUG_ADDED1 == 1 // $ == int 
jf @JOEY6_7519 
01DF: tie_actor $THUG1 to_player $PLAYER_CHAR 
0164: disable_marker $THUG1_BLIP 
$BLIP_FOR_THUG_ADDED1 = 0 // $ = int 

:JOEY6_7519
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_7652 
if 
8320:   not actor $THUG2 in_range_of_player $PLAYER_CHAR 
jf @JOEY6_7652 
if 
  $BLIP_FOR_THUG_ADDED2 == 0 // $ == int 
jf @JOEY6_7587 
0187: $THUG2_BLIP = create_marker_above_actor $THUG2 
$BLIP_FOR_THUG_ADDED2 = 1 // $ = int 

:JOEY6_7587
if 
00E9:   player $PLAYER_CHAR 0 $THUG2 radius 30.0 30.0 
jf @JOEY6_7652 
if 
  $BLIP_FOR_THUG_ADDED2 == 1 // $ == int 
jf @JOEY6_7652 
01DF: tie_actor $THUG2 to_player $PLAYER_CHAR 
0164: disable_marker $THUG2_BLIP 
$BLIP_FOR_THUG_ADDED2 = 0 // $ = int 

:JOEY6_7652
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_7785 
if 
8320:   not actor $THUG3 in_range_of_player $PLAYER_CHAR 
jf @JOEY6_7785 
if 
  $BLIP_FOR_THUG_ADDED3 == 0 // $ == int 
jf @JOEY6_7720 
0187: $THUG3_BLIP = create_marker_above_actor $THUG3 
$BLIP_FOR_THUG_ADDED3 = 1 // $ = int 

:JOEY6_7720
if 
00E9:   player $PLAYER_CHAR 0 $THUG3 radius 30.0 30.0 
jf @JOEY6_7785 
if 
  $BLIP_FOR_THUG_ADDED3 == 1 // $ == int 
jf @JOEY6_7785 
01DF: tie_actor $THUG3 to_player $PLAYER_CHAR 
0164: disable_marker $THUG3_BLIP 
$BLIP_FOR_THUG_ADDED3 = 0 // $ = int 

:JOEY6_7785
if 
019B:   player $PLAYER_CHAR stopped 0 1089.875 -223.875 1084.5 -228.5 
jf @JOEY6_7880 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @JOEY6_7873 
if 
  $FLAG_DISPLAYED_WANTED_MESSAGE_JM6 == 0 // $ == int 
jf @JOEY6_7873 
00BC: text_highpriority 'WANTED1' time 5000 1  // ~g~Shake the cops and lose your wanted level!
$FLAG_DISPLAYED_WANTED_MESSAGE_JM6 = 1 // $ = int 

:JOEY6_7873
jump @JOEY6_7917 

:JOEY6_7880
if 
8056:   not player $PLAYER_CHAR 0 1089.875 -223.875 1084.5 -228.5 
jf @JOEY6_7917 
$FLAG_DISPLAYED_WANTED_MESSAGE_JM6 = 0 // $ = int 

:JOEY6_7917
if 
0197:   player $PLAYER_CHAR 1 1089.875 -223.875 1084.5 -228.5 
jf @JOEY6_7969 
00BC: text_highpriority 'EBAL_5' time 5000 1  // ~g~Get a vehicle!
jump @JOEY6_7979 

:JOEY6_7969
03D5: remove_text 'EBAL_5'  // ~g~Get a vehicle!

:JOEY6_7979
jump @JOEY6_7252 

:JOEY6_7986
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_8043 
if 
8320:   not actor $THUG1 in_range_of_player $PLAYER_CHAR 
jf @JOEY6_8043 
00BC: text_highpriority 'HEY2' time 4000 1  // ~g~Don't split up, keep the group together!
jump @JOEY6_7232 

:JOEY6_8043
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_8100 
if 
8320:   not actor $THUG2 in_range_of_player $PLAYER_CHAR 
jf @JOEY6_8100 
00BC: text_highpriority 'HEY2' time 4000 1  // ~g~Don't split up, keep the group together!
jump @JOEY6_7232 

:JOEY6_8100
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_8157 
if 
8320:   not actor $THUG3 in_range_of_player $PLAYER_CHAR 
jf @JOEY6_8157 
00BC: text_highpriority 'HEY2' time 4000 1  // ~g~Don't split up, keep the group together!
jump @JOEY6_7232 

:JOEY6_8157
0395: clear_area 1 at 1087.688 -229.1875 8.0 range 6.0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
015F: set_camera_position 1098.75 -228.875 16.6875 rotation 0.0 0.0 0.0 
0160: point_camera 1098.0 -229.0625 16.0625 switchstyle 2 
if 
8119:   not car $ANY_CAR_JM6 wrecked 
jf @JOEY6_8423 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_8307 
01E0: clear_leader $THUG1 
if 
00DF:   actor $THUG1 in_any_car 
jf @JOEY6_8307 
00D9: $ANY_CAR_JM6 = actor $THUG1 car // add to mission cleanup 
01D3: actor $THUG1 leave_car $ANY_CAR_JM6 

:JOEY6_8307
wait 400 
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_8365 
01E0: clear_leader $THUG2 
if 
00DF:   actor $THUG2 in_any_car 
jf @JOEY6_8365 
00D9: $ANY_CAR_JM6 = actor $THUG2 car // add to mission cleanup 
01D3: actor $THUG2 leave_car $ANY_CAR_JM6 

:JOEY6_8365
wait 400 
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_8423 
01E0: clear_leader $THUG3 
if 
00DF:   actor $THUG3 in_any_car 
jf @JOEY6_8423 
00D9: $ANY_CAR_JM6 = actor $THUG3 car // add to mission cleanup 
01D3: actor $THUG3 leave_car $ANY_CAR_JM6 

:JOEY6_8423
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_8487 
if 
80E9:   not player $PLAYER_CHAR 0 $THUG1 radius 30.0 30.0 
jf @JOEY6_8487 
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_8487 
01C2: mark_actor_as_no_longer_needed $THUG1 

:JOEY6_8487
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_8551 
if 
80E9:   not player $PLAYER_CHAR 0 $THUG2 radius 30.0 30.0 
jf @JOEY6_8551 
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_8551 
01C2: mark_actor_as_no_longer_needed $THUG2 

:JOEY6_8551
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_8615 
if 
80E9:   not player $PLAYER_CHAR 0 $THUG3 radius 30.0 30.0 
jf @JOEY6_8615 
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_8615 
01C2: mark_actor_as_no_longer_needed $THUG3 

:JOEY6_8615
$OBJECTIVE_COUNT = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 0 // $ = int 

:JOEY6_8643
if 
834E:   not move_object $BANK_JOB_DOOR to 1087.5 -233.75 14.0 speed 0.0 0.0 0.1875 collision_check 0 
jf @JOEY6_8690 
wait 0 
jump @JOEY6_8643 

:JOEY6_8690
if 
   not $OBJECTIVE_COUNT == 3 // $ == int 
jf @JOEY6_9124 
wait 0 
if 
0118:   actor $THUG1 dead 
jf @JOEY6_8767 
if 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_8767 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 
$THUG1_IS_DEAD = 1 // $ = int 

:JOEY6_8767
if and
0118:   actor $THUG2 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_8811 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 
$THUG2_IS_DEAD = 1 // $ = int 

:JOEY6_8811
if and
0118:   actor $THUG3 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_8855 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 
$THUG3_IS_DEAD = 1 // $ = int 

:JOEY6_8855
if and
  $THUG1_IS_DEAD == 1 // $ == int 
  $THUG2_IS_DEAD == 1 // $ == int 
  $THUG3_IS_DEAD == 1 // $ == int 
jf @JOEY6_8894 
jump @JOEY6_9870 

:JOEY6_8894
if 
8119:   not car $ANY_CAR_JM6 wrecked 
jf @JOEY6_9117 
if 
  $THUG1_IS_DEAD == 0 // $ == int 
jf @JOEY6_8979 
if and
80DB:   not actor $THUG1 in_car $ANY_CAR_JM6 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_8979 
0239: actor $THUG1 run_to 1087.0 -238.5625 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 

:JOEY6_8979
if 
  $THUG2_IS_DEAD == 0 // $ == int 
jf @JOEY6_9048 
if and
80DB:   not actor $THUG2 in_car $ANY_CAR_JM6 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_9048 
0239: actor $THUG2 run_to 1087.5 -238.5625 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 

:JOEY6_9048
if 
  $THUG3_IS_DEAD == 0 // $ == int 
jf @JOEY6_9117 
if and
80DB:   not actor $THUG3 in_car $ANY_CAR_JM6 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_9117 
0239: actor $THUG3 run_to 1088.0 -238.5625 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 

:JOEY6_9117
jump @JOEY6_8690 

:JOEY6_9124
0164: disable_marker $BLIP1_JM6 
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_9156 
0239: actor $THUG1 run_to 1087.0 -238.5625 

:JOEY6_9156
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_9183 
0239: actor $THUG2 run_to 1087.5 -238.5625 

:JOEY6_9183
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_9210 
0239: actor $THUG3 run_to 1088.0 -238.5625 

:JOEY6_9210
$OBJECTIVE_COUNT = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 0 // $ = int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 0 // $ = int 
TIMERB = 0 // @ = int 

:JOEY6_9245
if 
   not $OBJECTIVE_COUNT == 3 // $ == int 
jf @JOEY6_9719 
wait 0 
if and
0118:   actor $THUG1 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_9311 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 
$THUG1_IS_DEAD = 1 // $ = int 

:JOEY6_9311
if and
0118:   actor $THUG2 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_9355 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 
$THUG2_IS_DEAD = 1 // $ = int 

:JOEY6_9355
if and
0118:   actor $THUG3 dead 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_9399 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 
$THUG3_IS_DEAD = 1 // $ = int 

:JOEY6_9399
if and
  $THUG1_IS_DEAD == 1 // $ == int 
  $THUG2_IS_DEAD == 1 // $ == int 
  $THUG3_IS_DEAD == 1 // $ == int 
jf @JOEY6_9438 
jump @JOEY6_9870 

:JOEY6_9438
if 
  $THUG1_IS_DEAD == 0 // $ == int 
jf @JOEY6_9493 
if and
0126:   actor $THUG1 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE1 == 0 // $ == int 
jf @JOEY6_9493 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE1 = 1 // $ = int 

:JOEY6_9493
if 
  $THUG2_IS_DEAD == 0 // $ == int 
jf @JOEY6_9548 
if and
0126:   actor $THUG2 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE2 == 0 // $ == int 
jf @JOEY6_9548 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE2 = 1 // $ = int 

:JOEY6_9548
if 
  $THUG3_IS_DEAD == 0 // $ == int 
jf @JOEY6_9603 
if and
0126:   actor $THUG3 objective_passed 
  $OBJECTIVE_COUNT_DONE_BEFORE3 == 0 // $ == int 
jf @JOEY6_9603 
$OBJECTIVE_COUNT += 1 // $ += int 
$OBJECTIVE_COUNT_DONE_BEFORE3 = 1 // $ = int 

:JOEY6_9603
if 
  TIMERB > 15000 // @ > int 
jf @JOEY6_9712 
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_9652 
00A1: put_actor $THUG1 at 1087.0 -238.5625 10.0 

:JOEY6_9652
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_9682 
00A1: put_actor $THUG2 at 1087.5 -238.5625 10.0 

:JOEY6_9682
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_9712 
00A1: put_actor $THUG3 at 1088.0 -238.5625 10.0 

:JOEY6_9712
jump @JOEY6_9245 

:JOEY6_9719
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_9740 
0192: set_actor $THUG1 objective_to_stand_still 

:JOEY6_9740
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_9761 
0192: set_actor $THUG2 objective_to_stand_still 

:JOEY6_9761
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_9782 
0192: set_actor $THUG3 objective_to_stand_still 

:JOEY6_9782
if 
834E:   not move_object $BANK_JOB_DOOR to 1087.5 -233.75 11.0 speed 0.0 0.0 0.0625 collision_check 0 
jf @JOEY6_9829 
wait 0 
jump @JOEY6_9782 

:JOEY6_9829
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
jump @JOEY6_9887 

:JOEY6_9870
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:JOEY6_9887
$FLAG_JOEY_MISSION6_PASSED = 1 // $ = int 
if 
8118:   not actor $THUG1 dead 
jf @JOEY6_9918 
$THUGS_SCORE += 10000 // $ += int 

:JOEY6_9918
009B: destroy_actor_instantly $THUG1 
if 
8118:   not actor $THUG2 dead 
jf @JOEY6_9947 
$THUGS_SCORE += 10000 // $ += int 

:JOEY6_9947
009B: destroy_actor_instantly $THUG2 
if 
8118:   not actor $THUG3 dead 
jf @JOEY6_9976 
$THUGS_SCORE += 10000 // $ += int 

:JOEY6_9976
009B: destroy_actor_instantly $THUG3 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' $THUGS_SCORE 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += $THUGS_SCORE 
0318: set_latest_mission_passed 'JM6'  // 'THE GETAWAY'
030C: progress_made += 1 
0164: disable_marker $JOEY_CONTACT_BLIP 
return 

:JOEY6_10037
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_JOEY_MISSION = 0 // $ = int 
if 
  $SOUND_ALREADY_CREATED_BEFORE == 1 // $ == int 
jf @JOEY6_10074 
018E: stop_sound $JOEY_ALARM_LOOP 

:JOEY6_10074
0164: disable_marker $BLIP1_JM6 
0164: disable_marker $BLIP3_JM6 
0164: disable_marker $BLIP2_JM6 
0164: disable_marker $THUG1_BLIP 
0164: disable_marker $THUG2_BLIP 
0164: disable_marker $THUG3_BLIP 
03DE: set_pedestrians_density_multiplier_to 1.0 
0296: unload_special_actor 2 
mission_cleanup 
return 

//-------------Mission 30---------------
// Originally: Taking Out The Laundry

:TONI1
gosub @TONI1_36 
if 
  wasted_or_busted 
jf @TONI1_27 
gosub @TONI1_2011 

:TONI1_27
gosub @TONI1_2094 
terminate_this_script 

:TONI1_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_TONI_MISSION = 1 // $ = int 
script_name 'TONI1' 
wait 0 
$PICKED_UP_GRENADES = 0 // $ = int 
$COUNTER1_TONI1 = 0 // $ = int 
$DEAD_VAN1 = 0 // $ = int 
$DEAD_VAN2 = 0 // $ = int 
$DEAD_VAN3 = 0 // $ = int 
$IN_VAN1 = 0 // $ = int 
$IN_VAN2 = 0 // $ = int 
$IN_VAN3 = 0 // $ = int 
023C: load_special_actor 1 'TONY' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'TONYH' 
0247: request_model #IND_NEWRIZZOS 
038B: load_requested_models 

:TONI1_167
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #IND_NEWRIZZOS available 
jf @TONI1_208 
wait 0 
jump @TONI1_167 

:TONI1_208
02E4: load_cutscene_data 'T1_TOL' 
0244: set_cutscene_pos 1218.375 -314.5 28.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_TONY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_TONY 'TONY' 
02F4: create_cutscene_actor $CS_TONYHEAD from_head #CUTOBJ02 and_body $CS_TONY 
02F5: set_head_anim $CS_TONYHEAD 'TONY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
0395: clear_area 1 at 1219.5 -321.0625 27.5 range 1.0 
0055: put_player $PLAYER_CHAR at 1219.5 -321.0625 26.375 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
0395: clear_area 1 at 1216.063 -313.0 29.875 range 10.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:TONI1_393
if 
  171 > $CS_TIME // int > $ 
jf @TONI1_428 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI1_393 

:TONI1_428
00BC: text_highpriority 'TM1_A' time 10000 1  // ~w~Take a seat kid, take a god damned seat.

:TONI1_443
if 
  3769 > $CS_TIME // int > $ 
jf @TONI1_478 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI1_443 

:TONI1_478
00BC: text_highpriority 'TM1_B' time 10000 1  // ~w~So the laundry won't pay any protection eh?

:TONI1_493
if 
  5825 > $CS_TIME // int > $ 
jf @TONI1_528 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI1_493 

:TONI1_528
00BC: text_highpriority 'TM1_C' time 10000 1  // ~w~The Triads think they can mess with me?

:TONI1_543
if 
  8026 > $CS_TIME // int > $ 
jf @TONI1_578 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI1_543 

:TONI1_578
00BC: text_highpriority 'TM1_D' time 10000 1  // ~w~Let's teach these would be tough guys what it means to be a tough guy.

:TONI1_593
if 
  11500 > $CS_TIME // int > $ 
jf @TONI1_628 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI1_593 

:TONI1_628
00BE: text_clear_all 

:TONI1_630
if 
  15961 > $CS_TIME // int > $ 
jf @TONI1_665 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI1_630 

:TONI1_665
00BC: text_highpriority 'TM1_G' time 10000 1  // ~w~Sorry Ma. Yes Ma.

:TONI1_680
if 
  21005 > $CS_TIME // int > $ 
jf @TONI1_715 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI1_680 

:TONI1_715
00BC: text_highpriority 'TM1_H' time 10000 1  // ~w~I want you to destroy their laundry vans

:TONI1_730
if 
  22997 > $CS_TIME // int > $ 
jf @TONI1_765 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI1_730 

:TONI1_765
00BC: text_highpriority 'TM1_I' time 10000 1  // ~w~and mangle any triad gimp that gets in your way.

:TONI1_780
if 
  27589 > $CS_TIME // int > $ 
jf @TONI1_815 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI1_780 

:TONI1_815
00BC: text_highpriority 'TM1_J' time 10000 1  // ~w~8-Ball can supply you with what you're gonna need.

:TONI1_830
if 
  29796 > $CS_TIME // int > $ 
jf @TONI1_865 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI1_830 

:TONI1_865
00BE: text_clear_all 

:TONI1_867
if 
  31666 > $CS_TIME // int > $ 
jf @TONI1_902 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI1_867 

:TONI1_902
fade 0 1500 

:TONI1_909
if 
82E9:   not cutscene_reached_end 
jf @TONI1_933 
wait 0 
jump @TONI1_909 

:TONI1_933
00BE: text_clear_all 

:TONI1_935
if 
  fading 
jf @TONI1_959 
wait 0 
jump @TONI1_935 

:TONI1_959
0247: request_model #MRWONGS 
0247: request_model #CT_MAN1 
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #IND_NEWRIZZOS 

:TONI1_1007
if or
8248:   not model #MRWONGS available 
8248:   not model #CT_MAN1 available 
jf @TONI1_1038 
wait 0 
jump @TONI1_1007 

:TONI1_1038
014C: set_parked_car_generator $GEN_CAR31 cars_to_generate_to 0 
032B: $FREE_GREANDES = create_weapon_pickup #GRENADE 3 ammo 10 at 1278.75 -81.5 15.0625 
03DD: pickup $FREE_GREANDES show_on_radar 20 $GRENADE_BLIP 
00A5: $T1_TRIAD_VAN1 = create_car #MRWONGS at 854.0 -778.0 -100.0 
0129: $VANMAN1 = create_actor 4 #CT_MAN1 in_car $T1_TRIAD_VAN1 driverseat 
0186: $BLIP1_VAN1 = create_marker_above_car $T1_TRIAD_VAN1 
00AD: set_car $T1_TRIAD_VAN1 max_speed_to 17.0 
00AE: set_vehicle $T1_TRIAD_VAN1 traffic_behavior_to 0 
02AA: set_car $T1_TRIAD_VAN1 immune_to_nonplayer 1 
0243: set_actor $VANMAN1 ped_stats_to 16 
00A5: $T1_TRIAD_VAN2 = create_car #MRWONGS at 1020.0 -677.0 -100.0 
0129: $VANMAN2 = create_actor 4 #CT_MAN1 in_car $T1_TRIAD_VAN2 driverseat 
0186: $BLIP2_VAN2 = create_marker_above_car $T1_TRIAD_VAN2 
00AD: set_car $T1_TRIAD_VAN2 max_speed_to 17.0 
00AE: set_vehicle $T1_TRIAD_VAN2 traffic_behavior_to 0 
02AA: set_car $T1_TRIAD_VAN2 immune_to_nonplayer 1 
0243: set_actor $VANMAN2 ped_stats_to 14 
00A5: $T1_TRIAD_VAN3 = create_car #MRWONGS at 904.0 -579.0 -100.0 
0129: $VANMAN3 = create_actor 4 #CT_MAN1 in_car $T1_TRIAD_VAN3 driverseat 
0186: $BLIP3_VAN3 = create_marker_above_car $T1_TRIAD_VAN3 
00AD: set_car $T1_TRIAD_VAN3 max_speed_to 17.0 
00AE: set_vehicle $T1_TRIAD_VAN3 traffic_behavior_to 0 
02AA: set_car $T1_TRIAD_VAN3 immune_to_nonplayer 1 
0243: set_actor $VANMAN3 ped_stats_to 16 

:TONI1_1274
if 
   not $COUNTER1_TONI1 == 3 // $ == int 
jf @TONI1_2004 
wait 0 
if and
0119:   car $T1_TRIAD_VAN1 wrecked 
  $DEAD_VAN1 == 0 // $ == int 
jf @TONI1_1338 
0164: disable_marker $BLIP1_VAN1 
$DEAD_VAN1 = 1 // $ = int 
$COUNTER1_TONI1 += 1 // $ += int 

:TONI1_1338
if 
8119:   not car $T1_TRIAD_VAN1 wrecked 
jf @TONI1_1430 
if 
8185:   not car $T1_TRIAD_VAN1 health > 999 
jf @TONI1_1430 
if 
8118:   not actor $VANMAN1 dead 
jf @TONI1_1430 
if 
00DB:   actor $VANMAN1 in_car $T1_TRIAD_VAN1 
jf @TONI1_1430 
00AD: set_car $T1_TRIAD_VAN1 max_speed_to 18.0 
00AE: set_vehicle $T1_TRIAD_VAN1 traffic_behavior_to 2 
02AA: set_car $T1_TRIAD_VAN1 immune_to_nonplayer 0 

:TONI1_1430
if 
8119:   not car $T1_TRIAD_VAN1 wrecked 
jf @TONI1_1486 
if and
00DC:   player $PLAYER_CHAR in_car $T1_TRIAD_VAN1 
  $IN_VAN1 == 0 // $ == int 
jf @TONI1_1486 
02AA: set_car $T1_TRIAD_VAN1 immune_to_nonplayer 0 
$IN_VAN1 = 1 // $ = int 

:TONI1_1486
if and
0119:   car $T1_TRIAD_VAN2 wrecked 
  $DEAD_VAN2 == 0 // $ == int 
jf @TONI1_1528 
0164: disable_marker $BLIP2_VAN2 
$DEAD_VAN2 = 1 // $ = int 
$COUNTER1_TONI1 += 1 // $ += int 

:TONI1_1528
if 
8119:   not car $T1_TRIAD_VAN2 wrecked 
jf @TONI1_1620 
if 
8185:   not car $T1_TRIAD_VAN2 health > 999 
jf @TONI1_1620 
if 
8118:   not actor $VANMAN2 dead 
jf @TONI1_1620 
if 
00DB:   actor $VANMAN2 in_car $T1_TRIAD_VAN2 
jf @TONI1_1620 
00AD: set_car $T1_TRIAD_VAN2 max_speed_to 17.0 
00AE: set_vehicle $T1_TRIAD_VAN2 traffic_behavior_to 2 
02AA: set_car $T1_TRIAD_VAN2 immune_to_nonplayer 0 

:TONI1_1620
if 
8119:   not car $T1_TRIAD_VAN2 wrecked 
jf @TONI1_1676 
if and
00DC:   player $PLAYER_CHAR in_car $T1_TRIAD_VAN2 
  $IN_VAN2 == 0 // $ == int 
jf @TONI1_1676 
02AA: set_car $T1_TRIAD_VAN2 immune_to_nonplayer 0 
$IN_VAN2 = 1 // $ = int 

:TONI1_1676
if and
0119:   car $T1_TRIAD_VAN3 wrecked 
  $DEAD_VAN3 == 0 // $ == int 
jf @TONI1_1718 
0164: disable_marker $BLIP3_VAN3 
$DEAD_VAN3 = 1 // $ = int 
$COUNTER1_TONI1 += 1 // $ += int 

:TONI1_1718
if 
8119:   not car $T1_TRIAD_VAN3 wrecked 
jf @TONI1_1810 
if 
8185:   not car $T1_TRIAD_VAN3 health > 999 
jf @TONI1_1810 
if 
8118:   not actor $VANMAN3 dead 
jf @TONI1_1810 
if 
00DB:   actor $VANMAN3 in_car $T1_TRIAD_VAN3 
jf @TONI1_1810 
00AD: set_car $T1_TRIAD_VAN3 max_speed_to 19.0 
00AE: set_vehicle $T1_TRIAD_VAN3 traffic_behavior_to 2 
02AA: set_car $T1_TRIAD_VAN3 immune_to_nonplayer 0 

:TONI1_1810
if 
8119:   not car $T1_TRIAD_VAN3 wrecked 
jf @TONI1_1866 
if and
00DC:   player $PLAYER_CHAR in_car $T1_TRIAD_VAN3 
  $IN_VAN3 == 0 // $ == int 
jf @TONI1_1866 
02AA: set_car $T1_TRIAD_VAN3 immune_to_nonplayer 0 
$IN_VAN3 = 1 // $ = int 

:TONI1_1866
if and
0214:   pickup $FREE_GREANDES picked_up 
  $PICKED_UP_GRENADES == 0 // $ == int 
jf @TONI1_1997 
wait 1500 
0293: $CONTROLMODE = current_controls 
if or
  $CONTROLMODE == 0 // $ == int 
  $CONTROLMODE == 1 // $ == int 
jf @TONI1_1934 
03E5: text_box 'GREN_1'  // The longer you hold the ~h~~k~~PED_FIREWEAPON~ button~w~, the further you will throw the grenade.

:TONI1_1934
if 
  $CONTROLMODE == 2 // $ == int 
jf @TONI1_1962 
03E5: text_box 'GREN_2'  // The longer you hold the ~h~~k~~PED_FIREWEAPON~ button~w~, the further you will throw the grenade.

:TONI1_1962
if 
  $CONTROLMODE == 3 // $ == int 
jf @TONI1_1990 
03E5: text_box 'GREN_3'  // The longer you hold the ~h~~k~~PED_FIREWEAPON~ button~w~, the further you will throw the grenade.

:TONI1_1990
$PICKED_UP_GRENADES = 1 // $ = int 

:TONI1_1997
jump @TONI1_1274 

:TONI1_2004
jump @TONI1_2028 

:TONI1_2011
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:TONI1_2028
$FLAG_TONI_MISSION1_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 20000 
0318: set_latest_mission_passed 'TM1'  // 'TAKING OUT THE LAUNDRY'
030C: progress_made += 1 
start_new_script @NONAME_28 
return 

:TONI1_2094
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_TONI_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_VAN1 
0164: disable_marker $BLIP2_VAN2 
0164: disable_marker $BLIP3_VAN3 
0164: disable_marker $GRENADE_BLIP 
0215: destroy_pickup $FREE_GREANDES 
014C: set_parked_car_generator $GEN_CAR31 cars_to_generate_to 101 
0249: release_model #MRWONGS 
0249: release_model #CT_MAN1 
mission_cleanup 
return 

//-------------Mission 31---------------
// Originally: The Pick-Up

:TONI2
gosub @TONI2_36 
if 
  wasted_or_busted 
jf @TONI2_27 
gosub @TONI2_2582 

:TONI2_27
gosub @TONI2_2621 
terminate_this_script 

:TONI2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_TONI_MISSION = 1 // $ = int 
script_name 'TONI2' 
wait 0 
$THONG1_DEAD = 0 // $ = int 
$THONG1B_DEAD = 0 // $ = int 
$THONG2_DEAD = 0 // $ = int 
$THONG2B_DEAD = 0 // $ = int 
$THONG3_DEAD = 0 // $ = int 
$THONG3B_DEAD = 0 // $ = int 
$THONGS_KILLED = 0 // $ = int 
$THONGS_KILLED_MESSAGE = 0 // $ = int 
$TRAID_THREAT_CLEARED_T2 = 0 // $ = int 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'NOTE' 
0247: request_model #IND_NEWRIZZOS 
038B: load_requested_models 

:TONI2_162
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #IND_NEWRIZZOS available 
jf @TONI2_199 
wait 0 
jump @TONI2_162 

:TONI2_199
02E4: load_cutscene_data 'T2_TPU' 
0244: set_cutscene_pos 1218.375 -314.5 28.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_NOTE = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $CS_NOTE 'NOTE' 
0395: clear_area 1 at 1219.5 -321.0625 27.5 range 1.0 
0055: put_player $PLAYER_CHAR at 1219.5 -321.0625 26.375 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
0395: clear_area 1 at 1216.063 -313.0 29.875 range 10.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:TONI2_361
if 
  151 > $CS_TIME // int > $ 
jf @TONI2_396 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI2_361 

:TONI2_396
00BC: text_highpriority 'TM2_A' time 10000 1  // ~w~TONI's off making people bleed or trying to.

:TONI2_411
if 
  3879 > $CS_TIME // int > $ 
jf @TONI2_446 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI2_411 

:TONI2_446
00BC: text_highpriority 'TM2_AA' time 10000 1  // ~w~He'll never be as tough as his Pop, but he left you a note on the table.

:TONI2_461
if 
  7522 > $CS_TIME // int > $ 
jf @TONI2_496 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI2_461 

:TONI2_496
00BC: text_highpriority 'TM2_B' time 10000 1  // ~w~The laundry has agreed to pay - you did real good kid!

:TONI2_511
if 
  10947 > $CS_TIME // int > $ 
jf @TONI2_546 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI2_511 

:TONI2_546
00BC: text_highpriority 'TM2_C' time 10000 1  // ~w~Go collect the cash and bring it back here. Watch out for the Triads.

:TONI2_561
if 
  14507 > $CS_TIME // int > $ 
jf @TONI2_596 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI2_561 

:TONI2_596
00BC: text_highpriority 'TM2_D' time 10000 1  // ~w~They may be shoving a firecracker up your ass, but don't take no crap.

:TONI2_611
if 
  18705 > $CS_TIME // int > $ 
jf @TONI2_646 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI2_611 

:TONI2_646
00BC: text_highpriority 'TM2_E' time 10000 1  // ~w~Nobody I mean nobody, messes with TONI CIPRIANI!

:TONI2_661
if 
  22114 > $CS_TIME // int > $ 
jf @TONI2_696 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI2_661 

:TONI2_696
00BE: text_clear_all 

:TONI2_698
if 
  23333 > $CS_TIME // int > $ 
jf @TONI2_733 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI2_698 

:TONI2_733
fade 0 1500 

:TONI2_740
if 
82E9:   not cutscene_reached_end 
jf @TONI2_764 
wait 0 
jump @TONI2_740 

:TONI2_764
00BE: text_clear_all 

:TONI2_766
if 
  fading 
jf @TONI2_790 
wait 0 
jump @TONI2_766 

:TONI2_790
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #IND_NEWRIZZOS 
if 
042A:   ped_threat_exists 8 1 
jf @TONI2_855 
03F2: pedgroup 8 remove_threat 1 
$TRAID_THREAT_CLEARED_T2 = 1 // $ = int 

:TONI2_855
014C: set_parked_car_generator $GEN_CAR31 cars_to_generate_to 0 
0213: $BRIEFCASE_TM2 = create_pickup #BRIEFCASE type 3 at 865.6875 -663.5625 14.75 
03DC: $BLIP1_T2 = create_marker_above_pickup $BRIEFCASE_TM2 
0247: request_model #BELLYUP 
0247: request_model #GANG03 
0247: request_model #GANG04 

:TONI2_902
if or
8248:   not model #BELLYUP available 
8248:   not model #GANG03 available 
8248:   not model #GANG04 available 
jf @TONI2_937 
wait 0 
jump @TONI2_902 

:TONI2_937
wait 0 

:TONI2_941
if 
8214:   not pickup $BRIEFCASE_TM2 picked_up 
jf @TONI2_968 
wait 0 
jump @TONI2_941 

:TONI2_968
0164: disable_marker $BLIP1_T2 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
0395: clear_area 1 at 869.375 -639.0 15.0 range 1.0 
009A: $THONG1 = create_actor 8 #GANG03 at 869.375 -639.0 -100.0 
01B2: give_actor $THONG1 weapon 1 ammo 1 
0211: actor $THONG1 walk_to 869.375 -656.0 
0395: clear_area 1 at 868.5 -637.0 15.0 range 1.0 
009A: $THONG1B = create_actor 8 #GANG03 at 868.5 -637.0 -100.0 
0173: set_actor $THONG1B z_angle_to 180.0 
01B2: give_actor $THONG1B weapon 2 ammo 200 
015F: set_camera_position 869.6875 -666.0 16.0 rotation 0.0 0.0 0.0 
0159: camera_on_ped $THONG1 mode 15 switchstyle 1 
wait 2500 
0395: clear_area 1 at 869.375 -688.0 15.0 range 1.0 
009A: $THONG2 = create_actor 8 #GANG04 at 869.375 -688.0 -100.0 
01B2: give_actor $THONG2 weapon 1 ammo 1 
0211: actor $THONG2 walk_to 869.375 -678.0 
0395: clear_area 1 at 868.5 -690.0 15.0 range 1.0 
009A: $THONG2B = create_actor 8 #GANG04 at 868.5 -690.0 -100.0 
01B2: give_actor $THONG2B weapon 2 ammo 100 
0159: camera_on_ped $THONG2 mode 15 switchstyle 1 
wait 2500 
0395: clear_area 1 at 892.5625 -666.0 15.0 range 4.0 
00A5: $THONG_CAR = create_car #BELLYUP at 892.5 -666.0 -100.0 
0175: set_car $THONG_CAR z_angle_to 180.0 
0129: $THONG3 = create_actor 8 #GANG03 in_car $THONG_CAR driverseat 
01C8: $THONG3B = create_actor 8 #GANG03 in_car $THONG_CAR passenger_seat 0 
01B2: give_actor $THONG3 weapon 2 ammo 27 
01B2: give_actor $THONG3B weapon 1 ammo 1 
00A9: set_car $THONG_CAR to_normal_driver 
0158: camera_on_vehicle $THONG_CAR mode 15 switchstyle 1 
01D3: actor $THONG3B leave_car $THONG_CAR 

:TONI2_1349
if 
00DB:   actor $THONG3B in_car $THONG_CAR 
jf @TONI2_1407 
wait 0 
if or
0118:   actor $THONG3B dead 
0119:   car $THONG_CAR wrecked 
jf @TONI2_1400 
jump @TONI2_1439 

:TONI2_1400
jump @TONI2_1349 

:TONI2_1407
if 
8118:   not actor $THONG3B dead 
jf @TONI2_1434 
0211: actor $THONG3B walk_to 886.1875 -665.75 

:TONI2_1434
wait 2500 

:TONI2_1439
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
02A3: toggle_widescreen 0 
015A: restore_camera 
wait 0 
if 
8118:   not actor $THONG1 dead 
jf @TONI2_1494 
01CC: actor $THONG1 kill_player $PLAYER_CHAR 
011A: set_actor $THONG1 search_threat 1 

:TONI2_1494
if 
8118:   not actor $THONG1B dead 
jf @TONI2_1517 
011A: set_actor $THONG1B search_threat 1 

:TONI2_1517
if 
8118:   not actor $THONG2 dead 
jf @TONI2_1548 
01CC: actor $THONG2 kill_player $PLAYER_CHAR 
011A: set_actor $THONG2 search_threat 1 

:TONI2_1548
if 
8118:   not actor $THONG2B dead 
jf @TONI2_1571 
011A: set_actor $THONG2B search_threat 1 

:TONI2_1571
if 
8118:   not actor $THONG3B dead 
jf @TONI2_1602 
01CC: actor $THONG3B kill_player $PLAYER_CHAR 
011A: set_actor $THONG3B search_threat 1 

:TONI2_1602
00BC: text_highpriority 'TM2_3' time 5000 1  // ~g~It's a trap! Waste them all!!
if 
8118:   not actor $THONG1 dead 
jf @TONI2_1641 
0187: $THONG_BLIP1 = create_marker_above_actor $THONG1 

:TONI2_1641
if 
8118:   not actor $THONG1B dead 
jf @TONI2_1665 
0187: $THONG_BLIP1B = create_marker_above_actor $THONG1B 

:TONI2_1665
if 
8118:   not actor $THONG2 dead 
jf @TONI2_1689 
0187: $THONG_BLIP2 = create_marker_above_actor $THONG2 

:TONI2_1689
if 
8118:   not actor $THONG2B dead 
jf @TONI2_1713 
0187: $THONG_BLIP2B = create_marker_above_actor $THONG2B 

:TONI2_1713
if 
8118:   not actor $THONG3 dead 
jf @TONI2_1737 
0187: $THONG_BLIP3 = create_marker_above_actor $THONG3 

:TONI2_1737
if 
8118:   not actor $THONG3B dead 
jf @TONI2_1761 
0187: $THONG_BLIP3B = create_marker_above_actor $THONG3B 

:TONI2_1761
if 
   not $THONGS_KILLED == 6 // $ == int 
jf @TONI2_2151 
wait 0 
if and
0118:   actor $THONG1 dead 
  $THONG1_DEAD == 0 // $ == int 
jf @TONI2_1825 
$THONGS_KILLED += 1 // $ += int 
0164: disable_marker $THONG_BLIP1 
$THONG1_DEAD = 1 // $ = int 

:TONI2_1825
if and
0118:   actor $THONG1B dead 
  $THONG1B_DEAD == 0 // $ == int 
jf @TONI2_1867 
$THONGS_KILLED += 1 // $ += int 
0164: disable_marker $THONG_BLIP1B 
$THONG1B_DEAD = 1 // $ = int 

:TONI2_1867
if and
0118:   actor $THONG2 dead 
  $THONG2_DEAD == 0 // $ == int 
jf @TONI2_1909 
$THONGS_KILLED += 1 // $ += int 
0164: disable_marker $THONG_BLIP2 
$THONG2_DEAD = 1 // $ = int 

:TONI2_1909
if and
0118:   actor $THONG2B dead 
  $THONG2B_DEAD == 0 // $ == int 
jf @TONI2_1951 
$THONGS_KILLED += 1 // $ += int 
0164: disable_marker $THONG_BLIP2B 
$THONG2B_DEAD = 1 // $ = int 

:TONI2_1951
if and
0118:   actor $THONG3 dead 
  $THONG3_DEAD == 0 // $ == int 
jf @TONI2_1993 
$THONGS_KILLED += 1 // $ += int 
0164: disable_marker $THONG_BLIP3 
$THONG3_DEAD = 1 // $ = int 

:TONI2_1993
if and
0118:   actor $THONG3B dead 
  $THONG3B_DEAD == 0 // $ == int 
jf @TONI2_2035 
$THONGS_KILLED += 1 // $ += int 
0164: disable_marker $THONG_BLIP3B 
$THONG3B_DEAD = 1 // $ = int 

:TONI2_2035
if 
8056:   not player $PLAYER_CHAR 0 890.0 -639.25 846.5625 -688.0 
jf @TONI2_2144 
if 
8118:   not actor $THONG1B dead 
jf @TONI2_2089 
01CC: actor $THONG1B kill_player $PLAYER_CHAR 

:TONI2_2089
if 
8118:   not actor $THONG2B dead 
jf @TONI2_2113 
01CC: actor $THONG2B kill_player $PLAYER_CHAR 

:TONI2_2113
if 
8118:   not actor $THONG3 dead 
jf @TONI2_2144 
01CC: actor $THONG3 kill_player $PLAYER_CHAR 
011A: set_actor $THONG3 search_threat 1 

:TONI2_2144
jump @TONI2_1761 

:TONI2_2151
00BC: text_highpriority 'TM2_1' time 5000 1  // ~g~Get the cash back to Toni's!!
018A: $BLIP2_T2 = create_checkpoint_at 1223.0 -327.0 -100.0 

:TONI2_2180
if 
80F6:   not player $PLAYER_CHAR 1 1219.563 -320.6875 27.375 radius 1.0 1.0 2.0 
jf @TONI2_2227 
wait 0 
jump @TONI2_2180 

:TONI2_2227
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
02A3: toggle_widescreen 1 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0319: set_actor $PLAYER_ACTOR wander_state_to 1 
015F: set_camera_position 1214.375 -323.875 29.75 rotation 0.0 0.0 0.0 
0160: point_camera 1215.188 -323.375 29.375 switchstyle 2 
0395: clear_area 1 at 1219.563 -314.0 29.6875 range 2.0 
0239: actor $PLAYER_ACTOR run_to 1219.563 -314.0 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10000 
TIMERB = 0 // @ = int 

:TONI2_2362
if 
8126:   not actor $PLAYER_ACTOR objective_passed 
jf @TONI2_2438 
wait 0 
if 
  TIMERB > 7000 // @ > int 
jf @TONI2_2431 
if 
8118:   not actor $PLAYER_ACTOR dead 
jf @TONI2_2431 
00A1: put_actor $PLAYER_ACTOR at 1219.563 -314.0 -100.0 

:TONI2_2431
jump @TONI2_2362 

:TONI2_2438
0395: clear_area 1 at 1219.563 -323.75 26.75 range 2.0 
0239: actor $PLAYER_ACTOR run_to 1219.563 -323.75 
TIMERB = 0 // @ = int 

:TONI2_2472
if 
8126:   not actor $PLAYER_ACTOR objective_passed 
jf @TONI2_2548 
wait 0 
if 
  TIMERB > 7000 // @ > int 
jf @TONI2_2541 
if 
8118:   not actor $PLAYER_ACTOR dead 
jf @TONI2_2541 
00A1: put_actor $PLAYER_ACTOR at 1219.563 -323.75 -100.0 

:TONI2_2541
jump @TONI2_2472 

:TONI2_2548
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0319: set_actor $PLAYER_ACTOR wander_state_to 0 
jump @TONI2_2584 

:TONI2_2582
return 

:TONI2_2584
$FLAG_TONI_MISSION2_PASSED = 1 // $ = int 
03F1: pedtype 8 add_threat 1 
0318: set_latest_mission_passed 'TM2'  // 'THE PICK-UP'
030C: progress_made += 1 
start_new_script @NONAME_29 
return 

:TONI2_2621
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_TONI_MISSION = 0 // $ = int 
014C: set_parked_car_generator $GEN_CAR31 cars_to_generate_to 101 
0164: disable_marker $BLIP1_T2 
0164: disable_marker $BLIP2_T2 
0164: disable_marker $THONG_BLIP1 
0164: disable_marker $THONG_BLIP1B 
0164: disable_marker $THONG_BLIP2 
0164: disable_marker $THONG_BLIP2B 
0164: disable_marker $THONG_BLIP3 
0164: disable_marker $THONG_BLIP3B 
0215: destroy_pickup $BRIEFCASE_TM2 
0249: release_model #BELLYUP 
0249: release_model #GANG03 
0249: release_model #GANG04 
if 
  $TRAID_THREAT_CLEARED_T2 == 1 // $ == int 
jf @TONI2_2724 
03F1: pedtype 8 add_threat 1 

:TONI2_2724
mission_cleanup 
return 

//-------------Mission 32---------------
// Originally: Salvatore's Called A Meeting

:TONI3
gosub @TONI3_36 
if 
  wasted_or_busted 
jf @TONI3_27 
gosub @TONI3_8462 

:TONI3_27
gosub @TONI3_8590 
terminate_this_script 

:TONI3_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_TONI_MISSION = 1 // $ = int 
script_name 'TONI3' 
03D6: remove_big_text 'M_PASS'  // MISSION PASSED! $~1~
wait 0 
$CUTSCENE_SEEN_FLAG = 0 // $ = int 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'NOTE' 
0247: request_model #IND_NEWRIZZOS 
038B: load_requested_models 

:TONI3_116
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #IND_NEWRIZZOS available 
jf @TONI3_153 
wait 0 
jump @TONI3_116 

:TONI3_153
02E4: load_cutscene_data 'T3_MAS' 
0244: set_cutscene_pos 1218.375 -314.5 28.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_NOTE = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $CS_NOTE 'NOTE' 
0395: clear_area 1 at 1219.5 -321.0625 27.5 range 1.0 
0055: put_player $PLAYER_CHAR at 1219.5 -321.0625 26.375 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
0395: clear_area 1 at 1216.063 -313.0 29.875 range 10.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:TONI3_315
if 
  3006 > $CS_TIME // int > $ 
jf @TONI3_350 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_315 

:TONI3_350
00BC: text_highpriority 'TM3_A' time 10000 1  // ~w~Don Salvatore has called a meeting.

:TONI3_365
if 
  5297 > $CS_TIME // int > $ 
jf @TONI3_400 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_365 

:TONI3_400
00BC: text_highpriority 'TM3_B' time 10000 1  // ~w~I need you to collect the limo and his boy, Joey, from the garage.

:TONI3_415
if 
  8661 > $CS_TIME // int > $ 
jf @TONI3_450 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_415 

:TONI3_450
00BC: text_highpriority 'TM3_C' time 10000 1  // ~w~Then get Luigi from his club, come back here and pick me up,

:TONI3_465
if 
  12025 > $CS_TIME // int > $ 
jf @TONI3_500 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_465 

:TONI3_500
00BC: text_highpriority 'TM3_D' time 10000 1  // ~w~then we'll all drive over to the boss's place together.

:TONI3_515
if 
  14817 > $CS_TIME // int > $ 
jf @TONI3_550 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_515 

:TONI3_550
00BC: text_highpriority 'TM3_E' time 10000 1  // ~w~Those Triads, they don't know when to stop.

:TONI3_565
if 
  17107 > $CS_TIME // int > $ 
jf @TONI3_600 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_565 

:TONI3_600
00BC: text_highpriority 'TM3_F' time 10000 1  // ~w~They want a war. They got a war.

:TONI3_615
if 
  18968 > $CS_TIME // int > $ 
jf @TONI3_650 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_615 

:TONI3_650
00BC: text_highpriority 'TM3_G' time 10000 1  // ~w~Now get going.

:TONI3_665
if 
  19787 > $CS_TIME // int > $ 
jf @TONI3_700 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_665 

:TONI3_700
00BE: text_clear_all 

:TONI3_702
if 
  21666 > $CS_TIME // int > $ 
jf @TONI3_737 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_702 

:TONI3_737
fade 0 1500 

:TONI3_744
if 
82E9:   not cutscene_reached_end 
jf @TONI3_768 
wait 0 
jump @TONI3_744 

:TONI3_768
00BE: text_clear_all 

:TONI3_770
if 
  fading 
jf @TONI3_794 
wait 0 
jump @TONI3_770 

:TONI3_794
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #IND_NEWRIZZOS 
023C: load_special_actor 1 'TONY' 
023C: load_special_actor 2 'JOEY2' 
023C: load_special_actor 3 'LUIGI' 
0247: request_model #STRETCH 
0247: request_model #BELLYUP 
0247: request_model #GANG03 
0247: request_model #GANG04 

:TONI3_882
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @TONI3_916 
wait 0 
jump @TONI3_882 

:TONI3_916
if or
8248:   not model #STRETCH available 
8248:   not model #BELLYUP available 
8248:   not model #GANG03 available 
8248:   not model #GANG04 available 
jf @TONI3_955 
wait 0 
jump @TONI3_916 

:TONI3_955
00A5: $CARRY_CAR = create_car #STRETCH at 1187.0 -860.375 14.5 
0175: set_car $CARRY_CAR z_angle_to 225.0 
0229: set_car $CARRY_CAR color_to 0 0 
03AB: set_car $CARRY_CAR strong 1 
02AC: set_car $CARRY_CAR immunities 1 1 1 1 1 
018A: $BLIP1_T3 = create_checkpoint_at 1191.688 -870.0 -100.0 
0294: set_vehicle $CARRY_CAR sprayable 0 
$FLAG_CAR_BLIP_DISPLAYED = 1 // $ = int 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_1061 
jump @TONI3_8462 

:TONI3_1061
if 
80F6:   not player $PLAYER_CHAR 1 1191.688 -870.0 15.0 radius 1.5 1.5 2.0 
jf @TONI3_1131 
wait 0 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_1124 
jump @TONI3_8462 

:TONI3_1124
jump @TONI3_1061 

:TONI3_1131
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
0169: set_fade_color 0 0 0 
fade 0 1000 
wait 1000 
03CB: load_scene 1190.063 -869.8125 13.9375 
if 
0256:   player $PLAYER_CHAR defined 
jf @TONI3_1325 
0395: clear_area 1 at 1190.188 -866.375 14.0625 range 1.0 
0055: put_player $PLAYER_CHAR at 1189.5 -867.5625 14.0625 
0171: set_player $PLAYER_CHAR z_angle_to 36.0 
015F: set_camera_position 1186.125 -852.4375 17.1875 rotation 0.0 0.0 0.0 
0160: point_camera 1186.063 -853.375 16.9375 switchstyle 2 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0319: set_actor $PLAYER_ACTOR wander_state_to 1 
if 
8119:   not car $CARRY_CAR wrecked 
jf @TONI3_1313 
01D5: actor $PLAYER_ACTOR go_to_and_drive_car $CARRY_CAR 

:TONI3_1313
fade 1 1000 
wait 1000 

:TONI3_1325
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_1348 
jump @TONI3_8462 

:TONI3_1348
if 
80DC:   not player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_1401 
wait 0 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_1394 
jump @TONI3_8462 

:TONI3_1394
jump @TONI3_1348 

:TONI3_1401
0164: disable_marker $BLIP1_T3 
041E: set_radio_station 1 -1 
009A: $JOEY = create_actor 21 #SPECIAL02 at 1179.375 -858.5625 14.0 
01ED: reset_actor $JOEY threat_search 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_1458 
jump @TONI3_8462 

:TONI3_1458
01D4: actor $JOEY go_to_car $CARRY_CAR and_enter_it_as_a_passenger 
TIMERB = 0 // @ = int 
03CF: load_wav 'T3_A' 

:TONI3_1483
if 
80DB:   not actor $JOEY in_car $CARRY_CAR 
jf @TONI3_1599 
wait 0 
if 
0118:   actor $JOEY dead 
jf @TONI3_1529 
jump @TONI3_8462 

:TONI3_1529
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_1552 
jump @TONI3_8462 

:TONI3_1552
if 
  TIMERB > 10000 // @ > int 
jf @TONI3_1592 
if and
8118:   not actor $JOEY dead 
8119:   not car $CARRY_CAR wrecked 
jf @TONI3_1592 

:TONI3_1592
jump @TONI3_1483 

:TONI3_1599
if 
83D0:   not wav_loaded 
jf @TONI3_1623 
wait 0 
jump @TONI3_1599 

:TONI3_1623
03D1: play_wav 
039E: set_actor $JOEY locked_while_in_vehicle 1 
018A: $BLIP3_T3 = create_checkpoint_at 906.1875 -426.0 -100.0 
0395: clear_area 1 at 1195.0 -870.25 15.0 range 10.0 
015F: set_camera_position 1200.875 -866.5 19.0 rotation 0.0 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
01BB: store_object $JOEYS_GARAGE_DOOR2 position_to $JOEYDOOR2_X $JOEYDOOR2_Y $JOEYDOOR2_Z 
01BB: store_object $JOEYS_GARAGE_DOOR3 position_to $JOEYDOOR3_X $JOEYDOOR3_Y $JOEYDOOR3_Z 
$JOEYDOOR2_Z += 3.0 // $ += float 
$JOEYDOOR3_Z += 3.0 // $ += float 

:TONI3_1735
if or
834E:   not move_object $JOEYS_GARAGE_DOOR2 to $JOEYDOOR2_X $JOEYDOOR2_Y $JOEYDOOR2_Z speed 0.0625 0.0625 0.0625 collision_check 0 
834E:   not move_object $JOEYS_GARAGE_DOOR3 to $JOEYDOOR3_X $JOEYDOOR3_Y $JOEYDOOR3_Z speed 0.0625 0.0625 0.0625 collision_check 0 
jf @TONI3_1830 
wait 0 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_1823 
jump @TONI3_8462 

:TONI3_1823
jump @TONI3_1735 

:TONI3_1830
02C2: car $CARRY_CAR drive_to_point 1198.375 -871.0625 -100.0 
00AD: set_car $CARRY_CAR max_speed_to 4.0 
00AE: set_vehicle $CARRY_CAR traffic_behavior_to 3 

:TONI3_1859
if 
81AD:   not car $CARRY_CAR 0 1198.375 -871.0625 2.0 2.0 
jf @TONI3_1923 
wait 0 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_1916 
jump @TONI3_8462 

:TONI3_1916
jump @TONI3_1859 

:TONI3_1923
01BB: store_object $JOEYS_GARAGE_DOOR2 position_to $JOEYDOOR2_X $JOEYDOOR2_Y $JOEYDOOR2_Z 
01BB: store_object $JOEYS_GARAGE_DOOR3 position_to $JOEYDOOR3_X $JOEYDOOR3_Y $JOEYDOOR3_Z 
$JOEYDOOR2_Z -= 3.0 // $ -= float 
$JOEYDOOR3_Z -= 3.0 // $ -= float 

:TONI3_1967
if or
834E:   not move_object $JOEYS_GARAGE_DOOR2 to $JOEYDOOR2_X $JOEYDOOR2_Y $JOEYDOOR2_Z speed 0.0625 0.0625 0.0625 collision_check 0 
834E:   not move_object $JOEYS_GARAGE_DOOR3 to $JOEYDOOR3_X $JOEYDOOR3_Y $JOEYDOOR3_Z speed 0.0625 0.0625 0.0625 collision_check 0 
jf @TONI3_2062 
wait 0 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_2055 
jump @TONI3_8462 

:TONI3_2055
jump @TONI3_1967 

:TONI3_2062
0186: $BLIP1_T3 = create_marker_above_car $CARRY_CAR 
0164: disable_marker $BLIP1_T3 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03A2: set_vehicle $CARRY_CAR action 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
02AC: set_car $CARRY_CAR immunities 0 0 0 0 0 
$FLAG_DISPLAYED_HORN_MESSAGE_TM3 = 0 // $ = int 
$FLAG_DISPLAYED_WANTED_MESSAGE_TM3 = 0 // $ = int 
0164: disable_marker $BLIP3_T3 

:TONI3_2145
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_2168 
jump @TONI3_8462 

:TONI3_2168
$FLAG_CAR_BLIP_DISPLAYED = 1 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:TONI3_2182
if or
819E:   not player $PLAYER_CHAR stopped $BLOB_FLAG 903.75 -423.0 14.0 908.25 -431.0 18.0 
80DC:   not player $PLAYER_CHAR in_car $CARRY_CAR 
8122:   not player $PLAYER_CHAR pressing_horn 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @TONI3_3018 
wait 0 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_2281 
00BC: text_highpriority 'TM3_A1' time 5000 1  // ~r~Joey's Fried!
jump @TONI3_8462 

:TONI3_2281
if 
00DC:   player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_2351 
if 
  $FLAG_CAR_BLIP_DISPLAYED == 1 // $ == int 
jf @TONI3_2351 
018A: $BLIP3_T3 = create_checkpoint_at 906.1875 -426.0 -100.0 
$BLOB_FLAG = 1 // $ = int 
0164: disable_marker $BLIP1_T3 
$FLAG_CAR_BLIP_DISPLAYED = 0 // $ = int 

:TONI3_2351
if 
80DC:   not player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_2430 
if 
  $FLAG_CAR_BLIP_DISPLAYED == 0 // $ == int 
jf @TONI3_2430 
0186: $BLIP1_T3 = create_marker_above_car $CARRY_CAR 
0164: disable_marker $BLIP3_T3 
$BLOB_FLAG = 0 // $ = int 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED = 1 // $ = int 

:TONI3_2430
if 
01A0:   player $PLAYER_CHAR stopped 0 903.75 -420.1875 14.0 908.25 -431.0625 18.0 
jf @TONI3_2590 
if 
00DC:   player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_2590 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @TONI3_2550 
if 
  $FLAG_DISPLAYED_WANTED_MESSAGE_TM3 == 0 // $ == int 
jf @TONI3_2543 
00BC: text_highpriority 'WANTED1' time 5000 1  // ~g~Shake the cops and lose your wanted level!
$FLAG_DISPLAYED_WANTED_MESSAGE_TM3 = 1 // $ = int 

:TONI3_2543
jump @TONI3_2590 

:TONI3_2550
if 
  $FLAG_DISPLAYED_HORN_MESSAGE_TM3 == 0 // $ == int 
jf @TONI3_2590 
00BC: text_highpriority 'HORN' time 5000 1  // ~g~Sound the horn.
$FLAG_DISPLAYED_HORN_MESSAGE_TM3 = 1 // $ = int 

:TONI3_2590
if 
819D:   not player $PLAYER_CHAR 0 903.75 -420.1875 14.0 908.25 -431.0625 18.0 
jf @TONI3_2685 
if or
  $FLAG_DISPLAYED_HORN_MESSAGE_TM3 == 1 // $ == int 
  $FLAG_DISPLAYED_WANTED_MESSAGE_TM3 == 1 // $ == int 
jf @TONI3_2685 
03D5: remove_text 'WANTED1'  // ~g~Shake the cops and lose your wanted level!
03D5: remove_text 'HORN'  // ~g~Sound the horn.
$FLAG_DISPLAYED_HORN_MESSAGE_TM3 = 0 // $ = int 
$FLAG_DISPLAYED_WANTED_MESSAGE_TM3 = 0 // $ = int 

:TONI3_2685
if 
8185:   not car $CARRY_CAR health > 600 
jf @TONI3_3011 
wait 500 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_2747 
00BC: text_highpriority 'TM3_A1' time 5000 1  // ~r~Joey's Fried!
jump @TONI3_8462 

:TONI3_2747
00BC: text_highpriority 'TRASH' time 5000 2  // ~g~You've junked your wheels real bad! Get your vehicle repaired!
0164: disable_marker $BLIP1_T3 
0164: disable_marker $BLIP3_T3 
0186: $BLIP1_T3 = create_marker_above_car $CARRY_CAR 
018B: set_marker $BLIP1_T3 display 2 
$FLAG_CAR_BLIP_DISPLAYED = 1 // $ = int 

:TONI3_2794
if 
8185:   not car $CARRY_CAR health > 600 
jf @TONI3_2999 
wait 0 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_2855 
00BC: text_highpriority 'TM3_A1' time 5000 1  // ~r~Joey's Fried!
jump @TONI3_8462 

:TONI3_2855
if 
00DC:   player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_2920 
if 
  $FLAG_CAR_BLIP_DISPLAYED == 1 // $ == int 
jf @TONI3_2920 
02A8: $BLIP5_T3 = create_marker 18 at 925.0 -359.5 -100.0 
0164: disable_marker $BLIP1_T3 
$FLAG_CAR_BLIP_DISPLAYED = 0 // $ = int 

:TONI3_2920
if 
80DC:   not player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_2992 
if 
  $FLAG_CAR_BLIP_DISPLAYED == 0 // $ == int 
jf @TONI3_2992 
0186: $BLIP1_T3 = create_marker_above_car $CARRY_CAR 
0164: disable_marker $BLIP5_T3 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED = 1 // $ = int 

:TONI3_2992
jump @TONI3_2794 

:TONI3_2999
0164: disable_marker $BLIP5_T3 
jump @TONI3_2145 

:TONI3_3011
jump @TONI3_2182 

:TONI3_3018
03D5: remove_text 'WANTED1'  // ~g~Shake the cops and lose your wanted level!
03D5: remove_text 'HORN'  // ~g~Sound the horn.
if 
8119:   not car $CARRY_CAR wrecked 
jf @TONI3_3061 
020A: set_car $CARRY_CAR door_status_to 4 

:TONI3_3061
wait 500 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0164: disable_marker $BLIP3_T3 
if 
8119:   not car $CARRY_CAR wrecked 
jf @TONI3_3119 
020A: set_car $CARRY_CAR door_status_to 1 

:TONI3_3119
0395: clear_area 1 at 897.0 -425.5 14.6875 range 6.0 
015F: set_camera_position 900.5 -419.625 14.9375 rotation 0.0 0.0 0.0 
0160: point_camera 900.875 -420.5625 15.0625 switchstyle 2 
009A: $LUIGI = create_actor 21 #SPECIAL03 at 897.0 -425.25 14.75 
01ED: reset_actor $LUIGI threat_search 
03DE: set_pedestrians_density_multiplier_to 0.0 
TIMERB = 0 // @ = int 
03CF: load_wav 'T3_B' 
0211: actor $LUIGI walk_to 901.0 -426.375 

:TONI3_3224
if 
8126:   not actor $LUIGI objective_passed 
jf @TONI3_3346 
wait 0 
if 
0118:   actor $LUIGI dead 
jf @TONI3_3267 
jump @TONI3_8462 

:TONI3_3267
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_3290 
jump @TONI3_8462 

:TONI3_3290
if 
  TIMERB > 12000 // @ > int 
jf @TONI3_3339 
if 
8118:   not actor $LUIGI dead 
jf @TONI3_3339 
00A1: put_actor $LUIGI at 901.0 -426.375 -100.0 

:TONI3_3339
jump @TONI3_3224 

:TONI3_3346
01D4: actor $LUIGI go_to_car $CARRY_CAR and_enter_it_as_a_passenger 

:TONI3_3354
if 
80DB:   not actor $LUIGI in_car $CARRY_CAR 
jf @TONI3_3430 
wait 0 
if 
0118:   actor $LUIGI dead 
jf @TONI3_3400 
jump @TONI3_8462 

:TONI3_3400
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_3423 
jump @TONI3_8462 

:TONI3_3423
jump @TONI3_3354 

:TONI3_3430
039E: set_actor $LUIGI locked_while_in_vehicle 1 

:TONI3_3437
if 
83D0:   not wav_loaded 
jf @TONI3_3461 
wait 0 
jump @TONI3_3437 

:TONI3_3461
03D1: play_wav 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
022A: remove_forbidden_for_peds_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 
01E7: remove_forbidden_for_cars_cube 824.875 -633.75 13.0 845.25 -693.75 18.0 
$FLAG_DISPLAYED_HORN_MESSAGE_TM3 = 0 // $ = int 
$FLAG_DISPLAYED_WANTED_MESSAGE_TM3 = 0 // $ = int 

:TONI3_3549
$FLAG_CAR_BLIP_DISPLAYED = 1 // $ = int 
$BLOB_FLAG = 1 // $ = int 
if 
8119:   not car $CARRY_CAR wrecked 
jf @TONI3_3633 
if 
80DC:   not player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_3633 
0164: disable_marker $BLIP1_T3 
0186: $BLIP1_T3 = create_marker_above_car $CARRY_CAR 
$BLOB_FLAG = 0 // $ = int 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!

:TONI3_3633
if or
819E:   not player $PLAYER_CHAR stopped $BLOB_FLAG 1197.75 -321.0 24.25 1202.0 -327.5 28.0 
80DC:   not player $PLAYER_CHAR in_car $CARRY_CAR 
8122:   not player $PLAYER_CHAR pressing_horn 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @TONI3_4474 
wait 0 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_3732 
00BC: text_highpriority 'TM3_A2' time 5000 1  // ~r~Joey and Luigi have been cremated!
jump @TONI3_8462 

:TONI3_3732
if 
00DC:   player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_3802 
if 
  $FLAG_CAR_BLIP_DISPLAYED == 1 // $ == int 
jf @TONI3_3802 
018A: $BLIP4_T3 = create_checkpoint_at 1200.5 -322.5 -100.0 
$BLOB_FLAG = 1 // $ = int 
0164: disable_marker $BLIP1_T3 
$FLAG_CAR_BLIP_DISPLAYED = 0 // $ = int 

:TONI3_3802
if 
80DC:   not player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_3886 
if 
  $FLAG_CAR_BLIP_DISPLAYED == 0 // $ == int 
jf @TONI3_3886 
0164: disable_marker $BLIP1_T3 
0186: $BLIP1_T3 = create_marker_above_car $CARRY_CAR 
$BLOB_FLAG = 0 // $ = int 
0164: disable_marker $BLIP4_T3 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED = 1 // $ = int 

:TONI3_3886
if 
01A0:   player $PLAYER_CHAR stopped 0 1197.75 -321.0 24.25 1202.0 -327.5 28.0 
jf @TONI3_4046 
if 
00DC:   player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_4046 
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @TONI3_4006 
if 
  $FLAG_DISPLAYED_WANTED_MESSAGE_TM3 == 0 // $ == int 
jf @TONI3_3999 
00BC: text_highpriority 'WANTED1' time 5000 1  // ~g~Shake the cops and lose your wanted level!
$FLAG_DISPLAYED_WANTED_MESSAGE_TM3 = 1 // $ = int 

:TONI3_3999
jump @TONI3_4046 

:TONI3_4006
if 
  $FLAG_DISPLAYED_HORN_MESSAGE_TM3 == 0 // $ == int 
jf @TONI3_4046 
00BC: text_highpriority 'HORN' time 5000 1  // ~g~Sound the horn.
$FLAG_DISPLAYED_HORN_MESSAGE_TM3 = 1 // $ = int 

:TONI3_4046
if 
819D:   not player $PLAYER_CHAR 0 1197.75 -321.0 24.25 1202.0 -327.5 28.0 
jf @TONI3_4141 
if or
  $FLAG_DISPLAYED_HORN_MESSAGE_TM3 == 1 // $ == int 
  $FLAG_DISPLAYED_WANTED_MESSAGE_TM3 == 1 // $ == int 
jf @TONI3_4141 
03D5: remove_text 'WANTED1'  // ~g~Shake the cops and lose your wanted level!
03D5: remove_text 'HORN'  // ~g~Sound the horn.
$FLAG_DISPLAYED_HORN_MESSAGE_TM3 = 0 // $ = int 
$FLAG_DISPLAYED_WANTED_MESSAGE_TM3 = 0 // $ = int 

:TONI3_4141
if 
8185:   not car $CARRY_CAR health > 600 
jf @TONI3_4467 
wait 500 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_4203 
00BC: text_highpriority 'TM3_A2' time 5000 1  // ~r~Joey and Luigi have been cremated!
jump @TONI3_8462 

:TONI3_4203
00BC: text_highpriority 'TRASH' time 5000 2  // ~g~You've junked your wheels real bad! Get your vehicle repaired!
0164: disable_marker $BLIP1_T3 
0164: disable_marker $BLIP4_T3 
0186: $BLIP1_T3 = create_marker_above_car $CARRY_CAR 
018B: set_marker $BLIP1_T3 display 2 
$FLAG_CAR_BLIP_DISPLAYED = 1 // $ = int 

:TONI3_4250
if 
8185:   not car $CARRY_CAR health > 600 
jf @TONI3_4455 
wait 0 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_4311 
00BC: text_highpriority 'TM3_A2' time 5000 1  // ~r~Joey and Luigi have been cremated!
jump @TONI3_8462 

:TONI3_4311
if 
00DC:   player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_4376 
if 
  $FLAG_CAR_BLIP_DISPLAYED == 1 // $ == int 
jf @TONI3_4376 
02A8: $BLIP5_T3 = create_marker 18 at 925.0 -359.5 -100.0 
0164: disable_marker $BLIP1_T3 
$FLAG_CAR_BLIP_DISPLAYED = 0 // $ = int 

:TONI3_4376
if 
80DC:   not player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_4448 
if 
  $FLAG_CAR_BLIP_DISPLAYED == 0 // $ == int 
jf @TONI3_4448 
0186: $BLIP1_T3 = create_marker_above_car $CARRY_CAR 
0164: disable_marker $BLIP5_T3 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED = 1 // $ = int 

:TONI3_4448
jump @TONI3_4250 

:TONI3_4455
0164: disable_marker $BLIP5_T3 
jump @TONI3_3549 

:TONI3_4467
jump @TONI3_3633 

:TONI3_4474
03D5: remove_text 'WANTED1'  // ~g~Shake the cops and lose your wanted level!
03D5: remove_text 'HORN'  // ~g~Sound the horn.
if 
8119:   not car $CARRY_CAR wrecked 
jf @TONI3_4517 
020A: set_car $CARRY_CAR door_status_to 4 

:TONI3_4517
wait 500 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0164: disable_marker $BLIP4_T3 
if 
8119:   not car $CARRY_CAR wrecked 
jf @TONI3_4575 
020A: set_car $CARRY_CAR door_status_to 1 

:TONI3_4575
0395: clear_area 1 at 1213.563 -321.0625 26.5 range 10.0 
009A: $TONI = create_actor 21 #SPECIAL01 at 1217.0 -321.0625 -100.0 
0173: set_actor $TONI z_angle_to 90.0 
01ED: reset_actor $TONI threat_search 
015F: set_camera_position 1222.188 -328.625 34.4375 rotation 0.0 0.0 0.0 
0160: point_camera 1221.625 -328.0 33.875 switchstyle 2 
03DE: set_pedestrians_density_multiplier_to 0.0 
TIMERB = 0 // @ = int 
03CF: load_wav 'T3_C' 
0211: actor $TONI walk_to 1205.5 -321.0 

:TONI3_4688
if 
8126:   not actor $TONI objective_passed 
jf @TONI3_4810 
wait 0 
if 
0118:   actor $TONI dead 
jf @TONI3_4731 
jump @TONI3_8462 

:TONI3_4731
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_4754 
jump @TONI3_8462 

:TONI3_4754
if 
  TIMERB > 12000 // @ > int 
jf @TONI3_4803 
if 
8118:   not actor $TONI dead 
jf @TONI3_4803 
00A1: put_actor $TONI at 1205.5 -321.0 -100.0 

:TONI3_4803
jump @TONI3_4688 

:TONI3_4810
015F: set_camera_position 1206.188 -326.1875 27.0 rotation 0.0 0.0 0.0 
0159: camera_on_ped $TONI mode 15 switchstyle 2 
01D4: actor $TONI go_to_car $CARRY_CAR and_enter_it_as_a_passenger 

:TONI3_4847
if 
80DB:   not actor $TONI in_car $CARRY_CAR 
jf @TONI3_4923 
wait 0 
if 
0118:   actor $TONI dead 
jf @TONI3_4893 
jump @TONI3_8462 

:TONI3_4893
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_4916 
jump @TONI3_8462 

:TONI3_4916
jump @TONI3_4847 

:TONI3_4923
if 
83D0:   not wav_loaded 
jf @TONI3_4947 
wait 0 
jump @TONI3_4923 

:TONI3_4947
03D1: play_wav 
039E: set_actor $TONI locked_while_in_vehicle 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03DE: set_pedestrians_density_multiplier_to 1.0 
00A5: $TRIAD_VAN1 = create_car #BELLYUP at 1193.0 -228.0 -100.0 
0175: set_car $TRIAD_VAN1 z_angle_to 180.0 
00AE: set_vehicle $TRIAD_VAN1 traffic_behavior_to 3 
00AD: set_car $TRIAD_VAN1 max_speed_to 30.0 
03AB: set_car $TRIAD_VAN1 strong 1 
0129: $TRIADS1 = create_actor 8 #GANG03 in_car $TRIAD_VAN1 driverseat 
01B2: give_actor $TRIADS1 weapon 2 ammo 100 
00AF: set_car $TRIAD_VAN1 driver_behaviour_to 2 
011A: set_actor $TRIADS1 search_threat 1 
01C8: $TRIADS2 = create_actor 8 #GANG04 in_car $TRIAD_VAN1 passenger_seat 0 
01B2: give_actor $TRIADS2 weapon 2 ammo 100 
01CC: actor $TRIADS2 kill_player $PLAYER_CHAR 
011A: set_actor $TRIADS2 search_threat 1 
00A5: $TRIAD_VAN2 = create_car #BELLYUP at 1275.75 -346.6875 -100.0 
0175: set_car $TRIAD_VAN2 z_angle_to 1.0 
00AE: set_vehicle $TRIAD_VAN2 traffic_behavior_to 3 
00AD: set_car $TRIAD_VAN2 max_speed_to 30.0 
03AB: set_car $TRIAD_VAN2 strong 1 
0129: $TRIADS3 = create_actor 8 #GANG03 in_car $TRIAD_VAN2 driverseat 
01B2: give_actor $TRIADS3 weapon 2 ammo 100 
00AF: set_car $TRIAD_VAN2 driver_behaviour_to 2 
011A: set_actor $TRIADS3 search_threat 1 
01C8: $TRIADS4 = create_actor 8 #GANG04 in_car $TRIAD_VAN2 passenger_seat 0 
01B2: give_actor $TRIADS4 weapon 2 ammo 100 
01CC: actor $TRIADS4 kill_player $PLAYER_CHAR 
011A: set_actor $TRIADS4 search_threat 1 
00A5: $TRIAD_VAN3 = create_car #BELLYUP at 1342.5 -281.5 -100.0 
0175: set_car $TRIAD_VAN3 z_angle_to 90.0 
00AE: set_vehicle $TRIAD_VAN3 traffic_behavior_to 3 
00AD: set_car $TRIAD_VAN3 max_speed_to 30.0 
03AB: set_car $TRIAD_VAN3 strong 1 
0129: $TRIADS5 = create_actor 8 #GANG03 in_car $TRIAD_VAN3 driverseat 
01B2: give_actor $TRIADS5 weapon 2 ammo 100 
00AF: set_car $TRIAD_VAN3 driver_behaviour_to 2 
011A: set_actor $TRIADS5 search_threat 1 
01C8: $TRIADS6 = create_actor 8 #GANG04 in_car $TRIAD_VAN3 passenger_seat 0 
01B2: give_actor $TRIADS6 weapon 2 ammo 100 
01CC: actor $TRIADS6 kill_player $PLAYER_CHAR 
011A: set_actor $TRIADS6 search_threat 1 
00A5: $TRIAD_VAN4 = create_car #BELLYUP at 1121.563 -345.1875 -100.0 
0175: set_car $TRIAD_VAN4 z_angle_to 270.0 
00AE: set_vehicle $TRIAD_VAN4 traffic_behavior_to 3 
00AD: set_car $TRIAD_VAN4 max_speed_to 30.0 
03AB: set_car $TRIAD_VAN4 strong 1 
0129: $TRIADS7 = create_actor 8 #GANG03 in_car $TRIAD_VAN4 driverseat 
01B2: give_actor $TRIADS7 weapon 2 ammo 100 
00AF: set_car $TRIAD_VAN4 driver_behaviour_to 2 
011A: set_actor $TRIADS7 search_threat 1 
01C8: $TRIADS8 = create_actor 8 #GANG04 in_car $TRIAD_VAN4 passenger_seat 0 
01B2: give_actor $TRIADS8 weapon 2 ammo 100 
01CC: actor $TRIADS8 kill_player $PLAYER_CHAR 
011A: set_actor $TRIADS8 search_threat 1 
00A5: $TRIAD_VAN5 = create_car #BELLYUP at 1383.25 -285.0 -100.0 
0175: set_car $TRIAD_VAN5 z_angle_to 10.0 
00A5: $TRIAD_VAN6 = create_car #BELLYUP at 1383.25 -279.0 -100.0 
0175: set_car $TRIAD_VAN6 z_angle_to 160.0 
009A: $TRIADS9 = create_actor 8 #GANG03 at 1382.063 -281.6875 -100.0 
01B2: give_actor $TRIADS9 weapon 2 ammo 100 
0350: set_actor $TRIADS9 maintain_position_when_attacked 1 
01D9: actor $TRIADS9 destroy_car $CARRY_CAR 
011A: set_actor $TRIADS9 search_threat 1 
009A: $TRIADS10 = create_actor 8 #GANG04 at 1384.25 -291.5 -100.0 
01B2: give_actor $TRIADS10 weapon 2 ammo 100 
0350: set_actor $TRIADS10 maintain_position_when_attacked 1 
01D9: actor $TRIADS10 destroy_car $CARRY_CAR 
011A: set_actor $TRIADS10 search_threat 1 
0158: camera_on_vehicle $TRIAD_VAN1 mode 3 switchstyle 1 
wait 3000 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
$FLAG_CAR_BLIP_DISPLAYED = 1 // $ = int 
if 
8119:   not car $CARRY_CAR wrecked 
jf @TONI3_5661 
021B: set_garage $FRANKIE_GARAGE to_accept_car $CARRY_CAR 

:TONI3_5661
if 
8119:   not car $CARRY_CAR wrecked 
jf @TONI3_5731 
if 
80DC:   not player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_5731 
0164: disable_marker $BLIP1_T3 
0186: $BLIP1_T3 = create_marker_above_car $CARRY_CAR 
$BLOB_FLAG = 0 // $ = int 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!

:TONI3_5731
if 
821C:   not car_inside_garage $FRANKIE_GARAGE 
jf @TONI3_6270 
wait 0 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_5789 
00BC: text_highpriority 'TM3_A3' time 5000 1  // ~r~Joey, Luigi and Toni are Toast!
jump @TONI3_8462 

:TONI3_5789
if 
00DC:   player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_5859 
if 
  $FLAG_CAR_BLIP_DISPLAYED == 1 // $ == int 
jf @TONI3_5859 
018A: $BLIP2_T3 = create_checkpoint_at 1428.563 -183.0625 -100.0 
018B: set_marker $BLIP2_T3 display 2 
0164: disable_marker $BLIP1_T3 
$FLAG_CAR_BLIP_DISPLAYED = 0 // $ = int 

:TONI3_5859
if 
80DC:   not player $PLAYER_CHAR in_car $CARRY_CAR 
jf @TONI3_5931 
if 
  $FLAG_CAR_BLIP_DISPLAYED == 0 // $ == int 
jf @TONI3_5931 
0186: $BLIP1_T3 = create_marker_above_car $CARRY_CAR 
0164: disable_marker $BLIP2_T3 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED = 1 // $ = int 

:TONI3_5931
if 
8119:   not car $TRIAD_VAN1 wrecked 
jf @TONI3_6014 
if 
00B0:   car $TRIAD_VAN1 0 1393.563 -268.1875 1427.063 -154.0625 
jf @TONI3_6014 
if and
8118:   not actor $TRIADS1 dead 
8118:   not actor $TRIADS2 dead 
jf @TONI3_6014 
01CA: actor $TRIADS1 kill_player $PLAYER_CHAR 
01CA: actor $TRIADS2 kill_player $PLAYER_CHAR 

:TONI3_6014
if 
8119:   not car $TRIAD_VAN2 wrecked 
jf @TONI3_6097 
if 
00B0:   car $TRIAD_VAN2 0 1393.563 -268.1875 1427.063 -154.0625 
jf @TONI3_6097 
if and
8118:   not actor $TRIADS3 dead 
8118:   not actor $TRIADS4 dead 
jf @TONI3_6097 
01CA: actor $TRIADS3 kill_player $PLAYER_CHAR 
01CA: actor $TRIADS4 kill_player $PLAYER_CHAR 

:TONI3_6097
if 
8119:   not car $TRIAD_VAN3 wrecked 
jf @TONI3_6180 
if 
00B0:   car $TRIAD_VAN3 0 1393.563 -268.1875 1427.063 -154.0625 
jf @TONI3_6180 
if and
8118:   not actor $TRIADS5 dead 
8118:   not actor $TRIADS6 dead 
jf @TONI3_6180 
01CA: actor $TRIADS5 kill_player $PLAYER_CHAR 
01CA: actor $TRIADS6 kill_player $PLAYER_CHAR 

:TONI3_6180
if 
8119:   not car $TRIAD_VAN4 wrecked 
jf @TONI3_6263 
if 
00B0:   car $TRIAD_VAN4 0 1393.563 -268.1875 1427.063 -154.0625 
jf @TONI3_6263 
if and
8118:   not actor $TRIADS7 dead 
8118:   not actor $TRIADS8 dead 
jf @TONI3_6263 
01CA: actor $TRIADS7 kill_player $PLAYER_CHAR 
01CA: actor $TRIADS8 kill_player $PLAYER_CHAR 

:TONI3_6263
jump @TONI3_5731 

:TONI3_6270
0164: disable_marker $BLIP1_T3 
0164: disable_marker $BLIP2_T3 
015F: set_camera_position 1421.75 -182.5 52.5 rotation 0.0 0.0 0.0 
0158: camera_on_vehicle $CARRY_CAR mode 15 switchstyle 1 
wait 1000 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @TONI3_6365 
012A: put_player $PLAYER_CHAR at 1454.563 -189.5 55.0 and_remove_from_car 
jump @TONI3_6379 

:TONI3_6365
0055: put_player $PLAYER_CHAR at 1454.563 -189.5 55.0 

:TONI3_6379
if 
8118:   not actor $TRIADS1 dead 
jf @TONI3_6400 
009B: destroy_actor_instantly $TRIADS1 

:TONI3_6400
if 
8118:   not actor $TRIADS2 dead 
jf @TONI3_6421 
009B: destroy_actor_instantly $TRIADS2 

:TONI3_6421
if 
8118:   not actor $TRIADS3 dead 
jf @TONI3_6442 
009B: destroy_actor_instantly $TRIADS3 

:TONI3_6442
if 
8118:   not actor $TRIADS4 dead 
jf @TONI3_6463 
009B: destroy_actor_instantly $TRIADS4 

:TONI3_6463
if 
8118:   not actor $TRIADS5 dead 
jf @TONI3_6484 
009B: destroy_actor_instantly $TRIADS5 

:TONI3_6484
if 
8118:   not actor $TRIADS6 dead 
jf @TONI3_6505 
009B: destroy_actor_instantly $TRIADS6 

:TONI3_6505
if 
8118:   not actor $TRIADS7 dead 
jf @TONI3_6526 
009B: destroy_actor_instantly $TRIADS7 

:TONI3_6526
if 
8118:   not actor $TRIADS8 dead 
jf @TONI3_6547 
009B: destroy_actor_instantly $TRIADS8 

:TONI3_6547
if 
8118:   not actor $TRIADS9 dead 
jf @TONI3_6568 
009B: destroy_actor_instantly $TRIADS9 

:TONI3_6568
if 
8118:   not actor $TRIADS10 dead 
jf @TONI3_6589 
009B: destroy_actor_instantly $TRIADS10 

:TONI3_6589
if 
8119:   not car $TRIAD_VAN1 wrecked 
jf @TONI3_6610 
00A6: destroy_car $TRIAD_VAN1 

:TONI3_6610
if 
8119:   not car $TRIAD_VAN2 wrecked 
jf @TONI3_6631 
00A6: destroy_car $TRIAD_VAN2 

:TONI3_6631
if 
8119:   not car $TRIAD_VAN3 wrecked 
jf @TONI3_6652 
00A6: destroy_car $TRIAD_VAN3 

:TONI3_6652
if 
8119:   not car $TRIAD_VAN4 wrecked 
jf @TONI3_6673 
00A6: destroy_car $TRIAD_VAN4 

:TONI3_6673
if 
8119:   not car $TRIAD_VAN5 wrecked 
jf @TONI3_6694 
00A6: destroy_car $TRIAD_VAN5 

:TONI3_6694
if 
8119:   not car $TRIAD_VAN6 wrecked 
jf @TONI3_6715 
00A6: destroy_car $TRIAD_VAN6 

:TONI3_6715
01BD: $BREAKOUT_TIMER_START = current_time_in_ms 
$BREAKOUT_DIFF = 0 // $ = int 

:TONI3_6727
if and
83EE:   not player $PLAYER_CHAR controllable 
  5000 > $BREAKOUT_DIFF // int > $ 
jf @TONI3_6821 
wait 0 
if 
0119:   car $CARRY_CAR wrecked 
jf @TONI3_6793 
00BC: text_highpriority 'TM3_A3' time 5000 1  // ~r~Joey, Luigi and Toni are Toast!
jump @TONI3_8462 

:TONI3_6793
01BD: $BREAKOUT_TIMER = current_time_in_ms 
0084: $BREAKOUT_DIFF = $BREAKOUT_TIMER // $ = $ int 
0060: $BREAKOUT_DIFF -= $BREAKOUT_TIMER_START // $ -= $ int 
jump @TONI3_6727 

:TONI3_6821
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
0395: clear_area 1 at 1427.0 -187.75 50.0 range 12.0 
0395: clear_area 1 at 1444.938 -186.875 56.0 range 30.0 
03AD: set_rubbish 0 
03AF: set_streaming 0 
023C: load_special_actor 4 'FRANKIE' 
0247: request_model #GANG02 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'FRANKH' 
02F3: load_object #CUTOBJ03 'JOEYH' 
02F3: load_object #CUTOBJ04 'LUIGIH' 
02F3: load_object #CUTOBJ05 'TONYH' 
0247: request_model #SALVSDETAIL 
0247: request_model #SWANK_INSIDE 
0247: request_model #FRANKSCLB02 

:TONI3_6977
if 
  fading 
jf @TONI3_7001 
wait 0 
jump @TONI3_6977 

:TONI3_7001
038B: load_requested_models 

:TONI3_7003
if or
823D:   not special_actor 4 loaded 
8248:   not model #GANG02 available 
8248:   not model #SALVSDETAIL available 
8248:   not model #SWANK_INSIDE available 
8248:   not model #FRANKSCLB02 available 
jf @TONI3_7048 
wait 0 
jump @TONI3_7003 

:TONI3_7048
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ04 available 
8248:   not model #CUTOBJ05 available 
jf @TONI3_7095 
wait 0 
jump @TONI3_7048 

:TONI3_7095
02E4: load_cutscene_data 'S0_MAS' 
0244: set_cutscene_pos 1457.75 -185.3125 54.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_TONY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_TONY 'TONY' 
02E5: $CS_JOEY = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_JOEY 'JOEY2' 
02E5: $CS_LUIGI = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $CS_LUIGI 'LUIGI' 
02E5: $CS_FRANKIE = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $CS_FRANKIE 'FRANKIE' 
02E5: $CS_MAFIA = create_cutscene_object #GANG02 
02E6: set_cutscene_anim $CS_MAFIA 'GANG02' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_FRANKIEHEAD from_head #CUTOBJ02 and_body $CS_FRANKIE 
02F5: set_head_anim $CS_FRANKIEHEAD 'FRANK' 
02F4: create_cutscene_actor $CS_JOEYHEAD from_head #CUTOBJ03 and_body $CS_JOEY 
02F5: set_head_anim $CS_JOEYHEAD 'JOEY' 
02F4: create_cutscene_actor $CS_LUIGIHEAD from_head #CUTOBJ04 and_body $CS_LUIGI 
02F5: set_head_anim $CS_LUIGIHEAD 'LUIGI' 
02F4: create_cutscene_actor $CS_TONYHEAD from_head #CUTOBJ05 and_body $CS_TONY 
02F5: set_head_anim $CS_TONYHEAD 'TONY' 
0171: set_player $PLAYER_CHAR z_angle_to 341.0 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:TONI3_7382
if 
  416 > $CS_TIME // int > $ 
jf @TONI3_7417 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7382 

:TONI3_7417
00BC: text_highpriority 'TM3_H' time 10000 1  // ~w~You did good back there kid, real good.

:TONI3_7432
if 
  3252 > $CS_TIME // int > $ 
jf @TONI3_7467 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7432 

:TONI3_7467
00BC: text_highpriority 'TM3_I' time 10000 1  // ~w~Come on, let's introduce you to the Don.

:TONI3_7482
if 
  4866 > $CS_TIME // int > $ 
jf @TONI3_7517 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7482 

:TONI3_7517
00BC: text_highpriority 'TM3_J' time 10000 1  // ~w~Heeyyy! Luigi!

:TONI3_7532
if 
  5839 > $CS_TIME // int > $ 
jf @TONI3_7567 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7532 

:TONI3_7567
00BC: text_highpriority 'TM3_K' time 10000 1  // ~w~Oh my girls have been missing you so long Salvatore, you been away too long.

:TONI3_7582
if 
  10201 > $CS_TIME // int > $ 
jf @TONI3_7617 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7582 

:TONI3_7617
00BC: text_highpriority 'TM3_L' time 10000 1  // ~w~You tell them that once this unfortunate business is taken care of,

:TONI3_7632
if 
  13769 > $CS_TIME // int > $ 
jf @TONI3_7667 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7632 

:TONI3_7667
00BC: text_highpriority 'TM3_M' time 10000 1  // ~w~we'll all go down to the club and celebrate, ok?

:TONI3_7682
if 
  17654 > $CS_TIME // int > $ 
jf @TONI3_7717 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7682 

:TONI3_7717
00BC: text_highpriority 'TM3_N' time 10000 1  // ~w~Here's my boy.

:TONI3_7732
if 
  18718 > $CS_TIME // int > $ 
jf @TONI3_7767 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7732 

:TONI3_7767
00BC: text_highpriority 'TM3_N2' time 10000 1  // ~w~How you doin' pop?

:TONI3_7782
if 
  19529 > $CS_TIME // int > $ 
jf @TONI3_7817 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7782 

:TONI3_7817
00BC: text_highpriority 'TM3_O' time 10000 1  // ~w~You got yourself a good woman yet?

:TONI3_7832
if 
  21673 > $CS_TIME // int > $ 
jf @TONI3_7867 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7832 

:TONI3_7867
00BC: text_highpriority 'TM3_P' time 10000 1  // ~w~Hey, your mother, god bless her soul, would be turning over in her grave

:TONI3_7882
if 
  25525 > $CS_TIME // int > $ 
jf @TONI3_7917 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7882 

:TONI3_7917
00BC: text_highpriority 'TM3_Q' time 10000 1  // ~w~to see you without a wife.

:TONI3_7932
if 
  26615 > $CS_TIME // int > $ 
jf @TONI3_7967 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7932 

:TONI3_7967
00BC: text_highpriority 'TM3_R' time 10000 1  // ~w~I know Pop, I'm working on it.

:TONI3_7982
if 
  29462 > $CS_TIME // int > $ 
jf @TONI3_8017 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_7982 

:TONI3_8017
00BC: text_highpriority 'TM3_S' time 10000 1  // ~w~TONI! How's your Momma?

:TONI3_8032
if 
  32814 > $CS_TIME // int > $ 
jf @TONI3_8069 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_8032 

:TONI3_8069
00BC: text_highpriority 'TM3_T' time 10000 1  // ~w~She's a great woman you know. Strong. Firenze.

:TONI3_8084
if 
  35855 > $CS_TIME // int > $ 
jf @TONI3_8121 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_8084 

:TONI3_8121
00BC: text_highpriority 'TM3_U' time 10000 1  // ~w~She's good...fine.

:TONI3_8136
if 
  37787 > $CS_TIME // int > $ 
jf @TONI3_8173 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_8136 

:TONI3_8173
00BC: text_highpriority 'TM3_V' time 10000 1  // ~w~Terrific, Terrific. Now listen you guys, you go inside while I talk to our new friend here.

:TONI3_8188
if 
  44707 > $CS_TIME // int > $ 
jf @TONI3_8225 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_8188 

:TONI3_8225
00BC: text_highpriority 'TM3_W' time 10000 1  // ~w~I see nothing but good things for you my boy...

:TONI3_8240
if 
  47837 > $CS_TIME // int > $ 
jf @TONI3_8277 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_8240 

:TONI3_8277
00BE: text_clear_all 

:TONI3_8279
if 
  48666 > $CS_TIME // int > $ 
jf @TONI3_8316 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI3_8279 

:TONI3_8316
fade 0 1500 

:TONI3_8323
if 
  fading 
jf @TONI3_8347 
wait 0 
jump @TONI3_8323 

:TONI3_8347
if 
82E9:   not cutscene_reached_end 
jf @TONI3_8371 
wait 0 
jump @TONI3_8347 

:TONI3_8371
00BE: text_clear_all 
fade 0 0 
02EA: end_cutscene 
fade 0 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #CUTOBJ05 
0249: release_model #SALVSDETAIL 
0249: release_model #SWANK_INSIDE 
0249: release_model #FRANKSCLB02 
wait 500 
fade 1 1500 
jump @TONI3_8479 

:TONI3_8462
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:TONI3_8479
$FLAG_TONI_MISSION3_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 15000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 15000 
0318: set_latest_mission_passed 'TM3'  // 'SALVATORE'S CALLED A MEETING'
030C: progress_made += 1 
start_new_script @NONAME_32 
0164: disable_marker $LUIGI_CONTACT_BLIP 
0164: disable_marker $JOEY_CONTACT_BLIP 
0164: disable_marker $TONI_CONTACT_BLIP 
0164: disable_marker $FRANKIE_CONTACT_BLIP 
02A7: $FRANKIE_CONTACT_BLIP = create_icon_marker_and_sphere 16 at 1455.688 -187.25 -100.0 
00A6: destroy_car $CARRY_CAR 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
return 

:TONI3_8590
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_TONI_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_T3 
0164: disable_marker $BLIP2_T3 
0164: disable_marker $BLIP3_T3 
0164: disable_marker $BLIP4_T3 
0164: disable_marker $BLIP5_T3 
034F: destroy_actor_with_fade $JOEY // The actor fades away like a ghost 
034F: destroy_actor_with_fade $LUIGI // The actor fades away like a ghost 
034F: destroy_actor_with_fade $TONI // The actor fades away like a ghost 
0249: release_model #STRETCH 
0249: release_model #BELLYUP 
0249: release_model #GANG03 
0249: release_model #GANG04 
0249: release_model #GANG02 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
021B: set_garage $FRANKIE_GARAGE to_accept_car -1 
03D5: remove_text 'IN_VEH'  // ~g~Hey! Get back in the vehicle!
mission_cleanup 
return 

//-------------Mission 33---------------
// Originally: Triads And Tribulations

:TONI4
gosub @TONI4_36 
if 
  wasted_or_busted 
jf @TONI4_27 
gosub @TONI4_3828 

:TONI4_27
gosub @TONI4_4020 
terminate_this_script 

:TONI4_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_TONI_MISSION = 1 // $ = int 
script_name 'TONI4' 
wait 0 
$GRUNTS1_BEEN_CREATED_BEFORE = 0 // $ = int 
$GRUNTS2_BEEN_CREATED_BEFORE = 0 // $ = int 
$GRUNTS3_BEEN_CREATED_BEFORE = 0 // $ = int 
$GRABBED_PEDS_BEFORE = 0 // $ = int 
$BEEN_IN_FISH_FACTORY = 0 // $ = int 
$AUDIO_PLAYED_TM4 = 0 // $ = int 
$TRIAD1_CAN_LEG_IT = 0 // $ = int 
$TRIAD1_CAN_LEG_IT = 0 // $ = int 
$TRIAD1_CAN_LEG_IT = 0 // $ = int 
$PAY_BACK_FOR_TRAIDS1 = 0 // $ = int 
$PAY_BACK_FOR_TRAIDS2 = 0 // $ = int 
$PAY_BACK_FOR_TRAIDS3 = 0 // $ = int 
0247: request_model #GANG01 
0247: request_model #GANG02 
0247: request_model #IND_NEWRIZZOS 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'NOTE' 
038B: load_requested_models 

:TONI4_191
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #GANG01 available 
8248:   not model #GANG02 available 
8248:   not model #IND_NEWRIZZOS available 
jf @TONI4_236 
wait 0 
jump @TONI4_191 

:TONI4_236
009A: $MAFIA_GOON1 = create_actor 7 #GANG02 at 1216.375 -309.875 -100.0 
009A: $MAFIA_GOON2 = create_actor 7 #GANG01 at 1215.875 -311.1875 29.0 
if and
8118:   not actor $MAFIA_GOON1 dead 
8118:   not actor $MAFIA_GOON2 dead 
jf @TONI4_384 
01B2: give_actor $MAFIA_GOON1 weapon 3 ammo 300 
011A: set_actor $MAFIA_GOON1 search_threat 64 
011A: set_actor $MAFIA_GOON1 search_threat 256 
0319: set_actor $MAFIA_GOON1 wander_state_to 1 
020E: actor $MAFIA_GOON1 look_at_actor $MAFIA_GOON2 
03F9: make_actors $MAFIA_GOON1 $MAFIA_GOON2 converse_in 24000 ms 
01B2: give_actor $MAFIA_GOON2 weapon 3 ammo 300 
011A: set_actor $MAFIA_GOON2 search_threat 64 
011A: set_actor $MAFIA_GOON2 search_threat 256 
0319: set_actor $MAFIA_GOON2 wander_state_to 1 
020E: actor $MAFIA_GOON2 look_at_actor $MAFIA_GOON1 

:TONI4_384
02E4: load_cutscene_data 'T4_TAT' 
0244: set_cutscene_pos 1218.375 -314.5 28.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_NOTE = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $CS_NOTE 'NOTE' 
0395: clear_area 1 at 1219.563 -323.0 25.5625 range 1.0 
0055: put_player $PLAYER_CHAR at 1219.563 -323.0 25.5625 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
0395: clear_area 1 at 1216.063 -313.0 29.875 range 10.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:TONI4_546
if 
  82 > $CS_TIME // int > $ 
jf @TONI4_580 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI4_546 

:TONI4_580
00BC: text_highpriority 'TM4_A' time 10000 1  // ~w~Oh it's you. TONI ain't here.

:TONI4_595
if 
  2415 > $CS_TIME // int > $ 
jf @TONI4_630 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI4_595 

:TONI4_630
00BC: text_highpriority 'TM4_A2' time 10000 1  // ~w~But he left one of his sugary love letters for you.

:TONI4_645
if 
  4420 > $CS_TIME // int > $ 
jf @TONI4_680 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI4_645 

:TONI4_680
00BC: text_highpriority 'TM4_B' time 10000 1  // ~w~We're at WAR! The Triads have a fish factory as a front.

:TONI4_695
if 
  7629 > $CS_TIME // int > $ 
jf @TONI4_730 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI4_695 

:TONI4_730
00BC: text_highpriority 'TM4_C' time 10000 1  // ~w~Most of their business goes down at the fish market in Chinatown.

:TONI4_745
if 
  11110 > $CS_TIME // int > $ 
jf @TONI4_780 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI4_745 

:TONI4_780
00BC: text_highpriority 'TM4_D' time 10000 1  // ~w~That laundry still owes us protection.

:TONI4_795
if 
  13283 > $CS_TIME // int > $ 
jf @TONI4_830 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI4_795 

:TONI4_830
00BC: text_highpriority 'TM4_E' time 10000 1  // ~w~They reckon the Triads are protecting them now, so I say we exact a fitting punishment.

:TONI4_845
if 
  18058 > $CS_TIME // int > $ 
jf @TONI4_880 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI4_845 

:TONI4_880
00BC: text_highpriority 'TM4_F' time 10000 1  // ~w~Take these boys over and whack the Triad Warlords!

:TONI4_895
if 
  21248 > $CS_TIME // int > $ 
jf @TONI4_930 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI4_895 

:TONI4_930
00BC: text_highpriority 'TM4_G' time 10000 1  // ~w~Hell, if you get a chance, pop some of their soldiers too.

:TONI4_945
if 
  24000 > $CS_TIME // int > $ 
jf @TONI4_980 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI4_945 

:TONI4_980
fade 0 1500 

:TONI4_987
if 
82E9:   not cutscene_reached_end 
jf @TONI4_1011 
wait 0 
jump @TONI4_987 

:TONI4_1011
00BE: text_clear_all 

:TONI4_1013
if 
  fading 
jf @TONI4_1037 
wait 0 
jump @TONI4_1013 

:TONI4_1037
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
if and
8118:   not actor $MAFIA_GOON1 dead 
8118:   not actor $MAFIA_GOON2 dead 
jf @TONI4_1076 
03F9: make_actors $MAFIA_GOON1 $MAFIA_GOON2 converse_in 0 ms 

:TONI4_1076
01B1: give_player $PLAYER_CHAR weapon 4 ammo 20 
01B8: set_player $PLAYER_CHAR armed_weapon_to 4 
if and
8118:   not actor $MAFIA_GOON1 dead 
8118:   not actor $MAFIA_GOON2 dead 
jf @TONI4_1141 
00A1: put_actor $MAFIA_GOON1 at 1220.188 -321.75 26.375 
00A1: put_actor $MAFIA_GOON2 at 1219.0 -321.25 26.375 

:TONI4_1141
wait 500 
fade 1 1500 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #IND_NEWRIZZOS 
0247: request_model #GANG03 
0247: request_model #GANG04 

:TONI4_1176
if or
8248:   not model #GANG03 available 
8248:   not model #GANG04 available 
jf @TONI4_1206 
wait 0 
jump @TONI4_1176 

:TONI4_1206
03F1: pedtype 8 add_threat 1 
$WARLORDS_DEAD = 0 // $ = int 
$TRIADS_SPOT_YOU = 0 // $ = int 
$CLEAR_TRIADS_THREATS = 0 // $ = int 
if 
8118:   not actor $MAFIA_GOON1 dead 
jf @TONI4_1257 
01DF: tie_actor $MAFIA_GOON1 to_player $PLAYER_CHAR 

:TONI4_1257
if 
8118:   not actor $MAFIA_GOON2 dead 
jf @TONI4_1281 
01DF: tie_actor $MAFIA_GOON2 to_player $PLAYER_CHAR 

:TONI4_1281
015C: set_zone_gang_info 'LITTLEI' 1 15 500 250 0 0 0 0 0 0 
015C: set_zone_gang_info 'LITTLEI' 0 8 500 250 0 0 0 0 0 0 
015C: set_zone_gang_info 'CHINA' 1 30 350 600 0 0 0 0 0 0 
015C: set_zone_gang_info 'CHINA' 0 30 350 600 0 0 0 0 0 0 
009A: $TRIAD_HEAD1 = create_actor 8 #GANG04 at 906.375 -541.375 14.375 
01B2: give_actor $TRIAD_HEAD1 weapon 3 ammo 80 
0173: set_actor $TRIAD_HEAD1 z_angle_to 109.0 
0187: $BLIP1_TM4 = create_marker_above_actor $TRIAD_HEAD1 
035F: set_actor $TRIAD_HEAD1 armour_to 100 
011A: set_actor $TRIAD_HEAD1 search_threat 1 
02A9: set_actor $TRIAD_HEAD1 immune_to_nonplayer 1 
0350: set_actor $TRIAD_HEAD1 maintain_position_when_attacked 1 
009A: $TRIAD_HEAD2 = create_actor 8 #GANG04 at 968.5625 -682.1875 14.25 
01B2: give_actor $TRIAD_HEAD2 weapon 3 ammo 80 
0187: $BLIP2_TM4 = create_marker_above_actor $TRIAD_HEAD2 
035F: set_actor $TRIAD_HEAD2 armour_to 100 
011A: set_actor $TRIAD_HEAD2 search_threat 1 
02A9: set_actor $TRIAD_HEAD2 immune_to_nonplayer 1 
0350: set_actor $TRIAD_HEAD2 maintain_position_when_attacked 1 
009A: $TRIAD_HEAD3 = create_actor 8 #GANG04 at 968.25 -1136.75 15.0 
01B2: give_actor $TRIAD_HEAD3 weapon 3 ammo 80 
0173: set_actor $TRIAD_HEAD3 z_angle_to 38.0 
0187: $BLIP3_TM4 = create_marker_above_actor $TRIAD_HEAD3 
035F: set_actor $TRIAD_HEAD3 armour_to 100 
011A: set_actor $TRIAD_HEAD3 search_threat 1 
02A9: set_actor $TRIAD_HEAD3 immune_to_nonplayer 1 
0350: set_actor $TRIAD_HEAD3 maintain_position_when_attacked 1 
$CHAR_ALREADY_DEAD1 = 0 // $ = int 
$CHAR_ALREADY_DEAD2 = 0 // $ = int 
$CHAR_ALREADY_DEAD3 = 0 // $ = int 
03CF: load_wav 'T4_A' 

:TONI4_1645
if 
83D0:   not wav_loaded 
jf @TONI4_1669 
wait 0 
jump @TONI4_1645 

:TONI4_1669
if 
   not $WARLORDS_DEAD == 3 // $ == int 
jf @TONI4_3821 
wait 0 
if and
0118:   actor $TRIAD_HEAD1 dead 
  $CHAR_ALREADY_DEAD1 == 0 // $ == int 
jf @TONI4_1733 
0164: disable_marker $BLIP1_TM4 
$WARLORDS_DEAD += 1 // $ += int 
$CHAR_ALREADY_DEAD1 = 1 // $ = int 

:TONI4_1733
if and
0118:   actor $TRIAD_HEAD2 dead 
  $CHAR_ALREADY_DEAD2 == 0 // $ == int 
jf @TONI4_1775 
0164: disable_marker $BLIP2_TM4 
$WARLORDS_DEAD += 1 // $ += int 
$CHAR_ALREADY_DEAD2 = 1 // $ = int 

:TONI4_1775
if and
0118:   actor $TRIAD_HEAD3 dead 
  $CHAR_ALREADY_DEAD3 == 0 // $ == int 
jf @TONI4_1817 
0164: disable_marker $BLIP3_TM4 
$WARLORDS_DEAD += 1 // $ += int 
$CHAR_ALREADY_DEAD3 = 1 // $ = int 

:TONI4_1817
if and
0121:   player $PLAYER_CHAR in_zone 'PORT_W'  // Callahan Point
  $HAS_PLAYER_BEEN_AT_FISH_BEFORE == 1 // $ == int 
  $CLEAR_TRIADS_THREATS == 0 // $ == int 
jf @TONI4_1994 
if 
8118:   not actor $FISH_TRIAD1 dead 
jf @TONI4_1876 
01ED: reset_actor $FISH_TRIAD1 threat_search 

:TONI4_1876
if 
8118:   not actor $FISH_TRIAD2 dead 
jf @TONI4_1897 
01ED: reset_actor $FISH_TRIAD2 threat_search 

:TONI4_1897
if 
8118:   not actor $FISH_TRIAD3 dead 
jf @TONI4_1918 
01ED: reset_actor $FISH_TRIAD3 threat_search 

:TONI4_1918
if 
8118:   not actor $FISH_TRIAD4 dead 
jf @TONI4_1939 
01ED: reset_actor $FISH_TRIAD4 threat_search 

:TONI4_1939
if 
8118:   not actor $FISH_TRIAD5 dead 
jf @TONI4_1960 
01ED: reset_actor $FISH_TRIAD5 threat_search 

:TONI4_1960
if 
8118:   not actor $FISH_TRIAD6 dead 
jf @TONI4_1981 
01ED: reset_actor $FISH_TRIAD6 threat_search 

:TONI4_1981
03F2: pedgroup 8 remove_threat 1 
$CLEAR_TRIADS_THREATS = 1 // $ = int 

:TONI4_1994
if 
0121:   player $PLAYER_CHAR in_zone 'FISHFAC' 
jf @TONI4_2383 
if 
  $TRIADS_SPOT_YOU == 0 // $ == int 
jf @TONI4_2383 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @TONI4_2197 
if 
8118:   not actor $FISH_TRIAD1 dead 
jf @TONI4_2075 
011A: set_actor $FISH_TRIAD1 search_threat 1 

:TONI4_2075
if 
8118:   not actor $FISH_TRIAD2 dead 
jf @TONI4_2098 
011A: set_actor $FISH_TRIAD2 search_threat 1 

:TONI4_2098
if 
8118:   not actor $FISH_TRIAD3 dead 
jf @TONI4_2121 
011A: set_actor $FISH_TRIAD3 search_threat 1 

:TONI4_2121
if 
8118:   not actor $FISH_TRIAD4 dead 
jf @TONI4_2144 
011A: set_actor $FISH_TRIAD4 search_threat 1 

:TONI4_2144
if 
8118:   not actor $FISH_TRIAD5 dead 
jf @TONI4_2167 
011A: set_actor $FISH_TRIAD5 search_threat 1 

:TONI4_2167
if 
8118:   not actor $FISH_TRIAD6 dead 
jf @TONI4_2190 
011A: set_actor $FISH_TRIAD6 search_threat 1 

:TONI4_2190
$TRIADS_SPOT_YOU = 1 // $ = int 

:TONI4_2197
if or
0118:   actor $FISH_TRIAD1 dead 
0118:   actor $FISH_TRIAD2 dead 
0118:   actor $FISH_TRIAD3 dead 
0118:   actor $FISH_TRIAD4 dead 
0118:   actor $FISH_TRIAD5 dead 
0118:   actor $FISH_TRIAD6 dead 
jf @TONI4_2383 
if 
8118:   not actor $FISH_TRIAD1 dead 
jf @TONI4_2261 
011A: set_actor $FISH_TRIAD1 search_threat 1 

:TONI4_2261
if 
8118:   not actor $FISH_TRIAD2 dead 
jf @TONI4_2284 
011A: set_actor $FISH_TRIAD2 search_threat 1 

:TONI4_2284
if 
8118:   not actor $FISH_TRIAD3 dead 
jf @TONI4_2307 
011A: set_actor $FISH_TRIAD3 search_threat 1 

:TONI4_2307
if 
8118:   not actor $FISH_TRIAD4 dead 
jf @TONI4_2330 
011A: set_actor $FISH_TRIAD4 search_threat 1 

:TONI4_2330
if 
8118:   not actor $FISH_TRIAD5 dead 
jf @TONI4_2353 
011A: set_actor $FISH_TRIAD5 search_threat 1 

:TONI4_2353
if 
8118:   not actor $FISH_TRIAD6 dead 
jf @TONI4_2376 
011A: set_actor $FISH_TRIAD6 search_threat 1 

:TONI4_2376
$TRIADS_SPOT_YOU = 1 // $ = int 

:TONI4_2383
if and
0121:   player $PLAYER_CHAR in_zone 'CHINA'  // Chinatown
  $AUDIO_PLAYED_TM4 == 0 // $ == int 
jf @TONI4_2423 
03D1: play_wav 
$AUDIO_PLAYED_TM4 = 1 // $ = int 

:TONI4_2423
if 
  $GRUNTS1_BEEN_CREATED_BEFORE == 0 // $ == int 
jf @TONI4_2598 
if 
8118:   not actor $TRIAD_HEAD1 dead 
jf @TONI4_2598 
if 
00E9:   player $PLAYER_CHAR 0 $TRIAD_HEAD1 radius 80.0 80.0 
jf @TONI4_2598 
009A: $TRIAD_GRUNT1 = create_actor 8 #GANG04 at 907.375 -542.375 14.375 
0173: set_actor $TRIAD_GRUNT1 z_angle_to 180.0 
01B2: give_actor $TRIAD_GRUNT1 weapon 3 ammo 80 
01DE: tie_actor $TRIAD_GRUNT1 to_actor $TRIAD_HEAD1 
011A: set_actor $TRIAD_GRUNT1 search_threat 1 
009A: $TRIAD_GRUNT1B = create_actor 8 #GANG04 at 907.375 -542.375 14.375 
0173: set_actor $TRIAD_GRUNT1B z_angle_to 160.0 
01B2: give_actor $TRIAD_GRUNT1B weapon 3 ammo 80 
01DE: tie_actor $TRIAD_GRUNT1B to_actor $TRIAD_HEAD1 
011A: set_actor $TRIAD_GRUNT1B search_threat 1 
02A9: set_actor $TRIAD_HEAD1 immune_to_nonplayer 0 
$GRUNTS1_BEEN_CREATED_BEFORE = 1 // $ = int 

:TONI4_2598
if 
8118:   not actor $TRIAD_HEAD1 dead 
jf @TONI4_2662 
if and
00E9:   player $PLAYER_CHAR 0 $TRIAD_HEAD1 radius 30.0 30.0 
  $TRIAD1_CAN_LEG_IT == 0 // $ == int 
jf @TONI4_2662 
0350: set_actor $TRIAD_HEAD1 maintain_position_when_attacked 0 
$TRIAD1_CAN_LEG_IT = 1 // $ = int 

:TONI4_2662
if 
  $GRUNTS2_BEEN_CREATED_BEFORE == 0 // $ == int 
jf @TONI4_2821 
if 
8118:   not actor $TRIAD_HEAD2 dead 
jf @TONI4_2821 
if 
00E9:   player $PLAYER_CHAR 0 $TRIAD_HEAD2 radius 80.0 80.0 
jf @TONI4_2821 
009A: $TRIAD_GRUNT2 = create_actor 8 #GANG04 at 965.5625 -680.1875 14.25 
01B2: give_actor $TRIAD_GRUNT2 weapon 3 ammo 80 
01DE: tie_actor $TRIAD_GRUNT2 to_actor $TRIAD_HEAD2 
011A: set_actor $TRIAD_GRUNT2 search_threat 1 
009A: $TRIAD_GRUNT2B = create_actor 8 #GANG04 at 965.5 -683.0 14.25 
01B2: give_actor $TRIAD_GRUNT2B weapon 3 ammo 80 
01DE: tie_actor $TRIAD_GRUNT2B to_actor $TRIAD_HEAD2 
011A: set_actor $TRIAD_GRUNT2B search_threat 1 
02A9: set_actor $TRIAD_HEAD2 immune_to_nonplayer 0 
$GRUNTS2_BEEN_CREATED_BEFORE = 1 // $ = int 

:TONI4_2821
if 
8118:   not actor $TRIAD_HEAD2 dead 
jf @TONI4_2885 
if and
00E9:   player $PLAYER_CHAR 0 $TRIAD_HEAD2 radius 30.0 30.0 
  $TRIAD2_CAN_LEG_IT == 0 // $ == int 
jf @TONI4_2885 
0350: set_actor $TRIAD_HEAD2 maintain_position_when_attacked 0 
$TRIAD2_CAN_LEG_IT = 1 // $ = int 

:TONI4_2885
if 
  $GRUNTS3_BEEN_CREATED_BEFORE == 0 // $ == int 
jf @TONI4_3051 
if 
8118:   not actor $TRIAD_HEAD3 dead 
jf @TONI4_3051 
if 
00E9:   player $PLAYER_CHAR 0 $TRIAD_HEAD3 radius 80.0 80.0 
jf @TONI4_3051 
009A: $TRIAD_GRUNT3 = create_actor 8 #GANG04 at 967.0625 -1134.0 15.0 
01B2: give_actor $TRIAD_GRUNT3 weapon 3 ammo 80 
01DE: tie_actor $TRIAD_GRUNT3 to_actor $TRIAD_HEAD3 
011A: set_actor $TRIAD_GRUNT3 search_threat 1 
02A9: set_actor $TRIAD_HEAD3 immune_to_nonplayer 0 
009A: $TRIAD_GRUNT3B = create_actor 8 #GANG04 at 966.0625 -1129.0 15.0 
01B2: give_actor $TRIAD_GRUNT3B weapon 3 ammo 80 
01DE: tie_actor $TRIAD_GRUNT3B to_actor $TRIAD_HEAD3 
011A: set_actor $TRIAD_GRUNT3B search_threat 1 
02A9: set_actor $TRIAD_HEAD3 immune_to_nonplayer 0 
$GRUNTS3_BEEN_CREATED_BEFORE = 1 // $ = int 

:TONI4_3051
if and
  $GRUNTS1_BEEN_CREATED_BEFORE == 1 // $ == int 
  $PAY_BACK_FOR_TRAIDS1 == 0 // $ == int 
jf @TONI4_3181 
if or
0118:   actor $TRIAD_GRUNT1 dead 
0118:   actor $TRIAD_GRUNT1B dead 
0118:   actor $TRIAD_HEAD1 dead 
jf @TONI4_3181 
if 
8118:   not actor $TRIAD_GRUNT1 dead 
jf @TONI4_3126 
01CA: actor $TRIAD_GRUNT1 kill_player $PLAYER_CHAR 

:TONI4_3126
if 
8118:   not actor $TRIAD_GRUNT1B dead 
jf @TONI4_3150 
01CA: actor $TRIAD_GRUNT1B kill_player $PLAYER_CHAR 

:TONI4_3150
if 
8118:   not actor $TRIAD_HEAD1 dead 
jf @TONI4_3174 
01CA: actor $TRIAD_HEAD1 kill_player $PLAYER_CHAR 

:TONI4_3174
$PAY_BACK_FOR_TRAIDS1 = 1 // $ = int 

:TONI4_3181
if and
  $GRUNTS2_BEEN_CREATED_BEFORE == 1 // $ == int 
  $PAY_BACK_FOR_TRAIDS2 == 0 // $ == int 
jf @TONI4_3311 
if or
0118:   actor $TRIAD_GRUNT2 dead 
0118:   actor $TRIAD_GRUNT2B dead 
0118:   actor $TRIAD_HEAD2 dead 
jf @TONI4_3311 
if 
8118:   not actor $TRIAD_GRUNT2 dead 
jf @TONI4_3256 
01CA: actor $TRIAD_GRUNT2 kill_player $PLAYER_CHAR 

:TONI4_3256
if 
8118:   not actor $TRIAD_GRUNT2B dead 
jf @TONI4_3280 
01CA: actor $TRIAD_GRUNT2B kill_player $PLAYER_CHAR 

:TONI4_3280
if 
8118:   not actor $TRIAD_HEAD2 dead 
jf @TONI4_3304 
01CA: actor $TRIAD_HEAD2 kill_player $PLAYER_CHAR 

:TONI4_3304
$PAY_BACK_FOR_TRAIDS2 = 1 // $ = int 

:TONI4_3311
if and
  $GRUNTS3_BEEN_CREATED_BEFORE == 1 // $ == int 
  $PAY_BACK_FOR_TRAIDS3 == 0 // $ == int 
jf @TONI4_3441 
if or
0118:   actor $TRIAD_GRUNT3 dead 
0118:   actor $TRIAD_GRUNT3B dead 
0118:   actor $TRIAD_HEAD3 dead 
jf @TONI4_3441 
if 
8118:   not actor $TRIAD_GRUNT3 dead 
jf @TONI4_3386 
01CA: actor $TRIAD_GRUNT3 kill_player $PLAYER_CHAR 

:TONI4_3386
if 
8118:   not actor $TRIAD_GRUNT3B dead 
jf @TONI4_3410 
01CA: actor $TRIAD_GRUNT3B kill_player $PLAYER_CHAR 

:TONI4_3410
if 
8118:   not actor $TRIAD_HEAD3 dead 
jf @TONI4_3434 
01CA: actor $TRIAD_HEAD3 kill_player $PLAYER_CHAR 

:TONI4_3434
$PAY_BACK_FOR_TRAIDS3 = 1 // $ = int 

:TONI4_3441
if 
8118:   not actor $TRIAD_HEAD3 dead 
jf @TONI4_3505 
if and
00E9:   player $PLAYER_CHAR 0 $TRIAD_HEAD3 radius 30.0 30.0 
  $TRIAD3_CAN_LEG_IT == 0 // $ == int 
jf @TONI4_3505 
0350: set_actor $TRIAD_HEAD3 maintain_position_when_attacked 0 
$TRIAD3_CAN_LEG_IT = 1 // $ = int 

:TONI4_3505
if 
8118:   not actor $MAFIA_GOON1 dead 
jf @TONI4_3587 
if 
80E9:   not player $PLAYER_CHAR 0 $MAFIA_GOON1 radius 120.0 120.0 
jf @TONI4_3560 
009B: destroy_actor_instantly $MAFIA_GOON1 
jump @TONI4_3587 

:TONI4_3560
if 
8320:   not actor $MAFIA_GOON1 in_range_of_player $PLAYER_CHAR 
jf @TONI4_3587 
01DF: tie_actor $MAFIA_GOON1 to_player $PLAYER_CHAR 

:TONI4_3587
if 
8118:   not actor $MAFIA_GOON2 dead 
jf @TONI4_3669 
if 
80E9:   not player $PLAYER_CHAR 0 $MAFIA_GOON2 radius 120.0 120.0 
jf @TONI4_3642 
009B: destroy_actor_instantly $MAFIA_GOON2 
jump @TONI4_3669 

:TONI4_3642
if 
8320:   not actor $MAFIA_GOON2 in_range_of_player $PLAYER_CHAR 
jf @TONI4_3669 
01DF: tie_actor $MAFIA_GOON2 to_player $PLAYER_CHAR 

:TONI4_3669
if 
0057:   player $PLAYER_CHAR 0 1025.188 -1108.375 12.0 1009.188 -1098.375 16.0 
jf @TONI4_3814 
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #BELLYUP 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #TRASH 
jf @TONI4_3814 
if and
0057:   player $PLAYER_CHAR 0 1015.563 -1100.5 12.0 1009.188 -1108.063 16.0 
  $BEEN_IN_FISH_FACTORY == 0 // $ == int 
jf @TONI4_3781 
$BEEN_IN_FISH_FACTORY = 1 // $ = int 

:TONI4_3781
if 
  $BEEN_IN_FISH_FACTORY == 0 // $ == int 
jf @TONI4_3814 
00BC: text_highpriority 'TM4_GAT' time 5000 1  // ~g~You need a 'Triad fish van' to enter.

:TONI4_3814
jump @TONI4_1669 

:TONI4_3821
jump @TONI4_3892 

:TONI4_3828
015C: set_zone_gang_info 'CHINA' 1 20 0 300 0 0 0 0 0 20 
015C: set_zone_gang_info 'CHINA' 0 10 0 400 0 0 0 0 0 10 
return 

:TONI4_3892
$FLAG_TONI_MISSION4_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 30000 
0318: set_latest_mission_passed 'TM4'  // 'TRIADS AND TRIBULATIONS'
030C: progress_made += 1 
start_new_script @NONAME_31 
015C: set_zone_gang_info 'CHINA' 1 20 0 200 0 0 0 0 0 20 
015C: set_zone_gang_info 'CHINA' 0 10 0 300 0 0 0 0 0 10 
return 

:TONI4_4020
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_TONI_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_TM4 
0164: disable_marker $BLIP2_TM4 
0164: disable_marker $BLIP3_TM4 
0249: release_model #GANG01 
0249: release_model #GANG02 
0249: release_model #GANG03 
0249: release_model #GANG04 
03F1: pedtype 8 add_threat 1 
015C: set_zone_gang_info 'LITTLEI' 1 17 300 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'LITTLEI' 0 11 400 0 0 0 0 0 0 10 
mission_cleanup 
return 

//-------------Mission 34---------------
// Originally: Blow Fish

:TONI5
gosub @TONI5_36 
if 
  wasted_or_busted 
jf @TONI5_27 
gosub @TONI5_3189 

:TONI5_27
gosub @TONI5_3386 
terminate_this_script 

:TONI5_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_TONI_MISSION = 1 // $ = int 
script_name 'TONI5' 
wait 0 
023C: load_special_actor 1 'TONY' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'TONYH' 
0247: request_model #IND_NEWRIZZOS 
038B: load_requested_models 

:TONI5_111
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #IND_NEWRIZZOS available 
jf @TONI5_152 
wait 0 
jump @TONI5_111 

:TONI5_152
02E4: load_cutscene_data 'T5_BF' 
0244: set_cutscene_pos 1218.375 -314.5 28.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_TONY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_TONY 'TONY' 
02F4: create_cutscene_actor $CS_TONYHEAD from_head #CUTOBJ02 and_body $CS_TONY 
02F5: set_head_anim $CS_TONYHEAD 'TONY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
0395: clear_area 1 at 1219.5 -321.0625 27.5 range 1.0 
0055: put_player $PLAYER_CHAR at 1219.5 -321.0625 26.375 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
0395: clear_area 1 at 1216.063 -313.0 29.875 range 10.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:TONI5_337
if 
  1350 > $CS_TIME // int > $ 
jf @TONI5_372 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI5_337 

:TONI5_372
00BC: text_highpriority 'TM5_B' time 10000 1  // ~w~OK, I've had enough of this shit.

:TONI5_387
if 
  3169 > $CS_TIME // int > $ 
jf @TONI5_422 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI5_387 

:TONI5_422
00BC: text_highpriority 'TM5_C' time 10000 1  // ~w~We're gonna finish the Triads in Liberty once and for all!

:TONI5_437
if 
  5730 > $CS_TIME // int > $ 
jf @TONI5_472 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI5_437 

:TONI5_472
00BC: text_highpriority 'TM5_D' time 10000 1  // 8-Ball's rigged a dustcart with a bomb.

:TONI5_487
if 
  7755 > $CS_TIME // int > $ 
jf @TONI5_522 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI5_487 

:TONI5_522
00BC: text_highpriority 'TM5_E' time 10000 1  // ~w~It's on a timer so if you mess up there'll be no evidence. Go and pick up the dustcart.

:TONI5_537
if 
  12490 > $CS_TIME // int > $ 
jf @TONI5_572 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI5_537 

:TONI5_572
00BC: text_highpriority 'TM5_F' time 10000 1  // ~w~Careful, 8-Ball says it's real sensitive and the slightest bump could set that thing off!

:TONI5_587
if 
  17220 > $CS_TIME // int > $ 
jf @TONI5_622 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI5_587 

:TONI5_622
00BC: text_highpriority 'TM5_G' time 10000 1  // ~w~Their fish factory will open its gates for a dustcart, so you can drive right in.

:TONI5_637
if 
  21330 > $CS_TIME // int > $ 
jf @TONI5_672 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI5_637 

:TONI5_672
00BC: text_highpriority 'TM5_H' time 10000 1  // ~w~Park up between the gas canisters and get the hell out of there!

:TONI5_687
if 
  24141 > $CS_TIME // int > $ 
jf @TONI5_722 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI5_687 

:TONI5_722
00BC: text_highpriority 'TM5_I' time 10000 1  // ~w~I want it to rain mackerel.

:TONI5_737
if 
  25817 > $CS_TIME // int > $ 
jf @TONI5_772 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI5_737 

:TONI5_772
00BC: text_highpriority 'TM5_J' time 10000 1  // ~w~We're talking real biblical here, nothing low budget.

:TONI5_787
if 
  28632 > $CS_TIME // int > $ 
jf @TONI5_822 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI5_787 

:TONI5_822
00BE: text_clear_all 

:TONI5_824
if 
  30000 > $CS_TIME // int > $ 
jf @TONI5_859 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @TONI5_824 

:TONI5_859
fade 0 1500 

:TONI5_866
if 
82E9:   not cutscene_reached_end 
jf @TONI5_890 
wait 0 
jump @TONI5_866 

:TONI5_890
00BE: text_clear_all 

:TONI5_892
if 
  fading 
jf @TONI5_916 
wait 0 
jump @TONI5_892 

:TONI5_916
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #IND_NEWRIZZOS 
0247: request_model #TRASH 

:TONI5_959
if 
8248:   not model #TRASH available 
jf @TONI5_985 
wait 0 
jump @TONI5_959 

:TONI5_985
$TRIADS_SPOT_YOU = 0 // $ = int 
$CLEAR_TRIADS_THREATS = 0 // $ = int 
00A5: $EXPLOSIVE_TRUCK = create_car #TRASH at 1314.0 -106.0 -100.0 
02AC: set_car $EXPLOSIVE_TRUCK immunities 1 1 0 0 1 
0242: set_car $EXPLOSIVE_TRUCK bomb_status_to 1 
$FISH_FACTORY_DESTROYED = 0 // $ = int 
0186: $BLIP1_TM5 = create_marker_above_car $EXPLOSIVE_TRUCK 

:TONI5_1052
if 
80DC:   not player $PLAYER_CHAR in_car $EXPLOSIVE_TRUCK 
jf @TONI5_1168 
wait 0 
if 
0119:   car $EXPLOSIVE_TRUCK wrecked 
jf @TONI5_1098 
jump @TONI5_3189 

:TONI5_1098
gosub @TONI5_3447 
if and
8185:   not car $EXPLOSIVE_TRUCK health > 860 
80B1:   not car $EXPLOSIVE_TRUCK 0 961.0 -1112.5 12.5 969.5 -1122.75 15.0 
jf @TONI5_1161 
020B: explode_car $EXPLOSIVE_TRUCK 
jump @TONI5_3189 

:TONI5_1161
jump @TONI5_1052 

:TONI5_1168
$COUNTDOWN_TM5 = 151000 // $ = int 
014E: set_timer_to $COUNTDOWN_TM5 
0227: $EXPLOSIVE_TRUCK_HEALTH = car $EXPLOSIVE_TRUCK health 
03C4: set_status_text_to $EXPLOSIVE_TRUCK_HEALTH 1 'DAM'  // DAMAGE:
$EXPLOSIVE_TRUCK_HEALTH2 = 1000 // $ = int 
0060: $EXPLOSIVE_TRUCK_HEALTH2 -= $EXPLOSIVE_TRUCK_HEALTH // $ -= $ int 
if 
  $EXPLOSIVE_TRUCK_HEALTH2 > 100 // $ > int 
jf @TONI5_1247 
$EXPLOSIVE_TRUCK_HEALTH2 = 100 // $ = int 

:TONI5_1247
0084: $EXPLOSIVE_TRUCK_HEALTH = $EXPLOSIVE_TRUCK_HEALTH2 // $ = $ int 
$FLAG_CAR_BLIP_DISPLAYED_TM5 = 1 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:TONI5_1269
wait 0 
if 
0119:   car $EXPLOSIVE_TRUCK wrecked 
jf @TONI5_1296 
jump @TONI5_3189 

:TONI5_1296
if 
81AC:   not car $EXPLOSIVE_TRUCK stopped $BLOB_FLAG 961.0 -1112.5 12.5 969.5 -1122.75 15.0 
jf @TONI5_1757 
wait 0 
if 
0119:   car $EXPLOSIVE_TRUCK wrecked 
jf @TONI5_1394 
039D: scatter_particles 15 4.0 0 0 0 4000 at $TRUCK_X $TRUCK_Y $TRUCK_Z 0.0 0.0 0.0 
jump @TONI5_3189 

:TONI5_1394
gosub @TONI5_3447 
gosub @TONI5_4027 
00AA: store_car $EXPLOSIVE_TRUCK position_to $TRUCK_X $TRUCK_Y $TRUCK_Z 
if 
00DC:   player $PLAYER_CHAR in_car $EXPLOSIVE_TRUCK 
jf @TONI5_1492 
if 
  $FLAG_CAR_BLIP_DISPLAYED_TM5 == 1 // $ == int 
jf @TONI5_1492 
018A: $BLIP2_TM5 = create_checkpoint_at 965.0 -1117.0 -100.0 
$BLOB_FLAG = 1 // $ = int 
0164: disable_marker $BLIP1_TM5 
$FLAG_CAR_BLIP_DISPLAYED_TM5 = 0 // $ = int 

:TONI5_1492
if 
80DC:   not player $PLAYER_CHAR in_car $EXPLOSIVE_TRUCK 
jf @TONI5_1571 
if 
  $FLAG_CAR_BLIP_DISPLAYED_TM5 == 0 // $ == int 
jf @TONI5_1571 
0186: $BLIP1_TM5 = create_marker_above_car $EXPLOSIVE_TRUCK 
$BLOB_FLAG = 0 // $ = int 
0164: disable_marker $BLIP2_TM5 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_TM5 = 1 // $ = int 

:TONI5_1571
if and
8185:   not car $EXPLOSIVE_TRUCK health > 900 
80B1:   not car $EXPLOSIVE_TRUCK 0 961.0 -1112.5 12.5 969.5 -1122.75 15.0 
jf @TONI5_1661 
020B: explode_car $EXPLOSIVE_TRUCK 
039D: scatter_particles 15 4.0 0 0 0 4000 at $TRUCK_X $TRUCK_Y $TRUCK_Z 0.0 0.0 0.0 
jump @TONI5_3189 

:TONI5_1661
if and
  $COUNTDOWN_TM5 == 0 // $ == int 
80B1:   not car $EXPLOSIVE_TRUCK 0 961.0 -1112.5 12.5 969.5 -1122.75 15.0 
jf @TONI5_1750 
020B: explode_car $EXPLOSIVE_TRUCK 
039D: scatter_particles 15 4.0 0 0 0 4000 at $TRUCK_X $TRUCK_Y $TRUCK_Z 0.0 0.0 0.0 
jump @TONI5_3189 

:TONI5_1750
jump @TONI5_1296 

:TONI5_1757
0247: request_model #FSHFCTRY_DSTRYD 
00BC: text_highpriority 'JM1_3' time 5000 2  // ~g~Activate the car bomb then get out of there!
01B5: force_weather 0 
if 
0119:   car $EXPLOSIVE_TRUCK wrecked 
jf @TONI5_1819 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @TONI5_3189 

:TONI5_1819
if 
8356:   not explosion_type 3 in_cube 961.0 -1112.5 12.5 969.5 -1122.75 15.0 
jf @TONI5_2161 
wait 0 
if 
0119:   car $EXPLOSIVE_TRUCK wrecked 
jf @TONI5_1913 
039D: scatter_particles 15 4.0 0 0 0 4000 at $TRUCK_X $TRUCK_Y $TRUCK_Z 0.0 0.0 0.0 
jump @TONI5_2161 

:TONI5_1913
gosub @TONI5_3447 
gosub @TONI5_4027 
00AA: store_car $EXPLOSIVE_TRUCK position_to $TRUCK_X $TRUCK_Y $TRUCK_Z 
if 
80B1:   not car $EXPLOSIVE_TRUCK 0 961.0 -1112.5 12.5 969.5 -1122.75 15.0 
jf @TONI5_1984 
jump @TONI5_1269 

:TONI5_1984
if and
80DC:   not player $PLAYER_CHAR in_car $EXPLOSIVE_TRUCK 
8228:   not car $EXPLOSIVE_TRUCK bomb_status == 4 
jf @TONI5_2025 
00BC: text_highpriority 'JM1_5' time 5000 1  // ~g~The car bomb's not set!

:TONI5_2025
if 
8185:   not car $EXPLOSIVE_TRUCK health > 900 
jf @TONI5_2090 
020B: explode_car $EXPLOSIVE_TRUCK 
039D: scatter_particles 15 4.0 0 0 0 4000 at $TRUCK_X $TRUCK_Y $TRUCK_Z 0.0 0.0 0.0 
jump @TONI5_2161 

:TONI5_2090
if 
  $COUNTDOWN_TM5 == 0 // $ == int 
jf @TONI5_2154 
020B: explode_car $EXPLOSIVE_TRUCK 
039D: scatter_particles 15 4.0 0 0 0 4000 at $TRUCK_X $TRUCK_Y $TRUCK_Z 0.0 0.0 0.0 
jump @TONI5_2161 

:TONI5_2154
jump @TONI5_1819 

:TONI5_2161
014F: stop_timer $COUNTDOWN_TM5 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
015F: set_camera_position 940.25 -1136.75 16.5 rotation 0.0 0.0 0.0 
0160: point_camera 941.0625 -1136.125 16.5 switchstyle 2 
0164: disable_marker $BLIP1_TM5 
0164: disable_marker $BLIP2_TM5 
wait 300 
shake_camera 300 
020C: create_explosion 5 at 965.75 -1111.875 15.5 
02CF: $FISH_FIRE3 = create_fire_at 966.0 -1111.75 13.75 
020C: create_explosion 5 at 966.0 -1123.0 15.375 
wait 600 
shake_camera 400 
020C: create_explosion 5 at 970.0 -1119.0 16.0 
wait 300 
shake_camera 300 
020C: create_explosion 5 at 985.0 -1119.0 14.0 
wait 400 
shake_camera 400 
020C: create_explosion 5 at 985.0 -1120.0 20.0 
wait 200 
shake_camera 300 
015F: set_camera_position 960.5 -1094.0 21.0625 rotation 0.0 0.0 0.0 
0160: point_camera 961.1875 -1094.688 20.75 switchstyle 2 
020C: create_explosion 5 at 969.1875 -1104.0 18.25 
wait 300 
shake_camera 400 
020C: create_explosion 5 at 968.375 -1119.188 17.375 
wait 200 
shake_camera 300 
020C: create_explosion 5 at 979.375 -1103.875 18.875 
wait 300 
shake_camera 400 
020C: create_explosion 5 at 976.0 -1108.25 21.375 
wait 300 
shake_camera 300 
039D: scatter_particles 15 5.0 0 0 0 5000 at 969.75 -1104.875 18.6875 0.0 0.0 0.0 
020C: create_explosion 5 at 972.6875 -1102.188 18.5 
020C: create_explosion 5 at 986.25 -1103.375 14.6875 
0107: $DEBRIS1_TM5 = create_object #FISH01 at 972.6875 -1103.563 20.5625 
0107: $DEBRIS2_TM5 = create_object #FISH01 at 972.6875 -1103.188 20.5625 
0107: $DEBRIS3_TM5 = create_object #FISH01 at 978.75 -1107.188 21.5625 
0107: $DEBRIS4_TM5 = create_object #FISH01 at 979.75 -1105.188 21.5625 
0392: object $DEBRIS1_TM5 toggle_in_moving_list 1 
0392: object $DEBRIS2_TM5 toggle_in_moving_list 1 
0392: object $DEBRIS3_TM5 toggle_in_moving_list 1 
0392: object $DEBRIS4_TM5 toggle_in_moving_list 1 
0381: throw_object $DEBRIS1_TM5 distance -10.0 6.0 18.0 
0381: throw_object $DEBRIS2_TM5 distance 8.0 7.0 16.0 
0381: throw_object $DEBRIS3_TM5 distance -7.0 10.0 14.0 
0381: throw_object $DEBRIS4_TM5 distance 9.0 6.0 15.0 
018C: play_sound 0 at 969.75 -1104.875 18.6875 
wait 400 
shake_camera 500 
039D: scatter_particles 15 5.0 0 0 0 5000 at 974.1875 -1129.75 19.5 0.0 0.0 0.0 
020C: create_explosion 5 at 982.0 -1102.75 17.375 
020C: create_explosion 5 at 973.5625 -1128.75 19.5625 
0107: $DEBRIS5_TM5 = create_object #FISH01 at 982.0 -1103.75 20.375 
0107: $DEBRIS6_TM5 = create_object #FISH01 at 982.0 -1103.0 20.375 
0107: $DEBRIS7_TM5 = create_object #FISH01 at 983.0 -1112.0 20.375 
0107: $DEBRIS8_TM5 = create_object #FISH01 at 985.0 -1108.0 19.375 
0107: $DEBRIS9_TM5 = create_object #FISH01 at 977.0 -1113.0 21.375 
0107: $DEBRIS10_TM5 = create_object #FISH01 at 976.0 -1115.0 21.375 
0392: object $DEBRIS5_TM5 toggle_in_moving_list 1 
0392: object $DEBRIS6_TM5 toggle_in_moving_list 1 
0392: object $DEBRIS7_TM5 toggle_in_moving_list 1 
0392: object $DEBRIS8_TM5 toggle_in_moving_list 1 
0392: object $DEBRIS9_TM5 toggle_in_moving_list 1 
0392: object $DEBRIS10_TM5 toggle_in_moving_list 1 
0381: throw_object $DEBRIS5_TM5 distance -3.0 6.0 18.0 
0381: throw_object $DEBRIS6_TM5 distance 5.0 7.0 16.0 
0381: throw_object $DEBRIS7_TM5 distance -6.0 7.0 17.0 
0381: throw_object $DEBRIS8_TM5 distance 8.0 9.0 16.0 
0381: throw_object $DEBRIS9_TM5 distance -7.0 8.0 14.0 
0381: throw_object $DEBRIS10_TM5 distance -1.0 10.0 14.0 
018C: play_sound 0 at 974.1875 -1129.75 19.5 
0169: set_fade_color 255 255 255 
fade 0 400 
if 
8117:   not player $PLAYER_CHAR wasted 
jf @TONI5_3078 
03B6: replace_model_at 981.5 -1123.875 16.6875 radius 80.0 from #FISHFCTORY to #FSHFCTRY_DSTRYD 

:TONI5_3078
fade 1 400 
02CF: $FISH_FIRE2 = create_fire_at 979.25 -1106.063 14.6875 
02CF: $FISH_FIRE4 = create_fire_at 981.0 -1132.0 14.0 
02CF: $FISH_FIRE6 = create_fire_at 970.5625 -1107.5 18.5 
02CF: $FISH_FIRE7 = create_fire_at 965.75 -1123.375 14.0 
$FISH_FACTORY_DESTROYED = 1 // $ = int 
wait 3000 
01B7: release_weather 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02EB: restore_camera_with_jumpcut 
jump @TONI5_3206 

:TONI5_3189
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:TONI5_3206
$FLAG_TONI_MISSION5_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 30000 
0164: disable_marker $FRANKIE_CONTACT_BLIP 
02A7: $FRANKIE_CONTACT_BLIP = create_icon_marker_and_sphere 16 at 1455.688 -187.25 -100.0 
015C: set_zone_gang_info 'FISHFAC' 1 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'FISHFAC' 0 0 0 0 0 0 0 0 0 0 
014C: set_parked_car_generator $GEN_CAR47 cars_to_generate_to 0 
014C: set_parked_car_generator $GEN_CAR48 cars_to_generate_to 0 
014C: set_parked_car_generator $GEN_CAR49 cars_to_generate_to 0 
$FLAG_FRANKIE_SWITCHED_OFF = 0 // $ = int 
0318: set_latest_mission_passed 'TM5'  // 'BLOW FISH'
030C: progress_made += 1 
0164: disable_marker $TONI_CONTACT_BLIP 
start_new_script @TONI_FR 
return 

:TONI5_3386
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_TONI_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_TM5 
0164: disable_marker $BLIP2_TM5 
014F: stop_timer $COUNTDOWN_TM5 
0151: remove_status_text $EXPLOSIVE_TRUCK_HEALTH 
0249: release_model #TRASH 
0249: release_model #FSHFCTRY_DSTRYD 
03F1: pedtype 8 add_threat 1 
0169: set_fade_color 1 1 1 
mission_cleanup 
return 

:TONI5_3447
if and
0121:   player $PLAYER_CHAR in_zone 'PORT_W'  // Callahan Point
  $HAS_PLAYER_BEEN_AT_FISH_BEFORE == 1 // $ == int 
  $CLEAR_TRIADS_THREATS == 0 // $ == int 
jf @TONI5_3624 
if 
8118:   not actor $FISH_TRIAD1 dead 
jf @TONI5_3506 
01ED: reset_actor $FISH_TRIAD1 threat_search 

:TONI5_3506
if 
8118:   not actor $FISH_TRIAD2 dead 
jf @TONI5_3527 
01ED: reset_actor $FISH_TRIAD2 threat_search 

:TONI5_3527
if 
8118:   not actor $FISH_TRIAD3 dead 
jf @TONI5_3548 
01ED: reset_actor $FISH_TRIAD3 threat_search 

:TONI5_3548
if 
8118:   not actor $FISH_TRIAD4 dead 
jf @TONI5_3569 
01ED: reset_actor $FISH_TRIAD4 threat_search 

:TONI5_3569
if 
8118:   not actor $FISH_TRIAD5 dead 
jf @TONI5_3590 
01ED: reset_actor $FISH_TRIAD5 threat_search 

:TONI5_3590
if 
8118:   not actor $FISH_TRIAD6 dead 
jf @TONI5_3611 
01ED: reset_actor $FISH_TRIAD6 threat_search 

:TONI5_3611
03F2: pedgroup 8 remove_threat 1 
$CLEAR_TRIADS_THREATS = 1 // $ = int 

:TONI5_3624
if 
0121:   player $PLAYER_CHAR in_zone 'FISHFAC' 
jf @TONI5_4025 
if 
  $TRIADS_SPOT_YOU == 0 // $ == int 
jf @TONI5_4025 
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @TONI5_3833 
if 
8118:   not actor $FISH_TRIAD1 dead 
jf @TONI5_3705 
011A: set_actor $FISH_TRIAD1 search_threat 1 

:TONI5_3705
if 
8118:   not actor $FISH_TRIAD2 dead 
jf @TONI5_3728 
011A: set_actor $FISH_TRIAD2 search_threat 1 

:TONI5_3728
if 
8118:   not actor $FISH_TRIAD3 dead 
jf @TONI5_3751 
011A: set_actor $FISH_TRIAD3 search_threat 1 

:TONI5_3751
if 
8118:   not actor $FISH_TRIAD4 dead 
jf @TONI5_3774 
011A: set_actor $FISH_TRIAD4 search_threat 1 

:TONI5_3774
if 
8118:   not actor $FISH_TRIAD5 dead 
jf @TONI5_3797 
011A: set_actor $FISH_TRIAD5 search_threat 1 

:TONI5_3797
if 
8118:   not actor $FISH_TRIAD6 dead 
jf @TONI5_3820 
011A: set_actor $FISH_TRIAD6 search_threat 1 

:TONI5_3820
03F1: pedtype 8 add_threat 1 
$TRIADS_SPOT_YOU = 1 // $ = int 

:TONI5_3833
if or
0118:   actor $FISH_TRIAD1 dead 
0118:   actor $FISH_TRIAD2 dead 
0118:   actor $FISH_TRIAD3 dead 
0118:   actor $FISH_TRIAD4 dead 
0118:   actor $FISH_TRIAD5 dead 
0118:   actor $FISH_TRIAD6 dead 
jf @TONI5_4025 
if 
8118:   not actor $FISH_TRIAD1 dead 
jf @TONI5_3897 
011A: set_actor $FISH_TRIAD1 search_threat 1 

:TONI5_3897
if 
8118:   not actor $FISH_TRIAD2 dead 
jf @TONI5_3920 
011A: set_actor $FISH_TRIAD2 search_threat 1 

:TONI5_3920
if 
8118:   not actor $FISH_TRIAD3 dead 
jf @TONI5_3943 
011A: set_actor $FISH_TRIAD3 search_threat 1 

:TONI5_3943
if 
8118:   not actor $FISH_TRIAD4 dead 
jf @TONI5_3966 
011A: set_actor $FISH_TRIAD4 search_threat 1 

:TONI5_3966
if 
8118:   not actor $FISH_TRIAD5 dead 
jf @TONI5_3989 
011A: set_actor $FISH_TRIAD5 search_threat 1 

:TONI5_3989
if 
8118:   not actor $FISH_TRIAD6 dead 
jf @TONI5_4012 
011A: set_actor $FISH_TRIAD6 search_threat 1 

:TONI5_4012
03F1: pedtype 8 add_threat 1 
$TRIADS_SPOT_YOU = 1 // $ = int 

:TONI5_4025
return 

:TONI5_4027
if 
8119:   not car $EXPLOSIVE_TRUCK wrecked 
jf @TONI5_4100 
0227: $EXPLOSIVE_TRUCK_HEALTH = car $EXPLOSIVE_TRUCK health 
$EXPLOSIVE_TRUCK_HEALTH2 = 1000 // $ = int 
0060: $EXPLOSIVE_TRUCK_HEALTH2 -= $EXPLOSIVE_TRUCK_HEALTH // $ -= $ int 
if 
  $EXPLOSIVE_TRUCK_HEALTH2 > 100 // $ > int 
jf @TONI5_4092 
$EXPLOSIVE_TRUCK_HEALTH2 = 100 // $ = int 

:TONI5_4092
0084: $EXPLOSIVE_TRUCK_HEALTH = $EXPLOSIVE_TRUCK_HEALTH2 // $ = $ int 

:TONI5_4100
return 

//-------------Mission 35---------------
// Originally: Chaperone

:FRANK1
gosub @FRANK1_36 
if 
  wasted_or_busted 
jf @FRANK1_27 
gosub @FRANK1_16805 

:FRANK1_27
gosub @FRANK1_17108 
terminate_this_script 

:FRANK1_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_FRANKIE_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'FRANK1' 
$CHICO_MESSAGE_FLAG = 0 // $ = int 
$FLAG_BLIP_ON_LIMO = 0 // $ = int 
$TIMERA_RESET = 0 // $ = int 
$TIMERB_RESET = 0 // $ = int 
$CLUBBERS_FLEE_FLAG = 0 // $ = int 
$CLUBBER3_CAR1 = 0 // $ = int 
$CLUBBER5_CAR2 = 0 // $ = int 
$CLUBBER8_CAR3 = 0 // $ = int 
$FLAG_BLIP_ON_MARIA = 0 // $ = int 
$CREATE_MORE_SWAT1 = 0 // $ = int 
$CREATE_MORE_SWAT2 = 0 // $ = int 
$SWAT1_EXIT_CAR = 0 // $ = int 
$SWAT2_EXIT_CAR = 0 // $ = int 
$MARIA_BLIP = 0 // $ = int 
$ADD_SOUND_FLAG = 0 // $ = int 
$LOCATE_DOME_FLAG = 0 // $ = int 
$CHICO_AUDIO_FLAG = 0 // $ = int 
$SWAT_CAM_NEEDS_RESTORING = 0 // $ = int 
$SKIP_CUTSCENE_FLAG = 0 // $ = int 
$TIMERC_RESET_FLAG_F1A = 0 // $ = int 
$TIMERC_CURRENT_F1A = 0 // $ = int 
$TIMERC_STARTED_F1A = 0 // $ = int 
$TIMERC_F1A = 0 // $ = int 
$TIMERC_RESET_FLAG_F1B = 0 // $ = int 
$TIMERC_CURRENT_F1B = 0 // $ = int 
$TIMERC_STARTED_F1B = 0 // $ = int 
$TIMERC_F1B = 0 // $ = int 
$FUCKUP_FLAG = 0 // $ = int 
$FUCKUP_TIMER_START = 0 // $ = int 
$FUCKUP_TIMER_CURRENT = 0 // $ = int 
$FUCKUP_TIMER = 0 // $ = int 
$SHADOW_COUNTER = 0 // $ = int 
$INSIDE_WAREHOUSE_X = 1273.0 // $ = float 
$INSIDE_WAREHOUSE_Y = -1107.375 // $ = float 
$INSIDE_WAREHOUSE_Z = 11.5 // $ = float 
$OUTSIDE_WAREHOUSE_X = 1261.0 // $ = float 
$OUTSIDE_WAREHOUSE_Y = -1108.0 // $ = float 
$SWAT1_STUCK_X = 0.0 // $ = float 
$SWAT1_STUCK_Y = 0.0 // $ = float 
$SWAT1_STUCK_Z = 0.0 // $ = float 
$SWAT2_STUCK_X = 0.0 // $ = float 
$SWAT2_STUCK_Y = 0.0 // $ = float 
$SWAT2_STUCK_Z = 0.0 // $ = float 
$R = 0 // $ = int 
$G = 0 // $ = int 
$R1 = 0 // $ = int 
$G1 = 0 // $ = int 
$R2 = 0 // $ = int 
$G2 = 0 // $ = int 
$R3 = 0 // $ = int 
$G3 = 0 // $ = int 
$R4 = 0 // $ = int 
$G4 = 0 // $ = int 
$R5 = 0 // $ = int 
$G5 = 0 // $ = int 
023C: load_special_actor 1 'FRANKIE' 
023C: load_special_actor 2 'MARIA' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'FRANKH' 
02F3: load_object #CUTOBJ03 'MARIAH' 
0247: request_model #GANG02 
0247: request_model #SALVSDETAIL 
0247: request_model #SWANK_INSIDE 
0247: request_model #FRANKSCLB02 
038B: load_requested_models 

:FRANK1_546
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #GANG02 available 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @FRANK1_595 
wait 0 
jump @FRANK1_546 

:FRANK1_595
if or
8248:   not model #SALVSDETAIL available 
8248:   not model #SWANK_INSIDE available 
8248:   not model #FRANKSCLB02 available 
jf @FRANK1_632 
wait 0 
jump @FRANK1_595 

:FRANK1_632
if 
  $MARIA_EXISTS == 1 // $ == int 
jf @FRANK1_657 
gosub @FRANK1_21897 

:FRANK1_657
$MARIA_EXISTS = 0 // $ = int 
02FA: garage $FRANKIE_GARAGE change_to_type 19 
0361: close_garage $FRANKIE_GARAGE 
03AD: set_rubbish 0 
0395: clear_area 1 at 1444.938 -186.875 56.0 range 35.0 
02E4: load_cutscene_data 'S1_PF' 
0244: set_cutscene_pos 1457.75 -185.3125 54.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_FRANKIE = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_FRANKIE 'FRANKIE' 
02E5: $CS_MARIA = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MARIA 'MARIA' 
02E5: $CS_MAFIA = create_cutscene_object #GANG02 
02E6: set_cutscene_anim $CS_MAFIA 'GANG02' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_FRANKIEHEAD from_head #CUTOBJ02 and_body $CS_FRANKIE 
02F5: set_head_anim $CS_FRANKIEHEAD 'FRANK' 
02F4: create_cutscene_actor $CS_MARIAHEAD from_head #CUTOBJ03 and_body $CS_MARIA 
02F5: set_head_anim $CS_MARIAHEAD 'MARIA' 
0055: put_player $PLAYER_CHAR at 1418.0 -186.0 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 1500 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:FRANK1_905
if 
  219 > $CS_TIME // int > $ 
jf @FRANK1_940 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_905 

:FRANK1_940
00BC: text_highpriority 'FM1_A' time 15000 1  // ~w~Me an' the fellas need to talk business

:FRANK1_955
if 
  1849 > $CS_TIME // int > $ 
jf @FRANK1_990 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_955 

:FRANK1_990
00BC: text_highpriority 'FM1_B' time 15000 1  // ~w~so you're gonna look after my girl for the evening.

:FRANK1_1005
if 
  4493 > $CS_TIME // int > $ 
jf @FRANK1_1040 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1005 

:FRANK1_1040
00BC: text_highpriority 'FM1_C' time 15000 1  // ~w~HEY MARIA! MOVE YOUR BUTT!

:FRANK1_1055
if 
  7519 > $CS_TIME // int > $ 
jf @FRANK1_1090 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1055 

:FRANK1_1090
00BC: text_highpriority 'FM1_D' time 15000 1  // ~w~Dumb broad does this every time.

:FRANK1_1105
if 
  10505 > $CS_TIME // int > $ 
jf @FRANK1_1140 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1105 

:FRANK1_1140
00BC: text_highpriority 'FM1_E' time 15000 1  // ~w~And here she is, the one and only Queen of Sheba!

:FRANK1_1155
if 
  14239 > $CS_TIME // int > $ 
jf @FRANK1_1190 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1155 

:FRANK1_1190
00BC: text_highpriority 'FM1_F' time 15000 1  // ~w~What were you doing up there?

:FRANK1_1205
if 
  15964 > $CS_TIME // int > $ 
jf @FRANK1_1240 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1205 

:FRANK1_1240
00BC: text_highpriority 'FM1_G' time 15000 1  // ~w~Whatever it was, I bet it cost me money.

:FRANK1_1255
if 
  18485 > $CS_TIME // int > $ 
jf @FRANK1_1290 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1255 

:FRANK1_1290
00BC: text_highpriority 'FM1_H' time 15000 1  // ~w~Well, you don't think I hang around for the conversation, do you?

:FRANK1_1305
if 
  21608 > $CS_TIME // int > $ 
jf @FRANK1_1340 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1305 

:FRANK1_1340
00BC: text_highpriority 'FM1_I' time 15000 1  // ~w~Get in that car and keep your big mouth shut.

:FRANK1_1355
if 
  24863 > $CS_TIME // int > $ 
jf @FRANK1_1390 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1355 

:FRANK1_1390
00BC: text_highpriority 'FM1_J' time 15000 1  // ~w~Take the limo but bring it back in one piece, y'hear me?

:FRANK1_1405
if 
  28287 > $CS_TIME // int > $ 
jf @FRANK1_1440 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1405 

:FRANK1_1440
00BC: text_highpriority 'FM1_K' time 15000 1  // ~w~And watch her, she can be trouble.

:FRANK1_1455
if 
  31451 > $CS_TIME // int > $ 
jf @FRANK1_1490 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1455 

:FRANK1_1490
00BC: text_highpriority 'FM1_L' time 15000 1  // ~w~Yeah, yeah, yeah! I'm sure your new lap dog has everything covered,

:FRANK1_1505
if 
  34679 > $CS_TIME // int > $ 
jf @FRANK1_1542 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1505 

:FRANK1_1542
00BC: text_highpriority 'FM1_M' time 15000 1  // ~w~and isn't he big and strong?

:FRANK1_1557
if 
  36802 > $CS_TIME // int > $ 
jf @FRANK1_1594 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1557 

:FRANK1_1594
00BC: text_highpriority 'FM1_N' time 15000 1  // ~w~Hey Fido, Let's go visit Chico and get some party treats!

:FRANK1_1609
if 
  39747 > $CS_TIME // int > $ 
jf @FRANK1_1646 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1609 

:FRANK1_1646
00BC: text_highpriority 'FM1_O' time 15000 1  // ~w~He's at the rail station at the Chinatown waterfront I think.

:FRANK1_1661
if 
  43500 > $CS_TIME // int > $ 
jf @FRANK1_1698 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK1_1661 

:FRANK1_1698
fade 0 1500 

:FRANK1_1705
if 
82E9:   not cutscene_reached_end 
jf @FRANK1_1729 
wait 0 
jump @FRANK1_1705 

:FRANK1_1729
00BE: text_clear_all 

:FRANK1_1731
if 
  fading 
jf @FRANK1_1755 
wait 0 
jump @FRANK1_1731 

:FRANK1_1755
0055: put_player $PLAYER_CHAR at 1418.0 -186.0 -100.0 
02EA: end_cutscene 
fade 0 0 
0296: unload_special_actor 1 
0249: release_model #GANG02 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #SALVSDETAIL 
0249: release_model #SWANK_INSIDE 
0249: release_model #FRANKSCLB02 
0247: request_model #STRETCH 
0247: request_model #CRIMINAL01 
0395: clear_area 1 at 1444.938 -186.875 56.0 range 35.0 
03AD: set_rubbish 1 
038B: load_requested_models 

:FRANK1_1845
if or
8248:   not model #STRETCH available 
8248:   not model #CRIMINAL01 available 
jf @FRANK1_1875 
wait 0 
jump @FRANK1_1845 

:FRANK1_1875
00A5: $FRANKIES_LIMO = create_car #STRETCH at 1436.0 -183.0 50.0 
041E: set_radio_station 3 -1 
0175: set_car $FRANKIES_LIMO z_angle_to 90.0 
0229: set_car $FRANKIES_LIMO color_to 0 0 
03AB: set_car $FRANKIES_LIMO strong 1 
0294: set_vehicle $FRANKIES_LIMO sprayable 0 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
$MARIA_EXISTS = 1 // $ = int 
01C8: $MARIA = create_actor 21 #SPECIAL02 in_car $FRANKIES_LIMO passenger_seat 1 
01ED: reset_actor $MARIA threat_search 
035F: set_actor $MARIA armour_to 100 
039E: set_actor $MARIA locked_while_in_vehicle 1 
0245: set_actor $MARIA walk_style_to 15 
if 
80DB:   not actor $MARIA in_car $FRANKIES_LIMO 
jf @FRANK1_2013 
01D4: actor $MARIA go_to_car $FRANKIES_LIMO and_enter_it_as_a_passenger 

:FRANK1_2013
009A: $CHICO = create_actor 4 #CRIMINAL01 at 770.1875 -565.9375 13.75 
0173: set_actor $CHICO z_angle_to 265.1875 
01ED: reset_actor $CHICO threat_search 
009F: set_actor $CHICO idle 
0350: set_actor $CHICO maintain_position_when_attacked 1 
022B: create_forbidden_for_peds_cube 759.0 -616.0 11.0 782.0 -536.0 26.0 
0209: $CAMERA_MODE = random_int 0 4 
if 
  1 > $CAMERA_MODE // int > $ 
jf @FRANK1_2136 
015F: set_camera_position 1405.688 -190.125 62.4375 rotation 0.0 0.0 0.0 
0160: point_camera 1427.25 -183.5 49.4375 switchstyle 2 

:FRANK1_2136
if 
  $CAMERA_MODE == 1 // $ == int 
jf @FRANK1_2183 
015F: set_camera_position 1425.625 -178.4375 50.125 rotation 0.0 0.0 0.0 
0158: camera_on_vehicle $FRANKIES_LIMO mode 15 switchstyle 2 

:FRANK1_2183
if 
  $CAMERA_MODE == 2 // $ == int 
jf @FRANK1_2230 
015F: set_camera_position 1432.125 -179.6875 50.625 rotation 0.0 0.0 0.0 
0158: camera_on_vehicle $FRANKIES_LIMO mode 15 switchstyle 2 

:FRANK1_2230
if 
  $CAMERA_MODE > 2 // $ > int 
jf @FRANK1_2277 
015F: set_camera_position 1421.125 -193.75 63.875 rotation 0.0 0.0 0.0 
0158: camera_on_vehicle $FRANKIES_LIMO mode 15 switchstyle 2 

:FRANK1_2277
0369: put_player $PLAYER_CHAR in_car $FRANKIES_LIMO 
fade 0 0 
00A0: store_actor $CHICO position_to $CHICO_X $CHICO_Y $CHICO_Z 
018A: $FM1_BLIP = create_checkpoint_at 775.5 -557.25 14.0 
0247: request_model #GANG01 
0247: request_model #SENTINEL 
0247: request_model #CHEETAH 
0247: request_model #MANANA 
038B: load_requested_models 

:FRANK1_2337
if or
8248:   not model #GANG01 available 
8248:   not model #SENTINEL available 
8248:   not model #CHEETAH available 
8248:   not model #MANANA available 
jf @FRANK1_2375 
wait 0 
jump @FRANK1_2337 

:FRANK1_2375
03AF: set_streaming 1 
if 
0118:   actor $MARIA dead 
jf @FRANK1_2417 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_2417
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_2440 
jump @FRANK1_16805 

:FRANK1_2440
if 
80DB:   not actor $MARIA in_car $FRANKIES_LIMO 
jf @FRANK1_2467 
01D4: actor $MARIA go_to_car $FRANKIES_LIMO and_enter_it_as_a_passenger 

:FRANK1_2467
fade 1 1500 

:FRANK1_2474
if 
  fading 
jf @FRANK1_2498 
wait 0 
jump @FRANK1_2474 

:FRANK1_2498
if 
0118:   actor $MARIA dead 
jf @FRANK1_2536 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_2536
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_2559 
jump @FRANK1_16805 

:FRANK1_2559
if 
80DB:   not actor $MARIA in_car $FRANKIES_LIMO 
jf @FRANK1_2586 
01D4: actor $MARIA go_to_car $FRANKIES_LIMO and_enter_it_as_a_passenger 

:FRANK1_2586
02FA: garage $FRANKIE_GARAGE change_to_type 19 
0360: open_garage $FRANKIE_GARAGE 
02C2: car $FRANKIES_LIMO drive_to_point 1416.063 -189.4375 49.5 

:FRANK1_2612
if 
81AD:   not car $FRANKIES_LIMO 0 1420.5 -189.0625 3.0 3.0 
jf @FRANK1_2676 
wait 0 
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_2669 
jump @FRANK1_16805 

:FRANK1_2669
jump @FRANK1_2612 

:FRANK1_2676
0361: close_garage $FRANKIE_GARAGE 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
if 
0118:   actor $MARIA dead 
jf @FRANK1_2726 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_2726
03C8: set_camera_directly_before_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03A2: set_vehicle $FRANKIES_LIMO action 0 
02A3: toggle_widescreen 0 
$LOCATE_DOME_FLAG = 1 // $ = int 
0247: request_model #ENFORCER 
0247: request_model #SWAT 
0247: request_model #P_MAN1 
0247: request_model #FEMALE01 
0247: request_model #FEMALE02 

:FRANK1_2775
if 
8103:   not actor $MARIA stopped_near_point_in_car 775.5 -557.25 14.0 radius 3.0 3.0 2.0 sphere $LOCATE_DOME_FLAG 
jf @FRANK1_3190 
wait 0 
if 
0118:   actor $MARIA dead 
jf @FRANK1_2854 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_2854
if 
0118:   actor $CHICO dead 
jf @FRANK1_2892 
00BC: text_highpriority 'FM1_8' time 5000 1  // ~r~You wasted Maria's supplier!
jump @FRANK1_16805 

:FRANK1_2892
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_2930 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_2930
if and
80DC:   not player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 0 // $ == int 
jf @FRANK1_2998 
$LOCATE_DOME_FLAG = 0 // $ = int 
0164: disable_marker $FM1_BLIP 
0186: $FM1_BLIP = create_marker_above_car $FRANKIES_LIMO 
00BC: text_highpriority 'FM1_1' time 5000 1  // ~g~Get back into the Stretch!
$FLAG_BLIP_ON_LIMO = 1 // $ = int 

:FRANK1_2998
if and
00DC:   player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 1 // $ == int 
jf @FRANK1_3051 
$LOCATE_DOME_FLAG = 1 // $ = int 
0164: disable_marker $FM1_BLIP 
0187: $FM1_BLIP = create_marker_above_actor $CHICO 
$FLAG_BLIP_ON_LIMO = 0 // $ = int 

:FRANK1_3051
00A0: store_actor $CHICO position_to $CHICO_X $CHICO_Y $CHICO_Z 
if and
00E5:   player $PLAYER_CHAR 0 $CHICO_X $CHICO_Y radius 30.0 30.0 
  $CHICO_MESSAGE_FLAG == 0 // $ == int 
jf @FRANK1_3124 
00BC: text_highpriority 'FM1_P' time 5000 1  // ~g~That's Chico over there, pull up next to him.
$CHICO_MESSAGE_FLAG = 1 // $ = int 

:FRANK1_3124
if and
  $CHICO_MESSAGE_FLAG == 1 // $ == int 
80E5:   not player $PLAYER_CHAR 0 $CHICO_X $CHICO_Y radius 30.0 30.0 
jf @FRANK1_3183 
00BC: text_highpriority 'FM1_6' time 5000 1  // ~g~Chico won't be there forever, get Maria to the waterfront!
$CHICO_MESSAGE_FLAG = 0 // $ = int 

:FRANK1_3183
jump @FRANK1_2775 

:FRANK1_3190
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
015F: set_camera_position 770.75 -569.9375 14.3125 rotation 0.0 0.0 0.0 
0160: point_camera 770.6875 -568.9375 14.375 switchstyle 2 
0164: disable_marker $FM1_BLIP 
0361: close_garage $FRANKIE_GARAGE 
01D3: actor $MARIA leave_car $FRANKIES_LIMO 

:FRANK1_3263
if 
00DF:   actor $MARIA in_any_car 
jf @FRANK1_3540 
wait 0 
if 
0118:   actor $MARIA dead 
jf @FRANK1_3321 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_3321
if 
0118:   actor $CHICO dead 
jf @FRANK1_3359 
00BC: text_highpriority 'FM1_8' time 5000 1  // ~r~You wasted Maria's supplier!
jump @FRANK1_16805 

:FRANK1_3359
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_3397 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_3397
if and
80DC:   not player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 0 // $ == int 
jf @FRANK1_3453 
0186: $FM1_BLIP = create_marker_above_car $FRANKIES_LIMO 
00BC: text_highpriority 'FM1_1' time 5000 1  // ~g~Get back into the Stretch!
$FLAG_BLIP_ON_LIMO = 1 // $ = int 

:FRANK1_3453
if and
00DC:   player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 1 // $ == int 
jf @FRANK1_3491 
0164: disable_marker $FM1_BLIP 
$FLAG_BLIP_ON_LIMO = 0 // $ = int 

:FRANK1_3491
if 
80E9:   not player $PLAYER_CHAR 0 $MARIA radius 20.0 20.0 
jf @FRANK1_3533 
00BC: text_highpriority 'FM1_3' time 5000 1  // ~r~Leave Maria and Salvatore will have you whacked, go back and pick her up.

:FRANK1_3533
jump @FRANK1_3263 

:FRANK1_3540
01D1: actor $MARIA follow_actor $CHICO 
00A0: store_actor $CHICO position_to $CHICO_X $CHICO_Y $CHICO_Z 

:FRANK1_3562
if 
80F0:   not actor $MARIA stopped 0 $CHICO_X $CHICO_Y radius 3.0 3.0 
jf @FRANK1_3867 
wait 0 
if 
0118:   actor $MARIA dead 
jf @FRANK1_3634 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_3634
if 
0118:   actor $CHICO dead 
jf @FRANK1_3672 
00BC: text_highpriority 'FM1_8' time 5000 1  // ~r~You wasted Maria's supplier!
jump @FRANK1_16805 

:FRANK1_3672
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_3710 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_3710
00A0: store_actor $CHICO position_to $CHICO_X $CHICO_Y $CHICO_Z 
if and
80DC:   not player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 0 // $ == int 
jf @FRANK1_3780 
0186: $FM1_BLIP = create_marker_above_car $FRANKIES_LIMO 
00BC: text_highpriority 'FM1_1' time 5000 1  // ~g~Get back into the Stretch!
$FLAG_BLIP_ON_LIMO = 1 // $ = int 

:FRANK1_3780
if and
00DC:   player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 1 // $ == int 
jf @FRANK1_3818 
0164: disable_marker $FM1_BLIP 
$FLAG_BLIP_ON_LIMO = 0 // $ = int 

:FRANK1_3818
if 
80E9:   not player $PLAYER_CHAR 0 $MARIA radius 20.0 20.0 
jf @FRANK1_3860 
00BC: text_highpriority 'FM1_3' time 5000 1  // ~r~Leave Maria and Salvatore will have you whacked, go back and pick her up.

:FRANK1_3860
jump @FRANK1_3562 

:FRANK1_3867
03EB: clear_small_messages_only 

:FRANK1_3869
if 
   not $CHICO_AUDIO_FLAG == 15 // $ == int 
jf @FRANK1_5242 
wait 0 
if 
0118:   actor $MARIA dead 
jf @FRANK1_3931 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
040D: clear_mission_audio 
jump @FRANK1_16805 

:FRANK1_3931
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_3971 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
040D: clear_mission_audio 
jump @FRANK1_16805 

:FRANK1_3971
if 
0118:   actor $CHICO dead 
jf @FRANK1_4011 
00BC: text_highpriority 'FM1_8' time 5000 1  // ~r~You wasted Maria's supplier!
040D: clear_mission_audio 
jump @FRANK1_16805 

:FRANK1_4011
if 
  $SKIP_CUTSCENE_FLAG == 0 // $ == int 
jf @FRANK1_4053 
if 
80E1:   not pad 0 key_pressed 16 
jf @FRANK1_4053 
$SKIP_CUTSCENE_FLAG = 1 // $ = int 

:FRANK1_4053
if 
  $SKIP_CUTSCENE_FLAG == 1 // $ == int 
jf @FRANK1_4095 
if 
00E1:   pad 0 key_pressed 16 
jf @FRANK1_4095 
$SKIP_CUTSCENE_FLAG = 2 // $ = int 

:FRANK1_4095
if 
  $SKIP_CUTSCENE_FLAG == 2 // $ == int 
jf @FRANK1_4174 
if 
80E1:   not pad 0 key_pressed 16 
jf @FRANK1_4174 
040D: clear_mission_audio 
03CF: load_wav 'S1_F' 
0372: set_actor $CHICO anim 0 wait_state_time 100 ms 
0372: set_actor $MARIA anim 0 wait_state_time 100 ms 
$CHICO_AUDIO_FLAG = 15 // $ = int 
$SKIP_CUTSCENE_FLAG = 3 // $ = int 

:FRANK1_4174
if 
  $CHICO_AUDIO_FLAG == 0 // $ == int 
jf @FRANK1_4225 
020E: actor $CHICO look_at_actor $MARIA 
020E: actor $MARIA look_at_actor $CHICO 
03CF: load_wav 'S1_A' 
$CHICO_AUDIO_FLAG = 1 // $ = int 

:FRANK1_4225
if 
  $CHICO_AUDIO_FLAG == 14 // $ == int 
jf @FRANK1_4282 
if 
03D2:   wav_ended 
jf @FRANK1_4282 
03CF: load_wav 'S1_F' 
0372: set_actor $CHICO anim 0 wait_state_time 100 ms 
$CHICO_AUDIO_FLAG = 15 // $ = int 

:FRANK1_4282
if 
  $CHICO_AUDIO_FLAG == 13 // $ == int 
jf @FRANK1_4361 
if 
03D0:   wav_loaded 
jf @FRANK1_4361 
00A0: store_actor $CHICO position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D1: play_wav 
00BC: text_highpriority 'FM1_U' time 2000 1  // ~w~Gracias and enjoy. That's good stuff.
0372: set_actor $CHICO anim 19 wait_state_time 10000 ms 
$CHICO_AUDIO_FLAG = 14 // $ = int 

:FRANK1_4361
if 
  $CHICO_AUDIO_FLAG == 12 // $ == int 
jf @FRANK1_4434 
if 
03D2:   wav_ended 
jf @FRANK1_4434 
020E: actor $CHICO look_at_actor $MARIA 
020E: actor $MARIA look_at_actor $CHICO 
03CF: load_wav 'S1_E' 
0372: set_actor $MARIA anim 0 wait_state_time 100 ms 
$CHICO_AUDIO_FLAG = 13 // $ = int 

:FRANK1_4434
if 
  $CHICO_AUDIO_FLAG == 11 // $ == int 
jf @FRANK1_4513 
if 
03D0:   wav_loaded 
jf @FRANK1_4513 
00A0: store_actor $MARIA position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D1: play_wav 
00BC: text_highpriority 'FM1_T' time 4000 2  // ~w~Thanks Chico. See you around.
0372: set_actor $MARIA anim 19 wait_state_time 10000 ms 
$CHICO_AUDIO_FLAG = 12 // $ = int 

:FRANK1_4513
if 
  $CHICO_AUDIO_FLAG == 10 // $ == int 
jf @FRANK1_4586 
if 
03D2:   wav_ended 
jf @FRANK1_4586 
020E: actor $CHICO look_at_actor $MARIA 
020E: actor $MARIA look_at_actor $CHICO 
03CF: load_wav 'S1_D' 
0372: set_actor $CHICO anim 0 wait_state_time 100 ms 
$CHICO_AUDIO_FLAG = 11 // $ = int 

:FRANK1_4586
if 
  $CHICO_AUDIO_FLAG == 9 // $ == int 
jf @FRANK1_4655 
if 
03D0:   wav_loaded 
jf @FRANK1_4655 
00A0: store_actor $CHICO position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D1: play_wav 
00BC: text_highpriority 'FM1_S1' time 15000 2  // ~w~Hey, maybe you should check out the warehouse party at the east end of Atlantic Quays.
$CHICO_AUDIO_FLAG = 10 // $ = int 

:FRANK1_4655
if 
  $CHICO_AUDIO_FLAG == 8 // $ == int 
jf @FRANK1_4719 
if 
03D2:   wav_ended 
jf @FRANK1_4719 
020E: actor $CHICO look_at_actor $MARIA 
020E: actor $MARIA look_at_actor $CHICO 
03CF: load_wav 'S1_C1' 
$CHICO_AUDIO_FLAG = 9 // $ = int 

:FRANK1_4719
if 
  $CHICO_AUDIO_FLAG == 7 // $ == int 
jf @FRANK1_4798 
if 
03D0:   wav_loaded 
jf @FRANK1_4798 
00A0: store_actor $CHICO position_to $CHICO_X $CHICO_Y $CHICO_Z 
0372: set_actor $CHICO anim 19 wait_state_time 10000 ms 
03D1: play_wav 
00BC: text_highpriority 'FM1_S' time 5000 2  // ~w~Here you go lady.
$CHICO_AUDIO_FLAG = 8 // $ = int 

:FRANK1_4798
if 
  $CHICO_AUDIO_FLAG == 6 // $ == int 
jf @FRANK1_4871 
if 
03D2:   wav_ended 
jf @FRANK1_4871 
020E: actor $CHICO look_at_actor $MARIA 
020E: actor $MARIA look_at_actor $CHICO 
03CF: load_wav 'S1_C' 
0372: set_actor $MARIA anim 0 wait_state_time 100 ms 
$CHICO_AUDIO_FLAG = 7 // $ = int 

:FRANK1_4871
if 
  $CHICO_AUDIO_FLAG == 5 // $ == int 
jf @FRANK1_4950 
if 
03D0:   wav_loaded 
jf @FRANK1_4950 
00A0: store_actor $MARIA position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D1: play_wav 
00BC: text_highpriority 'FM1_R' time 6000 2  // ~w~Hi Chico. Nah, just the usual.
0372: set_actor $MARIA anim 19 wait_state_time 10000 ms 
$CHICO_AUDIO_FLAG = 6 // $ = int 

:FRANK1_4950
if 
  $CHICO_AUDIO_FLAG == 4 // $ == int 
jf @FRANK1_5023 
if 
03D2:   wav_ended 
jf @FRANK1_5023 
020E: actor $CHICO look_at_actor $MARIA 
020E: actor $MARIA look_at_actor $CHICO 
03CF: load_wav 'S1_B' 
0372: set_actor $CHICO anim 0 wait_state_time 100 ms 
$CHICO_AUDIO_FLAG = 5 // $ = int 

:FRANK1_5023
if 
  $CHICO_AUDIO_FLAG == 3 // $ == int 
jf @FRANK1_5092 
if 
03D0:   wav_loaded 
jf @FRANK1_5092 
00A0: store_actor $CHICO position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D1: play_wav 
00BC: text_highpriority 'FM1_Q1' time 6000 2  // ~w~You looking for some fun? A little...hmm? Some SPANK?
$CHICO_AUDIO_FLAG = 4 // $ = int 

:FRANK1_5092
if 
  $CHICO_AUDIO_FLAG == 2 // $ == int 
jf @FRANK1_5156 
if 
03D2:   wav_ended 
jf @FRANK1_5156 
020E: actor $CHICO look_at_actor $MARIA 
020E: actor $MARIA look_at_actor $CHICO 
03CF: load_wav 'S1_A1' 
$CHICO_AUDIO_FLAG = 3 // $ = int 

:FRANK1_5156
if 
  $CHICO_AUDIO_FLAG == 1 // $ == int 
jf @FRANK1_5235 
if 
03D0:   wav_loaded 
jf @FRANK1_5235 
00A0: store_actor $CHICO position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D1: play_wav 
00BC: text_highpriority 'FM1_Q' time 6000 2  // ~w~Hey Maria! It's my favorite lady!
0372: set_actor $CHICO anim 19 wait_state_time 10000 ms 
$CHICO_AUDIO_FLAG = 2 // $ = int 

:FRANK1_5235
jump @FRANK1_3869 

:FRANK1_5242
if 
0118:   actor $MARIA dead 
jf @FRANK1_5280 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_5280
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_5318 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_5318
03EB: clear_small_messages_only 
01D4: actor $MARIA go_to_car $FRANKIES_LIMO and_enter_it_as_a_passenger 
0319: set_actor $MARIA wander_state_to 1 
01C2: mark_actor_as_no_longer_needed $CHICO 
022A: remove_forbidden_for_peds_cube 759.0 -616.0 11.0 782.0 -536.0 26.0 

:FRANK1_5360
if 
80DB:   not actor $MARIA in_car $FRANKIES_LIMO 
jf @FRANK1_5466 
wait 0 
if 
0118:   actor $MARIA dead 
jf @FRANK1_5421 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_5421
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_5459 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_5459
jump @FRANK1_5360 

:FRANK1_5466
if 
  $ONMISSION == 0 // $ == int 
jf @FRANK1_5500 
0186: $FM1_BLIP = create_marker_above_car $FRANKIES_LIMO 
0187: $MARIA_BLIP = create_marker_above_actor $MARIA 

:FRANK1_5500
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0319: set_actor $MARIA wander_state_to 0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 

:FRANK1_5533
if 
83D0:   not wav_loaded 
jf @FRANK1_5633 
wait 0 
if 
0118:   actor $MARIA dead 
jf @FRANK1_5588 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_5588
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_5626 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_5626
jump @FRANK1_5533 

:FRANK1_5633
03D1: play_wav 
00BC: text_highpriority 'FM1_V' time 5000 1  // ~w~C'mon Fido, let's go and check out this party!
0164: disable_marker $FM1_BLIP 
0164: disable_marker $MARIA_BLIP 
018A: $FM1_BLIP = create_checkpoint_at 1256.563 -1099.25 -11.6875 
009A: $DOORMAN1 = create_actor 7 #GANG01 at 1267.688 -1109.188 11.0 
0173: set_actor $DOORMAN1 z_angle_to 90.0 
011A: set_actor $DOORMAN1 search_threat 8192 
0243: set_actor $DOORMAN1 ped_stats_to 16 
01B2: give_actor $DOORMAN1 weapon 2 ammo 99 
0192: set_actor $DOORMAN1 objective_to_stand_still 
0291: set_actor $DOORMAN1 heed_threats 1 
009A: $DOORMAN2 = create_actor 7 #GANG01 at 1267.688 -1105.563 11.0 
0173: set_actor $DOORMAN2 z_angle_to 90.0 
011A: set_actor $DOORMAN2 search_threat 8192 
0243: set_actor $DOORMAN2 ped_stats_to 16 
01B2: give_actor $DOORMAN2 weapon 2 ammo 99 
0192: set_actor $DOORMAN2 objective_to_stand_still 
0291: set_actor $DOORMAN2 heed_threats 1 
00A5: $PARKED_CAR1 = create_car #SENTINEL at 1243.0 -1112.0 11.0 
00A5: $PARKED_CAR2 = create_car #CHEETAH at 1247.0 -1112.0 11.0 
00A5: $PARKED_CAR3 = create_car #MANANA at 1251.0 -1112.0 11.0 
016F: draw_shadow 3 0.0 1.0 0 255 0 0 at 1270.813 -1107.688 11.0625 
0250: create_light_at 1273.188 -1107.25 11.0625 RGB_values 255 0 0 
018D: $WAREHOUSE_RAVE_LOOP = create_sound 73 at 1269.688 -1100.375 14.0 
02A2: create_particle 12 0 at 1273.0 -1107.188 10.6875 
02A2: create_particle 12 0 at 1273.0 -1107.188 10.6875 
02A2: create_particle 12 0 at 1273.063 -1107.063 10.6875 
02A2: create_particle 12 0 at 1273.188 -1107.0 10.6875 
02A2: create_particle 3 0 at 1270.0 -1107.313 10.75 
02A2: create_particle 1 0 at 1271.5 -1107.5 10.5625 
$ADD_SOUND_FLAG = 1 // $ = int 
$LOCATE_DOME_FLAG = 1 // $ = int 
$CHICO_MESSAGE_FLAG = 0 // $ = int 
$FLAG_BLIP_ON_LIMO = 0 // $ = int 

:FRANK1_6026
if 
80F1:   not actor $MARIA stopped $LOCATE_DOME_FLAG 1259.0 -1107.75 radius 3.0 3.0 
jf @FRANK1_6434 
wait 0 
gosub @FRANK1_21268 
if 
0118:   actor $MARIA dead 
jf @FRANK1_6106 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_6106
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_6144 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_6144
if 
  $CHICO_MESSAGE_FLAG == 0 // $ == int 
jf @FRANK1_6214 
if 
00EC:   actor $MARIA 0 1258.0 -1100.0 radius 50.0 50.0 
jf @FRANK1_6214 
00BC: text_highpriority 'FM1_9' time 5000 1  // ~g~Thats the party up ahead, drop Maria off out front.
$CHICO_MESSAGE_FLAG = 1 // $ = int 

:FRANK1_6214
if and
80DC:   not player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 0 // $ == int 
jf @FRANK1_6282 
0164: disable_marker $FM1_BLIP 
0186: $FM1_BLIP = create_marker_above_car $FRANKIES_LIMO 
00BC: text_highpriority 'FM1_1' time 5000 1  // ~g~Get back into the Stretch!
$LOCATE_DOME_FLAG = 0 // $ = int 
$FLAG_BLIP_ON_LIMO = 1 // $ = int 

:FRANK1_6282
if and
00DC:   player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 1 // $ == int 
jf @FRANK1_6341 
0164: disable_marker $FM1_BLIP 
018A: $FM1_BLIP = create_checkpoint_at 1262.063 -1099.375 -100.0 
$LOCATE_DOME_FLAG = 1 // $ = int 
$FLAG_BLIP_ON_LIMO = 0 // $ = int 

:FRANK1_6341
if 
  $CHICO_AUDIO_FLAG == 16 // $ == int 
jf @FRANK1_6379 
if 
03D0:   wav_loaded 
jf @FRANK1_6379 
$CHICO_AUDIO_FLAG = 17 // $ = int 

:FRANK1_6379
if 
  $CHICO_AUDIO_FLAG == 15 // $ == int 
jf @FRANK1_6427 
if 
03D2:   wav_ended 
jf @FRANK1_6427 
03CF: load_wav 'S1_G' 
$CHICO_AUDIO_FLAG = 16 // $ = int 

:FRANK1_6427
jump @FRANK1_6026 

:FRANK1_6434
if 
   not $CHICO_AUDIO_FLAG == 17 // $ == int 
jf @FRANK1_6563 
wait 0 

:FRANK1_6456
if 
83D0:   not wav_loaded 
jf @FRANK1_6556 
wait 0 
if 
0118:   actor $MARIA dead 
jf @FRANK1_6511 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_6511
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_6549 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_6549
jump @FRANK1_6456 

:FRANK1_6556
$CHICO_AUDIO_FLAG = 17 // $ = int 

:FRANK1_6563
00A0: store_actor $MARIA position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D1: play_wav 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BC: text_highpriority 'FM1_W' time 5000 1  // ~w~Alright Fido, you wait here and look after the car while I go and shake my butt alright.
wait 0 

:FRANK1_6616
if 
83D2:   not wav_ended 
jf @FRANK1_6716 
wait 0 
if 
0118:   actor $MARIA dead 
jf @FRANK1_6671 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_6671
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_6709 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_6709
jump @FRANK1_6616 

:FRANK1_6716
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
01D3: actor $MARIA leave_car $FRANKIES_LIMO 

:FRANK1_6742
if 
00DB:   actor $MARIA in_car $FRANKIES_LIMO 
jf @FRANK1_6903 
wait 0 
gosub @FRANK1_21268 
if 
0118:   actor $MARIA dead 
jf @FRANK1_6810 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_6810
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_6848 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_6848
if 
  $CHICO_AUDIO_FLAG == 17 // $ == int 
jf @FRANK1_6896 
if 
03D2:   wav_ended 
jf @FRANK1_6896 
03CF: load_wav 'S1_H' 
$CHICO_AUDIO_FLAG = 18 // $ = int 

:FRANK1_6896
jump @FRANK1_6742 

:FRANK1_6903
0211: actor $MARIA walk_to 1266.813 -1107.625 
TIMERA = 0 // @ = int 

:FRANK1_6921
if 
80ED:   not actor $MARIA 0 1266.813 -1107.625 radius 1.0 1.0 
jf @FRANK1_7128 
wait 0 
gosub @FRANK1_21268 
if 
  TIMERA > 20000 // @ > int 
jf @FRANK1_6997 
0395: clear_area 0 at 1267.625 -1107.563 11.375 range 3.0 

:FRANK1_6997
if 
0118:   actor $MARIA dead 
jf @FRANK1_7035 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_7035
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_7073 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_7073
if 
  $CHICO_AUDIO_FLAG == 17 // $ == int 
jf @FRANK1_7121 
if 
03D2:   wav_ended 
jf @FRANK1_7121 
03CF: load_wav 'S1_H' 
$CHICO_AUDIO_FLAG = 18 // $ = int 

:FRANK1_7121
jump @FRANK1_6921 

:FRANK1_7128
0211: actor $MARIA walk_to $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y 

:FRANK1_7139
if 
80ED:   not actor $MARIA 0 $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y radius 1.0 1.0 
jf @FRANK1_7346 
wait 0 
gosub @FRANK1_21268 
if 
  TIMERA > 20000 // @ > int 
jf @FRANK1_7215 
0395: clear_area 0 at 1267.625 -1107.563 11.375 range 4.0 

:FRANK1_7215
if 
0118:   actor $MARIA dead 
jf @FRANK1_7253 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_7253
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_7291 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_7291
if 
  $CHICO_AUDIO_FLAG == 17 // $ == int 
jf @FRANK1_7339 
if 
03D2:   wav_ended 
jf @FRANK1_7339 
03CF: load_wav 'S1_H' 
$CHICO_AUDIO_FLAG = 18 // $ = int 

:FRANK1_7339
jump @FRANK1_7139 

:FRANK1_7346
$MARIA_EXISTS = 0 // $ = int 
009B: destroy_actor_instantly $MARIA 

:FRANK1_7358
wait 0 
gosub @FRANK1_21268 
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_7407 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_7407
TIMERA = 0 // @ = int 

:FRANK1_7414
if 
00E3:   player $PLAYER_CHAR 0 1262.063 -1099.375 radius 22.0 22.0 
jf @FRANK1_7574 
wait 0 
gosub @FRANK1_21268 
if 
  TIMERA > 10000 // @ > int 
jf @FRANK1_7481 
jump @FRANK1_7596 

:FRANK1_7481
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_7519 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_7519
if 
  $CHICO_AUDIO_FLAG == 17 // $ == int 
jf @FRANK1_7567 
if 
03D2:   wav_ended 
jf @FRANK1_7567 
03CF: load_wav 'S1_H' 
$CHICO_AUDIO_FLAG = 18 // $ = int 

:FRANK1_7567
jump @FRANK1_7414 

:FRANK1_7574
00BC: text_highpriority 'FM1_4' time 500 2  // ~g~You've dumped the Don's woman! Get back to the warehouse and wait for Maria!
jump @FRANK1_7358 

:FRANK1_7596
if or
8248:   not model #ENFORCER available 
8248:   not model #SWAT available 
8248:   not model #P_MAN1 available 
8248:   not model #FEMALE01 available 
8248:   not model #FEMALE02 available 
jf @FRANK1_7638 
wait 0 
jump @FRANK1_7596 

:FRANK1_7638
00A5: $SWATVAN_FM1 = create_car #ENFORCER at 1293.0 -925.0 -100.0 
0175: set_car $SWATVAN_FM1 z_angle_to 225.0 
00AD: set_car $SWATVAN_FM1 max_speed_to 40.0 
00AE: set_vehicle $SWATVAN_FM1 traffic_behavior_to 2 
0397: car $SWATVAN_FM1 siren = 1 
020A: set_car $SWATVAN_FM1 door_status_to 3 
0129: $COP1_FM1 = create_actor 13 #SWAT in_car $SWATVAN_FM1 driverseat 
011A: set_actor $COP1_FM1 search_threat 128 
0243: set_actor $COP1_FM1 ped_stats_to 16 
01B2: give_actor $COP1_FM1 weapon 2 ammo 99 
01C8: $COP2_FM1 = create_actor 13 #SWAT in_car $SWATVAN_FM1 passenger_seat 0 
011A: set_actor $COP2_FM1 search_threat 128 
0243: set_actor $COP2_FM1 ped_stats_to 16 
01B2: give_actor $COP2_FM1 weapon 2 ammo 99 
01C8: $COP3_FM1 = create_actor 13 #SWAT in_car $SWATVAN_FM1 passenger_seat 1 
011A: set_actor $COP3_FM1 search_threat 128 
0243: set_actor $COP3_FM1 ped_stats_to 16 
01B2: give_actor $COP3_FM1 weapon 2 ammo 99 
01C8: $COP4_FM1 = create_actor 13 #SWAT in_car $SWATVAN_FM1 passenger_seat 2 
011A: set_actor $COP4_FM1 search_threat 128 
0243: set_actor $COP4_FM1 ped_stats_to 16 
01B2: give_actor $COP4_FM1 weapon 2 ammo 99 
00A7: car $SWATVAN_FM1 drive_to 1252.0 -1086.0 -100.0 
if 
  $CREATE_MORE_SWAT1 == 1 // $ == int 
jf @FRANK1_7882 
$CREATE_MORE_SWAT1 = 0 // $ = int 
return 

:FRANK1_7882
00A5: $SWATVAN2_FM1 = create_car #ENFORCER at 1084.0 -1012.0 -100.0 
0175: set_car $SWATVAN2_FM1 z_angle_to 180.0 
00AD: set_car $SWATVAN2_FM1 max_speed_to 40.0 
00AE: set_vehicle $SWATVAN2_FM1 traffic_behavior_to 2 
0397: car $SWATVAN2_FM1 siren = 1 
020A: set_car $SWATVAN2_FM1 door_status_to 3 
0129: $COP5_FM1 = create_actor 13 #SWAT in_car $SWATVAN2_FM1 driverseat 
011A: set_actor $COP5_FM1 search_threat 128 
0243: set_actor $COP5_FM1 ped_stats_to 16 
01B2: give_actor $COP5_FM1 weapon 2 ammo 99 
01C8: $COP6_FM1 = create_actor 13 #SWAT in_car $SWATVAN2_FM1 passenger_seat 0 
011A: set_actor $COP6_FM1 search_threat 128 
0243: set_actor $COP6_FM1 ped_stats_to 16 
01B2: give_actor $COP6_FM1 weapon 2 ammo 99 
01C8: $COP7_FM1 = create_actor 13 #SWAT in_car $SWATVAN2_FM1 passenger_seat 1 
011A: set_actor $COP7_FM1 search_threat 128 
0243: set_actor $COP7_FM1 ped_stats_to 16 
01B2: give_actor $COP7_FM1 weapon 2 ammo 99 
01C8: $COP8_FM1 = create_actor 13 #SWAT in_car $SWATVAN2_FM1 passenger_seat 2 
011A: set_actor $COP8_FM1 search_threat 128 
0243: set_actor $COP8_FM1 ped_stats_to 16 
01B2: give_actor $COP8_FM1 weapon 2 ammo 99 
00A7: car $SWATVAN2_FM1 drive_to 1235.0 -1099.0 -100.0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
03F4: set_all_vehicles_apply_damage_rules 0 
015F: set_camera_position 1309.875 -1061.313 15.6875 rotation 0.0 0.0 0.0 
0158: camera_on_vehicle $SWATVAN_FM1 mode 15 switchstyle 2 
03EA: generate_cars_around_camera 1 
$SWAT_CAM_NEEDS_RESTORING = 1 // $ = int 
if 
  $CREATE_MORE_SWAT2 == 1 // $ == int 
jf @FRANK1_8188 
$CREATE_MORE_SWAT2 = 0 // $ = int 
return 

:FRANK1_8188
if 
   not $CHICO_AUDIO_FLAG == 18 // $ == int 
jf @FRANK1_8285 

:FRANK1_8206
if 
83D2:   not wav_ended 
jf @FRANK1_8268 
wait 0 
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_8261 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_8261
jump @FRANK1_8206 

:FRANK1_8268
03CF: load_wav 'S1_H' 
$CHICO_AUDIO_FLAG = 18 // $ = int 

:FRANK1_8285
wait 0 
if 
  $CHICO_AUDIO_FLAG == 18 // $ == int 
jf @FRANK1_8376 

:FRANK1_8307
if 
83D0:   not wav_loaded 
jf @FRANK1_8369 
wait 0 
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_8362 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_8362
jump @FRANK1_8307 

:FRANK1_8369
$CHICO_AUDIO_FLAG = 19 // $ = int 

:FRANK1_8376
03D1: play_wav 
00BC: text_highpriority 'FM1_SS' time 4000 2  // ~r~SCANNER: ~g~Four-five to all units: Assist narcotics raid Atlantic Quays...

:FRANK1_8393
if or
  $SWAT1_EXIT_CAR == 0 // $ == int 
  $SWAT2_EXIT_CAR == 0 // $ == int 
jf @FRANK1_10709 
wait 0 
if 
  $FUCKUP_FLAG == 0 // $ == int 
jf @FRANK1_8452 
01BD: $FUCKUP_TIMER_START = current_time_in_ms 
$FUCKUP_FLAG = 1 // $ = int 

:FRANK1_8452
if 
  $FUCKUP_FLAG == 1 // $ == int 
jf @FRANK1_8588 
01BD: $FUCKUP_TIMER_CURRENT = current_time_in_ms 
0084: $FUCKUP_TIMER = $FUCKUP_TIMER_CURRENT // $ = $ int 
0060: $FUCKUP_TIMER -= $FUCKUP_TIMER_START // $ -= $ int 
if 
  $FUCKUP_TIMER > 180000 // $ > int 
jf @FRANK1_8588 
$SWAT1_EXIT_CAR = 1 // $ = int 
$SWAT2_EXIT_CAR = 1 // $ = int 
if 
  $SWAT_CAM_NEEDS_RESTORING == 1 // $ == int 
jf @FRANK1_8581 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03EA: generate_cars_around_camera 0 
$SWAT_CAM_NEEDS_RESTORING = 0 // $ = int 

:FRANK1_8581
$FUCKUP_FLAG = 2 // $ = int 

:FRANK1_8588
gosub @FRANK1_21268 
if 
  $CHICO_AUDIO_FLAG == 20 // $ == int 
jf @FRANK1_8633 
if 
03D0:   wav_loaded 
jf @FRANK1_8633 
$CHICO_AUDIO_FLAG = 21 // $ = int 

:FRANK1_8633
if 
  $CHICO_AUDIO_FLAG == 19 // $ == int 
jf @FRANK1_8681 
if 
03D2:   wav_ended 
jf @FRANK1_8681 
03CF: load_wav 'S1_I' 
$CHICO_AUDIO_FLAG = 20 // $ = int 

:FRANK1_8681
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_8719 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_8719
if 
0119:   car $SWATVAN_FM1 wrecked 
jf @FRANK1_8774 
01C3: mark_car_as_no_longer_needed $SWATVAN_FM1 
01C2: mark_actor_as_no_longer_needed $COP1_FM1 
01C2: mark_actor_as_no_longer_needed $COP2_FM1 
01C2: mark_actor_as_no_longer_needed $COP3_FM1 
01C2: mark_actor_as_no_longer_needed $COP4_FM1 
$CREATE_MORE_SWAT1 = 1 // $ = int 
gosub @FRANK1_7638 

:FRANK1_8774
if and
01F4:   car $SWATVAN_FM1 flipped 
01C1:   car $SWATVAN_FM1 stopped 
jf @FRANK1_8834 
01C3: mark_car_as_no_longer_needed $SWATVAN_FM1 
01C2: mark_actor_as_no_longer_needed $COP1_FM1 
01C2: mark_actor_as_no_longer_needed $COP2_FM1 
01C2: mark_actor_as_no_longer_needed $COP3_FM1 
01C2: mark_actor_as_no_longer_needed $COP4_FM1 
$CREATE_MORE_SWAT1 = 1 // $ = int 
gosub @FRANK1_7638 

:FRANK1_8834
if 
02BF:   car $SWATVAN_FM1 sunk 
jf @FRANK1_8889 
01C3: mark_car_as_no_longer_needed $SWATVAN_FM1 
01C2: mark_actor_as_no_longer_needed $COP1_FM1 
01C2: mark_actor_as_no_longer_needed $COP2_FM1 
01C2: mark_actor_as_no_longer_needed $COP3_FM1 
01C2: mark_actor_as_no_longer_needed $COP4_FM1 
$CREATE_MORE_SWAT1 = 1 // $ = int 
gosub @FRANK1_7638 

:FRANK1_8889
if 
  $TIMERA_RESET == 1 // $ == int 
jf @FRANK1_8930 
if 
81C1:   not car $SWATVAN_FM1 stopped 
jf @FRANK1_8930 
$TIMERA_RESET = 0 // $ = int 

:FRANK1_8930
if 
01C1:   car $SWATVAN_FM1 stopped 
jf @FRANK1_9043 
if 
  $TIMERA_RESET == 0 // $ == int 
jf @FRANK1_8978 
TIMERA = 0 // @ = int 
$TIMERA_RESET = 1 // $ = int 

:FRANK1_8978
if and
  TIMERA > 5000 // @ > int 
  $TIMERA_RESET == 1 // $ == int 
jf @FRANK1_9043 
01C3: mark_car_as_no_longer_needed $SWATVAN_FM1 
01C2: mark_actor_as_no_longer_needed $COP1_FM1 
01C2: mark_actor_as_no_longer_needed $COP2_FM1 
01C2: mark_actor_as_no_longer_needed $COP3_FM1 
01C2: mark_actor_as_no_longer_needed $COP4_FM1 
$CREATE_MORE_SWAT1 = 1 // $ = int 
gosub @FRANK1_7638 

:FRANK1_9043
if 
01AF:   car $SWATVAN_FM1 0 $SWAT1_STUCK_X $SWAT1_STUCK_Y $SWAT1_STUCK_Z radius 2.0 2.0 2.0 
jf @FRANK1_9206 
if 
  $TIMERC_RESET_FLAG_F1A == 0 // $ == int 
jf @FRANK1_9109 
01BD: $TIMERC_STARTED_F1A = current_time_in_ms 
$TIMERC_RESET_FLAG_F1A = 1 // $ = int 

:FRANK1_9109
if 
  $TIMERC_RESET_FLAG_F1A == 1 // $ == int 
jf @FRANK1_9206 
01BD: $TIMERC_CURRENT_F1A = current_time_in_ms 
0084: $TIMERC_F1A = $TIMERC_CURRENT_F1A // $ = $ int 
0060: $TIMERC_F1A -= $TIMERC_STARTED_F1A // $ -= $ int 
if 
  $TIMERC_F1A > 8000 // $ > int 
jf @FRANK1_9206 
01C3: mark_car_as_no_longer_needed $SWATVAN_FM1 
01C2: mark_actor_as_no_longer_needed $COP1_FM1 
01C2: mark_actor_as_no_longer_needed $COP2_FM1 
01C2: mark_actor_as_no_longer_needed $COP3_FM1 
01C2: mark_actor_as_no_longer_needed $COP4_FM1 
$CREATE_MORE_SWAT1 = 1 // $ = int 
gosub @FRANK1_7638 

:FRANK1_9206
if 
81AF:   not car $SWATVAN_FM1 0 $SWAT1_STUCK_X $SWAT1_STUCK_Y $SWAT1_STUCK_Z radius 2.0 2.0 2.0 
jf @FRANK1_9263 
00AA: store_car $SWATVAN_FM1 position_to $SWAT1_STUCK_X $SWAT1_STUCK_Y $SWAT1_STUCK_Z 
$TIMERC_RESET_FLAG_F1A = 0 // $ = int 

:FRANK1_9263
if 
0119:   car $SWATVAN2_FM1 wrecked 
jf @FRANK1_9318 
01C3: mark_car_as_no_longer_needed $SWATVAN2_FM1 
01C2: mark_actor_as_no_longer_needed $COP5_FM1 
01C2: mark_actor_as_no_longer_needed $COP6_FM1 
01C2: mark_actor_as_no_longer_needed $COP7_FM1 
01C2: mark_actor_as_no_longer_needed $COP8_FM1 
$CREATE_MORE_SWAT2 = 1 // $ = int 
gosub @FRANK1_7882 

:FRANK1_9318
if and
01F4:   car $SWATVAN2_FM1 flipped 
01C1:   car $SWATVAN2_FM1 stopped 
jf @FRANK1_9378 
01C3: mark_car_as_no_longer_needed $SWATVAN2_FM1 
01C2: mark_actor_as_no_longer_needed $COP5_FM1 
01C2: mark_actor_as_no_longer_needed $COP6_FM1 
01C2: mark_actor_as_no_longer_needed $COP7_FM1 
01C2: mark_actor_as_no_longer_needed $COP8_FM1 
$CREATE_MORE_SWAT2 = 1 // $ = int 
gosub @FRANK1_7882 

:FRANK1_9378
if 
02BF:   car $SWATVAN2_FM1 sunk 
jf @FRANK1_9433 
01C3: mark_car_as_no_longer_needed $SWATVAN2_FM1 
01C2: mark_actor_as_no_longer_needed $COP5_FM1 
01C2: mark_actor_as_no_longer_needed $COP6_FM1 
01C2: mark_actor_as_no_longer_needed $COP7_FM1 
01C2: mark_actor_as_no_longer_needed $COP8_FM1 
$CREATE_MORE_SWAT2 = 1 // $ = int 
gosub @FRANK1_7882 

:FRANK1_9433
if 
  $TIMERB_RESET == 1 // $ == int 
jf @FRANK1_9474 
if 
81C1:   not car $SWATVAN2_FM1 stopped 
jf @FRANK1_9474 
$TIMERB_RESET = 0 // $ = int 

:FRANK1_9474
if 
01C1:   car $SWATVAN2_FM1 stopped 
jf @FRANK1_9587 
if 
  $TIMERB_RESET == 0 // $ == int 
jf @FRANK1_9522 
TIMERB = 0 // @ = int 
$TIMERB_RESET = 1 // $ = int 

:FRANK1_9522
if and
  TIMERB > 5000 // @ > int 
  $TIMERB_RESET == 1 // $ == int 
jf @FRANK1_9587 
01C3: mark_car_as_no_longer_needed $SWATVAN2_FM1 
01C2: mark_actor_as_no_longer_needed $COP5_FM1 
01C2: mark_actor_as_no_longer_needed $COP6_FM1 
01C2: mark_actor_as_no_longer_needed $COP7_FM1 
01C2: mark_actor_as_no_longer_needed $COP8_FM1 
$CREATE_MORE_SWAT2 = 1 // $ = int 
gosub @FRANK1_7882 

:FRANK1_9587
if 
01AF:   car $SWATVAN2_FM1 0 $SWAT2_STUCK_X $SWAT2_STUCK_Y $SWAT2_STUCK_Z radius 2.0 2.0 2.0 
jf @FRANK1_9750 
if 
  $TIMERC_RESET_FLAG_F1B == 0 // $ == int 
jf @FRANK1_9653 
01BD: $TIMERC_STARTED_F1B = current_time_in_ms 
$TIMERC_RESET_FLAG_F1B = 1 // $ = int 

:FRANK1_9653
if 
  $TIMERC_RESET_FLAG_F1B == 1 // $ == int 
jf @FRANK1_9750 
01BD: $TIMERC_CURRENT_F1B = current_time_in_ms 
0084: $TIMERC_F1B = $TIMERC_CURRENT_F1B // $ = $ int 
0060: $TIMERC_F1B -= $TIMERC_STARTED_F1B // $ -= $ int 
if 
  $TIMERC_F1B > 8000 // $ > int 
jf @FRANK1_9750 
01C3: mark_car_as_no_longer_needed $SWATVAN2_FM1 
01C2: mark_actor_as_no_longer_needed $COP5_FM1 
01C2: mark_actor_as_no_longer_needed $COP6_FM1 
01C2: mark_actor_as_no_longer_needed $COP7_FM1 
01C2: mark_actor_as_no_longer_needed $COP8_FM1 
$CREATE_MORE_SWAT2 = 1 // $ = int 
gosub @FRANK1_7882 

:FRANK1_9750
if 
81AF:   not car $SWATVAN2_FM1 0 $SWAT2_STUCK_X $SWAT2_STUCK_Y $SWAT2_STUCK_Z radius 2.0 2.0 2.0 
jf @FRANK1_9807 
00AA: store_car $SWATVAN2_FM1 position_to $SWAT2_STUCK_X $SWAT2_STUCK_Y $SWAT2_STUCK_Z 
$TIMERC_RESET_FLAG_F1B = 0 // $ = int 

:FRANK1_9807
if and
01AD:   car $SWATVAN_FM1 0 1252.0 -1086.0 8.0 8.0 
  $SWAT1_EXIT_CAR == 0 // $ == int 
jf @FRANK1_10263 
if 
  $SWAT_CAM_NEEDS_RESTORING == 1 // $ == int 
jf @FRANK1_9899 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03EA: generate_cars_around_camera 0 
$SWAT_CAM_NEEDS_RESTORING = 0 // $ = int 

:FRANK1_9899
if 
  $CHICO_AUDIO_FLAG == 21 // $ == int 
jf @FRANK1_10047 
if 
8118:   not actor $DOORMAN1 dead 
jf @FRANK1_9965 
00A0: store_actor $DOORMAN1 position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D7: set_wav_location $CHICO_X $CHICO_Y $CHICO_Z 
jump @FRANK1_10023 

:FRANK1_9965
01C2: mark_actor_as_no_longer_needed $DOORMAN1 
if 
8118:   not actor $DOORMAN2 dead 
jf @FRANK1_10018 
00A0: store_actor $DOORMAN2 position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D7: set_wav_location $CHICO_X $CHICO_Y $CHICO_Z 
jump @FRANK1_10023 

:FRANK1_10018
01C2: mark_actor_as_no_longer_needed $DOORMAN2 

:FRANK1_10023
03D1: play_wav 
00BC: text_highpriority 'FM1_TT' time 5000 1  // ~w~IT'S A POLICE RAID!
$CHICO_AUDIO_FLAG = 22 // $ = int 

:FRANK1_10047
00AD: set_car $SWATVAN_FM1 max_speed_to 0.0 
if 
8118:   not actor $COP1_FM1 dead 
jf @FRANK1_10093 
01D3: actor $COP1_FM1 leave_car $SWATVAN_FM1 
0291: set_actor $COP1_FM1 heed_threats 1 
jump @FRANK1_10098 

:FRANK1_10093
01C2: mark_actor_as_no_longer_needed $COP1_FM1 

:FRANK1_10098
if 
8118:   not actor $COP2_FM1 dead 
jf @FRANK1_10136 
01D3: actor $COP2_FM1 leave_car $SWATVAN_FM1 
0291: set_actor $COP2_FM1 heed_threats 1 
jump @FRANK1_10141 

:FRANK1_10136
01C2: mark_actor_as_no_longer_needed $COP2_FM1 

:FRANK1_10141
if 
8118:   not actor $COP3_FM1 dead 
jf @FRANK1_10179 
01D3: actor $COP3_FM1 leave_car $SWATVAN_FM1 
0291: set_actor $COP3_FM1 heed_threats 1 
jump @FRANK1_10184 

:FRANK1_10179
01C2: mark_actor_as_no_longer_needed $COP3_FM1 

:FRANK1_10184
if 
8118:   not actor $COP4_FM1 dead 
jf @FRANK1_10222 
01D3: actor $COP4_FM1 leave_car $SWATVAN_FM1 
0291: set_actor $COP4_FM1 heed_threats 1 
jump @FRANK1_10227 

:FRANK1_10222
01C2: mark_actor_as_no_longer_needed $COP4_FM1 

:FRANK1_10227
if and
8118:   not actor $DOORMAN2 dead 
8118:   not actor $COP1_FM1 dead 
jf @FRANK1_10256 
01C9: actor $DOORMAN2 kill_actor $COP1_FM1 

:FRANK1_10256
$SWAT1_EXIT_CAR = 1 // $ = int 

:FRANK1_10263
if and
01AD:   car $SWATVAN2_FM1 0 1235.0 -1099.0 8.0 8.0 
  $SWAT2_EXIT_CAR == 0 // $ == int 
jf @FRANK1_10702 
if 
  $SWAT_CAM_NEEDS_RESTORING == 1 // $ == int 
jf @FRANK1_10355 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03EA: generate_cars_around_camera 0 
$SWAT_CAM_NEEDS_RESTORING = 0 // $ = int 

:FRANK1_10355
if 
  $CHICO_AUDIO_FLAG == 21 // $ == int 
jf @FRANK1_10486 
if 
8118:   not actor $DOORMAN1 dead 
jf @FRANK1_10421 
00A0: store_actor $DOORMAN1 position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D7: set_wav_location $CHICO_X $CHICO_Y $CHICO_Z 
jump @FRANK1_10462 

:FRANK1_10421
if 
8118:   not actor $DOORMAN2 dead 
jf @FRANK1_10462 
00A0: store_actor $DOORMAN2 position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D7: set_wav_location $CHICO_X $CHICO_Y $CHICO_Z 

:FRANK1_10462
03D1: play_wav 
00BC: text_highpriority 'FM1_TT' time 5000 1  // ~w~IT'S A POLICE RAID!
$CHICO_AUDIO_FLAG = 22 // $ = int 

:FRANK1_10486
00AD: set_car $SWATVAN2_FM1 max_speed_to 0.0 
if 
8118:   not actor $COP5_FM1 dead 
jf @FRANK1_10532 
01D3: actor $COP5_FM1 leave_car $SWATVAN2_FM1 
0291: set_actor $COP5_FM1 heed_threats 1 
jump @FRANK1_10537 

:FRANK1_10532
01C2: mark_actor_as_no_longer_needed $COP5_FM1 

:FRANK1_10537
if 
8118:   not actor $COP6_FM1 dead 
jf @FRANK1_10575 
01D3: actor $COP6_FM1 leave_car $SWATVAN2_FM1 
0291: set_actor $COP6_FM1 heed_threats 1 
jump @FRANK1_10580 

:FRANK1_10575
01C2: mark_actor_as_no_longer_needed $COP6_FM1 

:FRANK1_10580
if 
8118:   not actor $COP7_FM1 dead 
jf @FRANK1_10618 
01D3: actor $COP7_FM1 leave_car $SWATVAN2_FM1 
0291: set_actor $COP7_FM1 heed_threats 1 
jump @FRANK1_10623 

:FRANK1_10618
01C2: mark_actor_as_no_longer_needed $COP7_FM1 

:FRANK1_10623
if 
8118:   not actor $COP8_FM1 dead 
jf @FRANK1_10661 
01D3: actor $COP8_FM1 leave_car $SWATVAN2_FM1 
0291: set_actor $COP8_FM1 heed_threats 1 
jump @FRANK1_10666 

:FRANK1_10661
01C2: mark_actor_as_no_longer_needed $COP8_FM1 

:FRANK1_10666
if and
8118:   not actor $DOORMAN1 dead 
8118:   not actor $COP5_FM1 dead 
jf @FRANK1_10695 
01C9: actor $DOORMAN1 kill_actor $COP5_FM1 

:FRANK1_10695
$SWAT2_EXIT_CAR = 1 // $ = int 

:FRANK1_10702
jump @FRANK1_8393 

:FRANK1_10709
if 
  $SWAT_CAM_NEEDS_RESTORING == 1 // $ == int 
jf @FRANK1_10764 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03EA: generate_cars_around_camera 0 
$SWAT_CAM_NEEDS_RESTORING = 0 // $ = int 

:FRANK1_10764
if 
  10 > $CLUBBERS_FLEE_FLAG // int > $ 
jf @FRANK1_13946 
wait 0 
gosub @FRANK1_21268 
if 
  $CHICO_AUDIO_FLAG == 23 // $ == int 
jf @FRANK1_10831 
if 
03D0:   wav_loaded 
jf @FRANK1_10831 
$CHICO_AUDIO_FLAG = 24 // $ = int 

:FRANK1_10831
if 
  $CHICO_AUDIO_FLAG == 22 // $ == int 
jf @FRANK1_10879 
if 
03D2:   wav_ended 
jf @FRANK1_10879 
03CF: load_wav 'S1_J' 
$CHICO_AUDIO_FLAG = 23 // $ = int 

:FRANK1_10879
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_10917 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_10917
if 
  $CLUBBERS_FLEE_FLAG == 0 // $ == int 
jf @FRANK1_11002 
009A: $CLUBBER1_FM1 = create_actor 7 #P_MAN1 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER1_FM1 search_threat 8192 
01B2: give_actor $CLUBBER1_FM1 weapon 3 ammo 99 
0243: set_actor $CLUBBER1_FM1 ped_stats_to 16 
0319: set_actor $CLUBBER1_FM1 wander_state_to 1 
0239: actor $CLUBBER1_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 1 // $ = int 

:FRANK1_11002
if 
  $CLUBBERS_FLEE_FLAG == 1 // $ == int 
jf @FRANK1_11212 
if 
0118:   actor $CLUBBER1_FM1 dead 
jf @FRANK1_11115 
01C2: mark_actor_as_no_longer_needed $CLUBBER1_FM1 
009A: $CLUBBER2_FM1 = create_actor 7 #FEMALE01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER2_FM1 search_threat 8192 
0243: set_actor $CLUBBER2_FM1 ped_stats_to 16 
01B2: give_actor $CLUBBER2_FM1 weapon 2 ammo 50 
0319: set_actor $CLUBBER2_FM1 wander_state_to 1 
0239: actor $CLUBBER2_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 2 // $ = int 
jump @FRANK1_11212 

:FRANK1_11115
if 
80EC:   not actor $CLUBBER1_FM1 0 $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y radius 2.0 2.0 
jf @FRANK1_11212 
009A: $CLUBBER2_FM1 = create_actor 7 #FEMALE01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
01B2: give_actor $CLUBBER2_FM1 weapon 2 ammo 50 
011A: set_actor $CLUBBER2_FM1 search_threat 8192 
0243: set_actor $CLUBBER2_FM1 ped_stats_to 16 
0319: set_actor $CLUBBER2_FM1 wander_state_to 1 
0239: actor $CLUBBER2_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 2 // $ = int 

:FRANK1_11212
if 
  $CLUBBERS_FLEE_FLAG == 2 // $ == int 
jf @FRANK1_11436 
if 
0118:   actor $CLUBBER2_FM1 dead 
jf @FRANK1_11332 
01C2: mark_actor_as_no_longer_needed $CLUBBER2_FM1 
009A: $CLUBBER3_FM1 = create_actor 7 #CRIMINAL01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER3_FM1 search_threat 8192 
0243: set_actor $CLUBBER3_FM1 ped_stats_to 16 
0319: set_actor $CLUBBER3_FM1 wander_state_to 1 
01B2: give_actor $CLUBBER3_FM1 weapon 2 ammo 50 
0239: actor $CLUBBER3_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 3 // $ = int 
$CLUBBER3_CAR1 = 1 // $ = int 
jump @FRANK1_11436 

:FRANK1_11332
if 
80EC:   not actor $CLUBBER2_FM1 0 $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y radius 2.0 2.0 
jf @FRANK1_11436 
009A: $CLUBBER3_FM1 = create_actor 7 #CRIMINAL01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER3_FM1 search_threat 8192 
0243: set_actor $CLUBBER3_FM1 ped_stats_to 16 
0319: set_actor $CLUBBER3_FM1 wander_state_to 1 
01B2: give_actor $CLUBBER3_FM1 weapon 2 ammo 50 
0239: actor $CLUBBER3_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 3 // $ = int 
$CLUBBER3_CAR1 = 1 // $ = int 

:FRANK1_11436
if 
  $CLUBBERS_FLEE_FLAG == 3 // $ == int 
jf @FRANK1_11646 
if 
0118:   actor $CLUBBER3_FM1 dead 
jf @FRANK1_11549 
01C2: mark_actor_as_no_longer_needed $CLUBBER3_FM1 
009A: $CLUBBER4_FM1 = create_actor 7 #FEMALE02 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER4_FM1 search_threat 8192 
0243: set_actor $CLUBBER4_FM1 ped_stats_to 16 
01B2: give_actor $CLUBBER4_FM1 weapon 3 ammo 99 
0319: set_actor $CLUBBER4_FM1 wander_state_to 1 
0239: actor $CLUBBER4_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 4 // $ = int 
jump @FRANK1_11646 

:FRANK1_11549
if 
80EC:   not actor $CLUBBER3_FM1 0 $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y radius 2.0 2.0 
jf @FRANK1_11646 
009A: $CLUBBER4_FM1 = create_actor 7 #FEMALE02 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER4_FM1 search_threat 8192 
0243: set_actor $CLUBBER4_FM1 ped_stats_to 16 
01B2: give_actor $CLUBBER4_FM1 weapon 3 ammo 99 
0319: set_actor $CLUBBER4_FM1 wander_state_to 1 
0239: actor $CLUBBER4_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 4 // $ = int 

:FRANK1_11646
if 
  $CLUBBERS_FLEE_FLAG == 4 // $ == int 
jf @FRANK1_11870 
if 
0118:   actor $CLUBBER4_FM1 dead 
jf @FRANK1_11766 
01C2: mark_actor_as_no_longer_needed $CLUBBER4_FM1 
009A: $CLUBBER5_FM1 = create_actor 7 #GANG01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER5_FM1 search_threat 8192 
0243: set_actor $CLUBBER5_FM1 ped_stats_to 16 
0319: set_actor $CLUBBER5_FM1 wander_state_to 1 
01B2: give_actor $CLUBBER5_FM1 weapon 2 ammo 50 
0239: actor $CLUBBER5_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 5 // $ = int 
$CLUBBER5_CAR2 = 1 // $ = int 
jump @FRANK1_11870 

:FRANK1_11766
if 
80EC:   not actor $CLUBBER4_FM1 0 $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y radius 2.0 2.0 
jf @FRANK1_11870 
009A: $CLUBBER5_FM1 = create_actor 7 #GANG01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER5_FM1 search_threat 8192 
0243: set_actor $CLUBBER5_FM1 ped_stats_to 16 
0319: set_actor $CLUBBER5_FM1 wander_state_to 1 
01B2: give_actor $CLUBBER5_FM1 weapon 2 ammo 50 
0239: actor $CLUBBER5_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 5 // $ = int 
$CLUBBER5_CAR2 = 1 // $ = int 

:FRANK1_11870
if 
  $CLUBBERS_FLEE_FLAG == 5 // $ == int 
jf @FRANK1_12080 
if 
0118:   actor $CLUBBER5_FM1 dead 
jf @FRANK1_11983 
01C2: mark_actor_as_no_longer_needed $CLUBBER5_FM1 
009A: $CLUBBER6_FM1 = create_actor 7 #CRIMINAL01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER6_FM1 search_threat 8192 
0243: set_actor $CLUBBER6_FM1 ped_stats_to 16 
0319: set_actor $CLUBBER6_FM1 wander_state_to 1 
01B2: give_actor $CLUBBER6_FM1 weapon 2 ammo 50 
0239: actor $CLUBBER6_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 6 // $ = int 
jump @FRANK1_12080 

:FRANK1_11983
if 
80EC:   not actor $CLUBBER5_FM1 0 $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y radius 2.0 2.0 
jf @FRANK1_12080 
009A: $CLUBBER6_FM1 = create_actor 7 #CRIMINAL01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER6_FM1 search_threat 8192 
0243: set_actor $CLUBBER6_FM1 ped_stats_to 16 
0319: set_actor $CLUBBER6_FM1 wander_state_to 1 
01B2: give_actor $CLUBBER6_FM1 weapon 2 ammo 50 
0239: actor $CLUBBER6_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 6 // $ = int 

:FRANK1_12080
if 
  $CLUBBERS_FLEE_FLAG == 6 // $ == int 
jf @FRANK1_12290 
if 
0118:   actor $CLUBBER6_FM1 dead 
jf @FRANK1_12193 
01C2: mark_actor_as_no_longer_needed $CLUBBER6_FM1 
009A: $CLUBBER7_FM1 = create_actor 7 #FEMALE01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER7_FM1 search_threat 8192 
0243: set_actor $CLUBBER7_FM1 ped_stats_to 16 
01B2: give_actor $CLUBBER7_FM1 weapon 2 ammo 50 
0319: set_actor $CLUBBER7_FM1 wander_state_to 1 
0239: actor $CLUBBER7_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 7 // $ = int 
jump @FRANK1_12290 

:FRANK1_12193
if 
80EC:   not actor $CLUBBER6_FM1 0 $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y radius 2.0 2.0 
jf @FRANK1_12290 
009A: $CLUBBER7_FM1 = create_actor 7 #FEMALE01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER7_FM1 search_threat 8192 
0243: set_actor $CLUBBER7_FM1 ped_stats_to 16 
01B2: give_actor $CLUBBER7_FM1 weapon 2 ammo 50 
0319: set_actor $CLUBBER7_FM1 wander_state_to 1 
0239: actor $CLUBBER7_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 7 // $ = int 

:FRANK1_12290
if 
  $CLUBBERS_FLEE_FLAG == 7 // $ == int 
jf @FRANK1_12514 
if 
0118:   actor $CLUBBER7_FM1 dead 
jf @FRANK1_12410 
01C2: mark_actor_as_no_longer_needed $CLUBBER7_FM1 
009A: $CLUBBER8_FM1 = create_actor 7 #GANG01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER8_FM1 search_threat 8192 
0243: set_actor $CLUBBER8_FM1 ped_stats_to 16 
0319: set_actor $CLUBBER8_FM1 wander_state_to 1 
01B2: give_actor $CLUBBER8_FM1 weapon 2 ammo 50 
0239: actor $CLUBBER8_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 8 // $ = int 
$CLUBBER8_CAR3 = 1 // $ = int 
jump @FRANK1_12514 

:FRANK1_12410
if 
80EC:   not actor $CLUBBER7_FM1 0 $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y radius 2.0 2.0 
jf @FRANK1_12514 
009A: $CLUBBER8_FM1 = create_actor 7 #GANG01 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
011A: set_actor $CLUBBER8_FM1 search_threat 8192 
0243: set_actor $CLUBBER8_FM1 ped_stats_to 16 
0319: set_actor $CLUBBER8_FM1 wander_state_to 1 
01B2: give_actor $CLUBBER8_FM1 weapon 2 ammo 50 
0239: actor $CLUBBER8_FM1 run_to $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y 
$CLUBBERS_FLEE_FLAG = 8 // $ = int 
$CLUBBER8_CAR3 = 1 // $ = int 

:FRANK1_12514
if 
  $CLUBBERS_FLEE_FLAG == 8 // $ == int 
jf @FRANK1_12936 
if 
0118:   actor $CLUBBER8_FM1 dead 
jf @FRANK1_12733 
01C2: mark_actor_as_no_longer_needed $CLUBBER8_FM1 
if 
  $SWAT_CAM_NEEDS_RESTORING == 1 // $ == int 
jf @FRANK1_12608 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03EA: generate_cars_around_camera 0 
$SWAT_CAM_NEEDS_RESTORING = 0 // $ = int 

:FRANK1_12608
$MARIA_EXISTS = 1 // $ = int 
009A: $MARIA = create_actor 21 #SPECIAL02 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
0245: set_actor $MARIA walk_style_to 15 
035F: set_actor $MARIA armour_to 100 
01ED: reset_actor $MARIA threat_search 
0164: disable_marker $FM1_BLIP 
0187: $FM1_BLIP = create_marker_above_actor $MARIA 
00BC: text_highpriority 'FM1_5' time 4000 2  // ~g~Get Maria safely back to Salvatore's!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0319: set_actor $MARIA wander_state_to 1 
0054: store_player $PLAYER_CHAR position_to $CHICO_X $CHICO_Y $CHICO_Z 
0239: actor $MARIA run_to $CHICO_X $CHICO_Y 
$CLUBBERS_FLEE_FLAG = 9 // $ = int 
jump @FRANK1_12936 

:FRANK1_12733
if 
80EC:   not actor $CLUBBER8_FM1 0 $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y radius 2.0 2.0 
jf @FRANK1_12936 
if 
  $SWAT_CAM_NEEDS_RESTORING == 1 // $ == int 
jf @FRANK1_12818 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02A3: toggle_widescreen 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03EA: generate_cars_around_camera 0 
$SWAT_CAM_NEEDS_RESTORING = 0 // $ = int 

:FRANK1_12818
$MARIA_EXISTS = 1 // $ = int 
009A: $MARIA = create_actor 21 #SPECIAL02 at $INSIDE_WAREHOUSE_X $INSIDE_WAREHOUSE_Y $INSIDE_WAREHOUSE_Z 
0245: set_actor $MARIA walk_style_to 15 
035F: set_actor $MARIA armour_to 100 
01ED: reset_actor $MARIA threat_search 
0164: disable_marker $FM1_BLIP 
0187: $FM1_BLIP = create_marker_above_actor $MARIA 
00BC: text_highpriority 'FM1_5' time 4000 2  // ~g~Get Maria safely back to Salvatore's!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0319: set_actor $MARIA wander_state_to 1 
0054: store_player $PLAYER_CHAR position_to $CHICO_X $CHICO_Y $CHICO_Z 
0239: actor $MARIA run_to $CHICO_X $CHICO_Y 
$CLUBBERS_FLEE_FLAG = 9 // $ = int 

:FRANK1_12936
if 
  $CLUBBERS_FLEE_FLAG == 9 // $ == int 
jf @FRANK1_13039 
if 
0118:   actor $MARIA dead 
jf @FRANK1_12984 
jump @FRANK1_16805 
jump @FRANK1_13039 

:FRANK1_12984
01D2: actor $MARIA follow_player $PLAYER_CHAR 
if 
00E9:   player $PLAYER_CHAR 0 $MARIA radius 4.0 4.0 
jf @FRANK1_13039 
01DF: tie_actor $MARIA to_player $PLAYER_CHAR 
0164: disable_marker $FM1_BLIP 
$CLUBBERS_FLEE_FLAG = 10 // $ = int 

:FRANK1_13039
if or
   not $CLUBBER3_CAR1 == 3 // $ == int 
   not $CLUBBER5_CAR2 == 3 // $ == int 
   not $CLUBBER8_CAR3 == 3 // $ == int 
jf @FRANK1_13078 
gosub @FRANK1_17253 

:FRANK1_13078
gosub @FRANK1_19386 
gosub @FRANK1_18431 
if 
  $FUCKUP_FLAG == 2 // $ == int 
jf @FRANK1_13131 
$SWAT1_EXIT_CAR = 0 // $ = int 
$SWAT2_EXIT_CAR = 0 // $ = int 
$FUCKUP_FLAG = 3 // $ = int 

:FRANK1_13131
if 
  $SWAT1_EXIT_CAR == 0 // $ == int 
jf @FRANK1_13535 
if 
01AE:   car $SWATVAN_FM1 stopped 0 1252.0 -1086.0 18.0 18.0 
jf @FRANK1_13535 
if 
  $CHICO_AUDIO_FLAG == 21 // $ == int 
jf @FRANK1_13327 
if 
8118:   not actor $DOORMAN1 dead 
jf @FRANK1_13245 
00A0: store_actor $DOORMAN1 position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D7: set_wav_location $CHICO_X $CHICO_Y $CHICO_Z 
jump @FRANK1_13303 

:FRANK1_13245
01C2: mark_actor_as_no_longer_needed $DOORMAN1 
if 
8118:   not actor $DOORMAN2 dead 
jf @FRANK1_13298 
00A0: store_actor $DOORMAN2 position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D7: set_wav_location $CHICO_X $CHICO_Y $CHICO_Z 
jump @FRANK1_13303 

:FRANK1_13298
01C2: mark_actor_as_no_longer_needed $DOORMAN2 

:FRANK1_13303
03D1: play_wav 
00BC: text_highpriority 'FM1_TT' time 5000 1  // ~w~IT'S A POLICE RAID!
$CHICO_AUDIO_FLAG = 22 // $ = int 

:FRANK1_13327
if 
8118:   not actor $COP1_FM1 dead 
jf @FRANK1_13365 
01D3: actor $COP1_FM1 leave_car $SWATVAN_FM1 
0291: set_actor $COP1_FM1 heed_threats 1 
jump @FRANK1_13370 

:FRANK1_13365
01C2: mark_actor_as_no_longer_needed $COP1_FM1 

:FRANK1_13370
if 
8118:   not actor $COP2_FM1 dead 
jf @FRANK1_13408 
01D3: actor $COP2_FM1 leave_car $SWATVAN_FM1 
0291: set_actor $COP2_FM1 heed_threats 1 
jump @FRANK1_13413 

:FRANK1_13408
01C2: mark_actor_as_no_longer_needed $COP2_FM1 

:FRANK1_13413
if 
8118:   not actor $COP3_FM1 dead 
jf @FRANK1_13451 
01D3: actor $COP3_FM1 leave_car $SWATVAN_FM1 
0291: set_actor $COP3_FM1 heed_threats 1 
jump @FRANK1_13456 

:FRANK1_13451
01C2: mark_actor_as_no_longer_needed $COP3_FM1 

:FRANK1_13456
if 
8118:   not actor $COP4_FM1 dead 
jf @FRANK1_13494 
01D3: actor $COP4_FM1 leave_car $SWATVAN_FM1 
0291: set_actor $COP4_FM1 heed_threats 1 
jump @FRANK1_13499 

:FRANK1_13494
01C2: mark_actor_as_no_longer_needed $COP4_FM1 

:FRANK1_13499
if and
8118:   not actor $DOORMAN2 dead 
8118:   not actor $COP1_FM1 dead 
jf @FRANK1_13528 
01C9: actor $DOORMAN2 kill_actor $COP1_FM1 

:FRANK1_13528
$SWAT1_EXIT_CAR = 1 // $ = int 

:FRANK1_13535
if 
  $SWAT2_EXIT_CAR == 0 // $ == int 
jf @FRANK1_13939 
if 
01AE:   car $SWATVAN2_FM1 stopped 0 1235.0 -1099.0 18.0 18.0 
jf @FRANK1_13939 
if 
  $CHICO_AUDIO_FLAG == 21 // $ == int 
jf @FRANK1_13731 
if 
8118:   not actor $DOORMAN1 dead 
jf @FRANK1_13649 
00A0: store_actor $DOORMAN1 position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D7: set_wav_location $CHICO_X $CHICO_Y $CHICO_Z 
jump @FRANK1_13707 

:FRANK1_13649
01C2: mark_actor_as_no_longer_needed $DOORMAN1 
if 
8118:   not actor $DOORMAN2 dead 
jf @FRANK1_13702 
00A0: store_actor $DOORMAN2 position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D7: set_wav_location $CHICO_X $CHICO_Y $CHICO_Z 
jump @FRANK1_13707 

:FRANK1_13702
01C2: mark_actor_as_no_longer_needed $DOORMAN2 

:FRANK1_13707
03D1: play_wav 
00BC: text_highpriority 'FM1_TT' time 5000 1  // ~w~IT'S A POLICE RAID!
$CHICO_AUDIO_FLAG = 22 // $ = int 

:FRANK1_13731
if 
8118:   not actor $COP5_FM1 dead 
jf @FRANK1_13769 
01D3: actor $COP5_FM1 leave_car $SWATVAN2_FM1 
0291: set_actor $COP5_FM1 heed_threats 1 
jump @FRANK1_13774 

:FRANK1_13769
01C2: mark_actor_as_no_longer_needed $COP5_FM1 

:FRANK1_13774
if 
8118:   not actor $COP6_FM1 dead 
jf @FRANK1_13812 
01D3: actor $COP6_FM1 leave_car $SWATVAN2_FM1 
0291: set_actor $COP6_FM1 heed_threats 1 
jump @FRANK1_13817 

:FRANK1_13812
01C2: mark_actor_as_no_longer_needed $COP6_FM1 

:FRANK1_13817
if 
8118:   not actor $COP7_FM1 dead 
jf @FRANK1_13855 
01D3: actor $COP7_FM1 leave_car $SWATVAN2_FM1 
0291: set_actor $COP7_FM1 heed_threats 1 
jump @FRANK1_13860 

:FRANK1_13855
01C2: mark_actor_as_no_longer_needed $COP7_FM1 

:FRANK1_13860
if 
8118:   not actor $COP8_FM1 dead 
jf @FRANK1_13898 
01D3: actor $COP8_FM1 leave_car $SWATVAN2_FM1 
0291: set_actor $COP8_FM1 heed_threats 1 
jump @FRANK1_13903 

:FRANK1_13898
01C2: mark_actor_as_no_longer_needed $COP8_FM1 

:FRANK1_13903
if and
8118:   not actor $DOORMAN1 dead 
8118:   not actor $COP5_FM1 dead 
jf @FRANK1_13932 
01C9: actor $DOORMAN1 kill_actor $COP5_FM1 

:FRANK1_13932
$SWAT2_EXIT_CAR = 1 // $ = int 

:FRANK1_13939
jump @FRANK1_10764 

:FRANK1_13946
01C3: mark_car_as_no_longer_needed $SWATVAN_FM1 
01C3: mark_car_as_no_longer_needed $SWATVAN2_FM1 

:FRANK1_13956
if 
80DF:   not actor $MARIA in_any_car 
jf @FRANK1_14459 
wait 0 
gosub @FRANK1_21268 
if 
  $CHICO_AUDIO_FLAG == 23 // $ == int 
jf @FRANK1_14021 
if 
03D0:   wav_loaded 
jf @FRANK1_14021 
$CHICO_AUDIO_FLAG = 24 // $ = int 

:FRANK1_14021
if 
  $CHICO_AUDIO_FLAG == 22 // $ == int 
jf @FRANK1_14069 
if 
03D2:   wav_ended 
jf @FRANK1_14069 
03CF: load_wav 'S1_J' 
$CHICO_AUDIO_FLAG = 23 // $ = int 

:FRANK1_14069
if 
0118:   actor $MARIA dead 
jf @FRANK1_14107 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_14107
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_14145 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_14145
if and
8320:   not actor $MARIA in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_MARIA == 0 // $ == int 
jf @FRANK1_14206 
00BC: text_highpriority 'FM1_10' time 5000 1  // ~g~You have left Maria behind, go back and pick her up.
0164: disable_marker $FM1_BLIP 
0187: $FM1_BLIP = create_marker_above_actor $MARIA 
$FLAG_BLIP_ON_MARIA = 1 // $ = int 

:FRANK1_14206
if and
00E9:   player $PLAYER_CHAR 0 $MARIA radius 8.0 8.0 
  $FLAG_BLIP_ON_MARIA == 1 // $ == int 
jf @FRANK1_14274 
01DF: tie_actor $MARIA to_player $PLAYER_CHAR 
0164: disable_marker $FM1_BLIP 
018A: $FM1_BLIP = create_checkpoint_at 1424.0 -183.5 50.0 
$FLAG_BLIP_ON_MARIA = 0 // $ = int 

:FRANK1_14274
if 
  $FLAG_BLIP_ON_MARIA == 0 // $ == int 
jf @FRANK1_14399 
if and
80DC:   not player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 0 // $ == int 
jf @FRANK1_14353 
0164: disable_marker $FM1_BLIP 
0186: $FM1_BLIP = create_marker_above_car $FRANKIES_LIMO 
00BC: text_highpriority 'FM1_1' time 5000 1  // ~g~Get back into the Stretch!
$FLAG_BLIP_ON_LIMO = 1 // $ = int 

:FRANK1_14353
if and
00DC:   player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 1 // $ == int 
jf @FRANK1_14399 
0164: disable_marker $FM1_BLIP 
0187: $FM1_BLIP = create_marker_above_actor $MARIA 
$FLAG_BLIP_ON_LIMO = 0 // $ = int 

:FRANK1_14399
if or
   not $CLUBBER3_CAR1 == 3 // $ == int 
   not $CLUBBER5_CAR2 == 3 // $ == int 
   not $CLUBBER8_CAR3 == 3 // $ == int 
jf @FRANK1_14438 
gosub @FRANK1_17253 

:FRANK1_14438
gosub @FRANK1_19386 
gosub @FRANK1_18431 
jump @FRANK1_13956 

:FRANK1_14459
0164: disable_marker $FM1_BLIP 
$FLAG_BLIP_ON_MARIA = 0 // $ = int 
$FLAG_BLIP_ON_LIMO = 0 // $ = int 
018A: $FM1_BLIP = create_checkpoint_at 1424.0 -183.5 50.0 
wait 0 
if 
   not $CHICO_AUDIO_FLAG == 24 // $ == int 
jf @FRANK1_14955 

:FRANK1_14514
if 
83D0:   not wav_loaded 
jf @FRANK1_14948 
wait 0 
gosub @FRANK1_21268 
if or
   not $CLUBBER3_CAR1 == 3 // $ == int 
   not $CLUBBER5_CAR2 == 3 // $ == int 
   not $CLUBBER8_CAR3 == 3 // $ == int 
jf @FRANK1_14577 
gosub @FRANK1_17253 

:FRANK1_14577
gosub @FRANK1_19386 
gosub @FRANK1_18431 
if 
0118:   actor $MARIA dead 
jf @FRANK1_14629 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_14629
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_14667 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_14667
if and
8320:   not actor $MARIA in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_MARIA == 0 // $ == int 
jf @FRANK1_14728 
00BC: text_highpriority 'FM1_10' time 5000 1  // ~g~You have left Maria behind, go back and pick her up.
0164: disable_marker $FM1_BLIP 
0187: $FM1_BLIP = create_marker_above_actor $MARIA 
$FLAG_BLIP_ON_MARIA = 1 // $ = int 

:FRANK1_14728
if and
00E9:   player $PLAYER_CHAR 0 $MARIA radius 8.0 8.0 
  $FLAG_BLIP_ON_MARIA == 1 // $ == int 
jf @FRANK1_14796 
01DF: tie_actor $MARIA to_player $PLAYER_CHAR 
0164: disable_marker $FM1_BLIP 
018A: $FM1_BLIP = create_checkpoint_at 1424.0 -183.5 50.0 
$FLAG_BLIP_ON_MARIA = 0 // $ = int 

:FRANK1_14796
if 
  $FLAG_BLIP_ON_MARIA == 0 // $ == int 
jf @FRANK1_14927 
if and
80DC:   not player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 0 // $ == int 
jf @FRANK1_14875 
0164: disable_marker $FM1_BLIP 
0186: $FM1_BLIP = create_marker_above_car $FRANKIES_LIMO 
00BC: text_highpriority 'FM1_1' time 5000 1  // ~g~Get back into the Stretch!
$FLAG_BLIP_ON_LIMO = 1 // $ = int 

:FRANK1_14875
if and
00DC:   player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 1 // $ == int 
jf @FRANK1_14927 
0164: disable_marker $FM1_BLIP 
018A: $FM1_BLIP = create_checkpoint_at 1424.0 -183.5 50.0 
$FLAG_BLIP_ON_LIMO = 0 // $ = int 

:FRANK1_14927
gosub @FRANK1_19386 
gosub @FRANK1_18431 
jump @FRANK1_14514 

:FRANK1_14948
$CHICO_AUDIO_FLAG = 24 // $ = int 

:FRANK1_14955
03D1: play_wav 
00BC: text_highpriority 'FM1_X' time 5000 1  // ~w~OK Fido, let's get out of here. Wooooh!
02FA: garage $FRANKIE_GARAGE change_to_type 21 
if 
8119:   not car $FRANKIES_LIMO wrecked 
jf @FRANK1_15003 
021B: set_garage $FRANKIE_GARAGE to_accept_car $FRANKIES_LIMO 

:FRANK1_15003
if 
821C:   not car_inside_garage $FRANKIE_GARAGE 
jf @FRANK1_15468 
wait 0 
gosub @FRANK1_21268 
if 
0118:   actor $MARIA dead 
jf @FRANK1_15068 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_15068
if 
0119:   car $FRANKIES_LIMO wrecked 
jf @FRANK1_15106 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK1_16805 

:FRANK1_15106
if 
01AD:   car $FRANKIES_LIMO 0 1424.75 -183.0 20.0 20.0 
jf @FRANK1_15141 
0110: clear_player $PLAYER_CHAR wanted_level 

:FRANK1_15141
if and
8320:   not actor $MARIA in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_MARIA == 0 // $ == int 
jf @FRANK1_15202 
00BC: text_highpriority 'FM1_10' time 5000 1  // ~g~You have left Maria behind, go back and pick her up.
0164: disable_marker $FM1_BLIP 
0187: $FM1_BLIP = create_marker_above_actor $MARIA 
$FLAG_BLIP_ON_MARIA = 1 // $ = int 

:FRANK1_15202
if and
00E9:   player $PLAYER_CHAR 0 $MARIA radius 8.0 8.0 
  $FLAG_BLIP_ON_MARIA == 1 // $ == int 
jf @FRANK1_15277 
01DF: tie_actor $MARIA to_player $PLAYER_CHAR 
0164: disable_marker $FM1_BLIP 
018A: $FM1_BLIP = create_checkpoint_at 1424.0 -183.5 50.0 
$FLAG_BLIP_ON_LIMO = 0 // $ = int 
$FLAG_BLIP_ON_MARIA = 0 // $ = int 

:FRANK1_15277
if 
  $FLAG_BLIP_ON_MARIA == 0 // $ == int 
jf @FRANK1_15408 
if and
80DC:   not player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 0 // $ == int 
jf @FRANK1_15356 
0164: disable_marker $FM1_BLIP 
0186: $FM1_BLIP = create_marker_above_car $FRANKIES_LIMO 
00BC: text_highpriority 'FM1_1' time 5000 1  // ~g~Get back into the Stretch!
$FLAG_BLIP_ON_LIMO = 1 // $ = int 

:FRANK1_15356
if and
00DC:   player $PLAYER_CHAR in_car $FRANKIES_LIMO 
  $FLAG_BLIP_ON_LIMO == 1 // $ == int 
jf @FRANK1_15408 
0164: disable_marker $FM1_BLIP 
018A: $FM1_BLIP = create_checkpoint_at 1424.0 -183.5 50.0 
$FLAG_BLIP_ON_LIMO = 0 // $ = int 

:FRANK1_15408
if or
   not $CLUBBER3_CAR1 == 3 // $ == int 
   not $CLUBBER5_CAR2 == 3 // $ == int 
   not $CLUBBER8_CAR3 == 3 // $ == int 
jf @FRANK1_15447 
gosub @FRANK1_17253 

:FRANK1_15447
gosub @FRANK1_19386 
gosub @FRANK1_18431 
jump @FRANK1_15003 

:FRANK1_15468
0110: clear_player $PLAYER_CHAR wanted_level 
fade 0 500 
wait 500 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
if 
0118:   actor $MARIA dead 
jf @FRANK1_15545 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_15545
01E0: clear_leader $MARIA 
0110: clear_player $PLAYER_CHAR wanted_level 
012A: put_player $PLAYER_CHAR at 1435.75 -176.375 52.25 and_remove_from_car 
0171: set_player $PLAYER_CHAR z_angle_to 184.9375 
$MARIA_EXISTS = 0 // $ = int 
009B: destroy_actor_instantly $MARIA 
009A: $MARIA = create_actor 21 #SPECIAL02 at 1435.875 -178.375 54.0 
$MARIA_EXISTS = 1 // $ = int 
0173: set_actor $MARIA z_angle_to 184.875 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
01ED: reset_actor $MARIA threat_search 
01ED: reset_actor $PLAYER_ACTOR threat_search 
015F: set_camera_position 1433.438 -173.5625 55.625 rotation 0.0 0.0 0.0 
0159: camera_on_ped $MARIA mode 15 switchstyle 2 
0211: actor $MARIA walk_to 1436.25 -180.625 
0211: actor $PLAYER_ACTOR walk_to 1436.25 -180.625 
00A6: destroy_car $FRANKIES_LIMO 
0395: clear_area 0 at 1423.938 -189.1875 49.1875 range 5.0 
fade 1 500 
03CF: load_wav 'S1_K' 
$FLAG_BLIP_ON_MARIA = 0 // $ = int 
$SKIP_CUTSCENE_FLAG = 0 // $ = int 

:FRANK1_15743
if 
   not $FLAG_BLIP_ON_MARIA == 8 // $ == int 
jf @FRANK1_16772 
wait 0 
if 
0118:   actor $MARIA dead 
jf @FRANK1_15803 
00BC: text_highpriority 'FM1_7' time 5000 1  // ~r~Maria's dead! Salvatore won't be too pleased...
jump @FRANK1_16805 

:FRANK1_15803
if 
  $SKIP_CUTSCENE_FLAG == 0 // $ == int 
jf @FRANK1_15845 
if 
80E1:   not pad 0 key_pressed 16 
jf @FRANK1_15845 
$SKIP_CUTSCENE_FLAG = 1 // $ = int 

:FRANK1_15845
if 
  $SKIP_CUTSCENE_FLAG == 1 // $ == int 
jf @FRANK1_15887 
if 
00E1:   pad 0 key_pressed 16 
jf @FRANK1_15887 
$SKIP_CUTSCENE_FLAG = 2 // $ = int 

:FRANK1_15887
if 
  $SKIP_CUTSCENE_FLAG == 2 // $ == int 
jf @FRANK1_16010 
if 
80E1:   not pad 0 key_pressed 16 
jf @FRANK1_16010 
fade 0 0 
wait 0 
040D: clear_mission_audio 
03EB: clear_small_messages_only 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
009B: destroy_actor_instantly $MARIA 
0055: put_player $PLAYER_CHAR at 1443.563 -188.25 55.0 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
fade 1 500 
$SKIP_CUTSCENE_FLAG = 3 // $ = int 
jump @FRANK1_16822 

:FRANK1_16010
if 
  $FLAG_BLIP_ON_MARIA == 7 // $ == int 
jf @FRANK1_16093 
if 
00E3:   player $PLAYER_CHAR 0 1443.563 -188.25 radius 1.0 1.0 
jf @FRANK1_16093 
if 
82CB:   not actor $MARIA bounding_sphere_visible 
jf @FRANK1_16093 
$MARIA_EXISTS = 0 // $ = int 
009B: destroy_actor_instantly $MARIA 
$FLAG_BLIP_ON_MARIA = 8 // $ = int 

:FRANK1_16093
if 
  $FLAG_BLIP_ON_MARIA == 6 // $ == int 
jf @FRANK1_16164 
if 
03D2:   wav_ended 
jf @FRANK1_16164 
03EB: clear_small_messages_only 
0372: set_actor $MARIA anim 0 wait_state_time 100 ms 
0211: actor $PLAYER_ACTOR walk_to 1443.563 -188.25 
0211: actor $MARIA walk_to 1453.5 -179.3125 
$FLAG_BLIP_ON_MARIA = 7 // $ = int 

:FRANK1_16164
if 
  $FLAG_BLIP_ON_MARIA == 5 // $ == int 
jf @FRANK1_16233 
if 
03D0:   wav_loaded 
jf @FRANK1_16233 
00A0: store_actor $MARIA position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D1: play_wav 
00BC: text_highpriority 'FM1_AA' time 8000 1  // ~w~Oh, I'd better go. I'll see you around I hope.
$FLAG_BLIP_ON_MARIA = 6 // $ = int 

:FRANK1_16233
if 
  $FLAG_BLIP_ON_MARIA == 4 // $ == int 
jf @FRANK1_16297 
if 
03D2:   wav_ended 
jf @FRANK1_16297 
020E: actor $PLAYER_ACTOR look_at_actor $MARIA 
020E: actor $MARIA look_at_actor $PLAYER_ACTOR 
03CF: load_wav 'S1_L' 
$FLAG_BLIP_ON_MARIA = 5 // $ = int 

:FRANK1_16297
if 
  $FLAG_BLIP_ON_MARIA == 3 // $ == int 
jf @FRANK1_16392 
if 
03D0:   wav_loaded 
jf @FRANK1_16392 
020E: actor $PLAYER_ACTOR look_at_actor $MARIA 
020E: actor $MARIA look_at_actor $PLAYER_ACTOR 
00A0: store_actor $MARIA position_to $CHICO_X $CHICO_Y $CHICO_Z 
03D1: play_wav 
00BC: text_highpriority 'FM1_Y' time 8000 1  // ~w~You know I enjoyed myself for the first time in a long while, and you treated me really good. With respect and everything.
0372: set_actor $MARIA anim 19 wait_state_time 20000 ms 
$FLAG_BLIP_ON_MARIA = 4 // $ = int 

:FRANK1_16392
if 
  $FLAG_BLIP_ON_MARIA == 2 // $ == int 
jf @FRANK1_16633 
if 
00F0:   actor $MARIA stopped 0 1440.5 -179.125 radius 1.0 1.0 
jf @FRANK1_16633 
0172: $SWAT1_STUCK_X = actor $MARIA z_angle 
$SWAT1_STUCK_X -= 3.0 // $ -= float 
if 
  0.0 > $SWAT1_STUCK_X // float > $ 
jf @FRANK1_16483 
$SWAT1_STUCK_X = 359.0 // $ = float 

:FRANK1_16483
if 
  180.0 > $SWAT1_STUCK_X // float > $ 
jf @FRANK1_16510 
$SWAT1_STUCK_X = 180.0 // $ = float 

:FRANK1_16510
0173: set_actor $MARIA z_angle_to $SWAT1_STUCK_X 
022D: set_actor $MARIA to_look_at_player $PLAYER_CHAR 
if 
00E7:   player $PLAYER_CHAR stopped 0 1440.625 -181.375 radius 1.0 1.0 
jf @FRANK1_16633 
022F: set_actor $MARIA stop_looking 
015F: set_camera_position 1442.063 -173.125 55.8125 rotation 0.0 0.0 0.0 
0160: point_camera 1441.75 -174.0 55.6875 switchstyle 2 
0171: set_player $PLAYER_CHAR z_angle_to 0.0 
020E: actor $PLAYER_ACTOR look_at_actor $MARIA 
0210: player $PLAYER_CHAR look_at_actor $MARIA 
020E: actor $MARIA look_at_actor $PLAYER_ACTOR 
$FLAG_BLIP_ON_MARIA = 3 // $ = int 

:FRANK1_16633
if 
  $FLAG_BLIP_ON_MARIA == 1 // $ == int 
jf @FRANK1_16699 
if 
00E4:   player $PLAYER_CHAR 0 1436.25 -180.625 radius 1.0 1.0 
jf @FRANK1_16699 
0211: actor $PLAYER_ACTOR walk_to 1440.625 -181.375 
$FLAG_BLIP_ON_MARIA = 2 // $ = int 

:FRANK1_16699
if 
  $FLAG_BLIP_ON_MARIA == 0 // $ == int 
jf @FRANK1_16765 
if 
00ED:   actor $MARIA 0 1436.25 -180.625 radius 1.0 1.0 
jf @FRANK1_16765 
0211: actor $MARIA walk_to 1440.5 -179.125 
$FLAG_BLIP_ON_MARIA = 1 // $ = int 

:FRANK1_16765
jump @FRANK1_15743 

:FRANK1_16772
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
jump @FRANK1_16822 

:FRANK1_16805
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:FRANK1_16822
$FLAG_FRANKIE_MISSION1_PASSED = 1 // $ = int 
if 
  $FLAG_LUIGI_MISSION4_TERMINATED == 1 // $ == int 
jf @FRANK1_16876 
start_new_script @NONAME_19 
0164: disable_marker $LUIGI_CONTACT_BLIP 
02A7: $LUIGI_CONTACT_BLIP = create_icon_marker_and_sphere 13 at 892.75 -425.75 13.875 

:FRANK1_16876
if 
  $FLAG_LUIGI_MISSION5_TERMINATED == 1 // $ == int 
jf @FRANK1_16923 
start_new_script @NONAME_20 
0164: disable_marker $LUIGI_CONTACT_BLIP 
02A7: $LUIGI_CONTACT_BLIP = create_icon_marker_and_sphere 13 at 886.1875 -417.0625 -100.0 

:FRANK1_16923
if 
  $FLAG_JOEY_MISSION5_TERMINATED == 1 // $ == int 
jf @FRANK1_16970 
start_new_script @NONAME_25 
0164: disable_marker $JOEY_CONTACT_BLIP 
02A7: $JOEY_CONTACT_BLIP = create_icon_marker_and_sphere 10 at 1191.688 -870.0 -100.0 

:FRANK1_16970
if 
  $FLAG_JOEY_MISSION6_TERMINATED == 1 // $ == int 
jf @FRANK1_17017 
start_new_script @NONAME_26 
0164: disable_marker $JOEY_CONTACT_BLIP 
02A7: $JOEY_CONTACT_BLIP = create_icon_marker_and_sphere 10 at 1191.688 -870.0 -100.0 

:FRANK1_17017
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'FM1'  // 'CHAPERONE'
030C: progress_made += 1 
02A7: $TONI_CONTACT_BLIP = create_icon_marker_and_sphere 19 at 1219.563 -321.0 26.375 
start_new_script @NONAME_30 
start_new_script @NONAME_33 
start_new_script @NONAME_77 
return 

:FRANK1_17108
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_FRANKIE_MISSION = 0 // $ = int 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
if 
  $ADD_SOUND_FLAG == 1 // $ == int 
jf @FRANK1_17158 
018E: stop_sound $WAREHOUSE_RAVE_LOOP 

:FRANK1_17158
03AE: remove_objects_from_cube 1264.0 -1111.0 5.0 1275.0 -1103.0 15.0 
0249: release_model #CRIMINAL01 
0249: release_model #STRETCH 
0249: release_model #GANG01 
0249: release_model #SENTINEL 
0249: release_model #CHEETAH 
0249: release_model #MANANA 
0249: release_model #ENFORCER 
0249: release_model #SWAT 
0249: release_model #P_MAN1 
0249: release_model #FEMALE01 
0249: release_model #FEMALE02 
0164: disable_marker $FM1_BLIP 
02FA: garage $FRANKIE_GARAGE change_to_type 14 
021B: set_garage $FRANKIE_GARAGE to_accept_car -1 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
mission_cleanup 
return 

:FRANK1_17253
if 
  $CLUBBERS_FLEE_FLAG > 2 // $ > int 
jf @FRANK1_17645 
if 
  $CLUBBER3_CAR1 == 1 // $ == int 
jf @FRANK1_17482 
if 
8118:   not actor $CLUBBER3_FM1 dead 
jf @FRANK1_17465 
if 
00ED:   actor $CLUBBER3_FM1 0 $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y radius 3.0 3.0 
jf @FRANK1_17458 
if 
00AC:   car $PARKED_CAR1 alive 
jf @FRANK1_17434 
if 
01AD:   car $PARKED_CAR1 0 1243.0 -1112.0 8.0 8.0 
jf @FRANK1_17403 
01D5: actor $CLUBBER3_FM1 go_to_and_drive_car $PARKED_CAR1 
$CLUBBER3_CAR1 = 2 // $ = int 
jump @FRANK1_17427 

:FRANK1_17403
0291: set_actor $CLUBBER3_FM1 heed_threats 1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR1 
01C2: mark_actor_as_no_longer_needed $CLUBBER3_FM1 
$CLUBBER3_CAR1 = 3 // $ = int 

:FRANK1_17427
jump @FRANK1_17458 

:FRANK1_17434
0291: set_actor $CLUBBER3_FM1 heed_threats 1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR1 
01C2: mark_actor_as_no_longer_needed $CLUBBER3_FM1 
$CLUBBER3_CAR1 = 3 // $ = int 

:FRANK1_17458
jump @FRANK1_17482 

:FRANK1_17465
01C2: mark_actor_as_no_longer_needed $CLUBBER3_FM1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR1 
$CLUBBER3_CAR1 = 3 // $ = int 

:FRANK1_17482
if 
  $CLUBBER3_CAR1 == 2 // $ == int 
jf @FRANK1_17645 
if 
8118:   not actor $CLUBBER3_FM1 dead 
jf @FRANK1_17628 
if 
8119:   not car $PARKED_CAR1 wrecked 
jf @FRANK1_17597 
if 
00DB:   actor $CLUBBER3_FM1 in_car $PARKED_CAR1 
jf @FRANK1_17590 
00AE: set_vehicle $PARKED_CAR1 traffic_behavior_to 2 
00AD: set_car $PARKED_CAR1 max_speed_to 100.0 
00A8: set_car $PARKED_CAR1 to_psycho_driver 
0428: set_car $PARKED_CAR1 avoid_level_transitions 1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR1 
$CLUBBER3_CAR1 = 3 // $ = int 

:FRANK1_17590
jump @FRANK1_17621 

:FRANK1_17597
0291: set_actor $CLUBBER3_FM1 heed_threats 1 
01C2: mark_actor_as_no_longer_needed $CLUBBER3_FM1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR1 
$CLUBBER3_CAR1 = 3 // $ = int 

:FRANK1_17621
jump @FRANK1_17645 

:FRANK1_17628
01C3: mark_car_as_no_longer_needed $PARKED_CAR1 
01C2: mark_actor_as_no_longer_needed $CLUBBER3_FM1 
$CLUBBER3_CAR1 = 3 // $ = int 

:FRANK1_17645
if 
  $CLUBBERS_FLEE_FLAG > 4 // $ > int 
jf @FRANK1_18037 
if 
  $CLUBBER5_CAR2 == 1 // $ == int 
jf @FRANK1_17874 
if 
8118:   not actor $CLUBBER5_FM1 dead 
jf @FRANK1_17857 
if 
00ED:   actor $CLUBBER5_FM1 0 $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y radius 3.0 3.0 
jf @FRANK1_17850 
if 
00AC:   car $PARKED_CAR2 alive 
jf @FRANK1_17826 
if 
01AD:   car $PARKED_CAR2 0 1243.0 -1112.0 8.0 8.0 
jf @FRANK1_17795 
01D5: actor $CLUBBER5_FM1 go_to_and_drive_car $PARKED_CAR2 
$CLUBBER5_CAR2 = 2 // $ = int 
jump @FRANK1_17819 

:FRANK1_17795
0291: set_actor $CLUBBER5_FM1 heed_threats 1 
01C2: mark_actor_as_no_longer_needed $CLUBBER5_FM1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR2 
$CLUBBER5_CAR2 = 3 // $ = int 

:FRANK1_17819
jump @FRANK1_17850 

:FRANK1_17826
0291: set_actor $CLUBBER5_FM1 heed_threats 1 
01C2: mark_actor_as_no_longer_needed $CLUBBER5_FM1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR2 
$CLUBBER5_CAR2 = 3 // $ = int 

:FRANK1_17850
jump @FRANK1_17874 

:FRANK1_17857
01C2: mark_actor_as_no_longer_needed $CLUBBER5_FM1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR2 
$CLUBBER5_CAR2 = 3 // $ = int 

:FRANK1_17874
if 
  $CLUBBER5_CAR2 == 2 // $ == int 
jf @FRANK1_18037 
if 
8118:   not actor $CLUBBER5_FM1 dead 
jf @FRANK1_18020 
if 
8119:   not car $PARKED_CAR2 wrecked 
jf @FRANK1_17989 
if 
00DB:   actor $CLUBBER5_FM1 in_car $PARKED_CAR2 
jf @FRANK1_17982 
00AE: set_vehicle $PARKED_CAR2 traffic_behavior_to 2 
00AD: set_car $PARKED_CAR2 max_speed_to 100.0 
00A8: set_car $PARKED_CAR2 to_psycho_driver 
0428: set_car $PARKED_CAR2 avoid_level_transitions 1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR2 
$CLUBBER5_CAR2 = 3 // $ = int 

:FRANK1_17982
jump @FRANK1_18013 

:FRANK1_17989
0291: set_actor $CLUBBER5_FM1 heed_threats 1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR2 
01C2: mark_actor_as_no_longer_needed $CLUBBER5_FM1 
$CLUBBER5_CAR2 = 3 // $ = int 

:FRANK1_18013
jump @FRANK1_18037 

:FRANK1_18020
01C3: mark_car_as_no_longer_needed $PARKED_CAR2 
01C2: mark_actor_as_no_longer_needed $CLUBBER5_FM1 
$CLUBBER5_CAR2 = 3 // $ = int 

:FRANK1_18037
if 
  $CLUBBERS_FLEE_FLAG > 7 // $ > int 
jf @FRANK1_18429 
if 
  $CLUBBER8_CAR3 == 1 // $ == int 
jf @FRANK1_18266 
if 
8118:   not actor $CLUBBER8_FM1 dead 
jf @FRANK1_18249 
if 
00ED:   actor $CLUBBER8_FM1 0 $OUTSIDE_WAREHOUSE_X $OUTSIDE_WAREHOUSE_Y radius 3.0 3.0 
jf @FRANK1_18242 
if 
00AC:   car $PARKED_CAR3 alive 
jf @FRANK1_18218 
if 
01AD:   car $PARKED_CAR3 0 1243.0 -1112.0 8.0 8.0 
jf @FRANK1_18187 
01D5: actor $CLUBBER8_FM1 go_to_and_drive_car $PARKED_CAR3 
$CLUBBER8_CAR3 = 2 // $ = int 
jump @FRANK1_18211 

:FRANK1_18187
0291: set_actor $CLUBBER8_FM1 heed_threats 1 
01C2: mark_actor_as_no_longer_needed $CLUBBER8_FM1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR3 
$CLUBBER8_CAR3 = 3 // $ = int 

:FRANK1_18211
jump @FRANK1_18242 

:FRANK1_18218
0291: set_actor $CLUBBER8_FM1 heed_threats 1 
01C2: mark_actor_as_no_longer_needed $CLUBBER8_FM1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR3 
$CLUBBER8_CAR3 = 3 // $ = int 

:FRANK1_18242
jump @FRANK1_18266 

:FRANK1_18249
01C3: mark_car_as_no_longer_needed $PARKED_CAR3 
01C2: mark_actor_as_no_longer_needed $CLUBBER8_FM1 
$CLUBBER8_CAR3 = 3 // $ = int 

:FRANK1_18266
if 
  $CLUBBER8_CAR3 == 2 // $ == int 
jf @FRANK1_18429 
if 
8118:   not actor $CLUBBER8_FM1 dead 
jf @FRANK1_18412 
if 
8119:   not car $PARKED_CAR3 wrecked 
jf @FRANK1_18381 
if 
00DB:   actor $CLUBBER8_FM1 in_car $PARKED_CAR3 
jf @FRANK1_18374 
00AE: set_vehicle $PARKED_CAR3 traffic_behavior_to 2 
00AD: set_car $PARKED_CAR3 max_speed_to 100.0 
00A8: set_car $PARKED_CAR3 to_psycho_driver 
0428: set_car $PARKED_CAR3 avoid_level_transitions 1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR3 
$CLUBBER8_CAR3 = 3 // $ = int 

:FRANK1_18374
jump @FRANK1_18405 

:FRANK1_18381
0291: set_actor $CLUBBER8_FM1 heed_threats 1 
01C2: mark_actor_as_no_longer_needed $CLUBBER8_FM1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR3 
$CLUBBER8_CAR3 = 3 // $ = int 

:FRANK1_18405
jump @FRANK1_18429 

:FRANK1_18412
01C2: mark_actor_as_no_longer_needed $CLUBBER8_FM1 
01C3: mark_car_as_no_longer_needed $PARKED_CAR3 
$CLUBBER8_CAR3 = 3 // $ = int 

:FRANK1_18429
return 

:FRANK1_18431
if and
0118:   actor $COP1_FM1 dead 
0118:   actor $COP2_FM1 dead 
0118:   actor $COP3_FM1 dead 
0118:   actor $COP4_FM1 dead 
0118:   actor $COP5_FM1 dead 
0118:   actor $COP6_FM1 dead 
jf @FRANK1_19047 
if and
0118:   actor $COP7_FM1 dead 
0118:   actor $COP8_FM1 dead 
jf @FRANK1_18703 
if 
8118:   not actor $CLUBBER1_FM1 dead 
jf @FRANK1_18529 
01D0: actor $CLUBBER1_FM1 avoid_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $CLUBBER1_FM1 
jump @FRANK1_18534 

:FRANK1_18529
01C2: mark_actor_as_no_longer_needed $CLUBBER1_FM1 

:FRANK1_18534
if 
8118:   not actor $CLUBBER2_FM1 dead 
jf @FRANK1_18569 
009C: set_actor $CLUBBER2_FM1 wander_direction -1 
01C2: mark_actor_as_no_longer_needed $CLUBBER2_FM1 
jump @FRANK1_18574 

:FRANK1_18569
01C2: mark_actor_as_no_longer_needed $CLUBBER2_FM1 

:FRANK1_18574
if 
8118:   not actor $CLUBBER4_FM1 dead 
jf @FRANK1_18610 
01D0: actor $CLUBBER4_FM1 avoid_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $CLUBBER4_FM1 
jump @FRANK1_18615 

:FRANK1_18610
01C2: mark_actor_as_no_longer_needed $CLUBBER4_FM1 

:FRANK1_18615
if 
8118:   not actor $CLUBBER6_FM1 dead 
jf @FRANK1_18650 
009C: set_actor $CLUBBER6_FM1 wander_direction -1 
01C2: mark_actor_as_no_longer_needed $CLUBBER6_FM1 
jump @FRANK1_18655 

:FRANK1_18650
01C2: mark_actor_as_no_longer_needed $CLUBBER6_FM1 

:FRANK1_18655
if 
8118:   not actor $CLUBBER7_FM1 dead 
jf @FRANK1_18691 
01D0: actor $CLUBBER7_FM1 avoid_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $CLUBBER7_FM1 
jump @FRANK1_18696 

:FRANK1_18691
01C2: mark_actor_as_no_longer_needed $CLUBBER7_FM1 

:FRANK1_18696
jump @FRANK1_19040 

:FRANK1_18703
if 
8118:   not actor $CLUBBER1_FM1 dead 
jf @FRANK1_18765 
if 
02A0:   actor $CLUBBER1_FM1 stopped 
jf @FRANK1_18758 
if 
82E0:   not actor $CLUBBER1_FM1 firing_weapon 
jf @FRANK1_18758 
009C: set_actor $CLUBBER1_FM1 wander_direction -1 

:FRANK1_18758
jump @FRANK1_18770 

:FRANK1_18765
01C2: mark_actor_as_no_longer_needed $CLUBBER1_FM1 

:FRANK1_18770
if 
8118:   not actor $CLUBBER2_FM1 dead 
jf @FRANK1_18833 
if 
02A0:   actor $CLUBBER2_FM1 stopped 
jf @FRANK1_18826 
if 
82E0:   not actor $CLUBBER2_FM1 firing_weapon 
jf @FRANK1_18826 
01D0: actor $CLUBBER2_FM1 avoid_player $PLAYER_CHAR 

:FRANK1_18826
jump @FRANK1_18838 

:FRANK1_18833
01C2: mark_actor_as_no_longer_needed $CLUBBER2_FM1 

:FRANK1_18838
if 
8118:   not actor $CLUBBER4_FM1 dead 
jf @FRANK1_18900 
if 
02A0:   actor $CLUBBER4_FM1 stopped 
jf @FRANK1_18893 
if 
82E0:   not actor $CLUBBER4_FM1 firing_weapon 
jf @FRANK1_18893 
009C: set_actor $CLUBBER4_FM1 wander_direction -1 

:FRANK1_18893
jump @FRANK1_18905 

:FRANK1_18900
01C2: mark_actor_as_no_longer_needed $CLUBBER4_FM1 

:FRANK1_18905
if 
8118:   not actor $CLUBBER6_FM1 dead 
jf @FRANK1_18968 
if 
02A0:   actor $CLUBBER6_FM1 stopped 
jf @FRANK1_18961 
if 
82E0:   not actor $CLUBBER6_FM1 firing_weapon 
jf @FRANK1_18961 
01D0: actor $CLUBBER6_FM1 avoid_player $PLAYER_CHAR 

:FRANK1_18961
jump @FRANK1_18973 

:FRANK1_18968
01C2: mark_actor_as_no_longer_needed $CLUBBER6_FM1 

:FRANK1_18973
if 
8118:   not actor $CLUBBER7_FM1 dead 
jf @FRANK1_19035 
if 
02A0:   actor $CLUBBER7_FM1 stopped 
jf @FRANK1_19028 
if 
82E0:   not actor $CLUBBER7_FM1 firing_weapon 
jf @FRANK1_19028 
009C: set_actor $CLUBBER7_FM1 wander_direction -1 

:FRANK1_19028
jump @FRANK1_19040 

:FRANK1_19035
01C2: mark_actor_as_no_longer_needed $CLUBBER7_FM1 

:FRANK1_19040
jump @FRANK1_19384 

:FRANK1_19047
if 
8118:   not actor $CLUBBER1_FM1 dead 
jf @FRANK1_19109 
if 
02A0:   actor $CLUBBER1_FM1 stopped 
jf @FRANK1_19102 
if 
82E0:   not actor $CLUBBER1_FM1 firing_weapon 
jf @FRANK1_19102 
009C: set_actor $CLUBBER1_FM1 wander_direction -1 

:FRANK1_19102
jump @FRANK1_19114 

:FRANK1_19109
01C2: mark_actor_as_no_longer_needed $CLUBBER1_FM1 

:FRANK1_19114
if 
8118:   not actor $CLUBBER2_FM1 dead 
jf @FRANK1_19177 
if 
02A0:   actor $CLUBBER2_FM1 stopped 
jf @FRANK1_19170 
if 
82E0:   not actor $CLUBBER2_FM1 firing_weapon 
jf @FRANK1_19170 
01D0: actor $CLUBBER2_FM1 avoid_player $PLAYER_CHAR 

:FRANK1_19170
jump @FRANK1_19182 

:FRANK1_19177
01C2: mark_actor_as_no_longer_needed $CLUBBER2_FM1 

:FRANK1_19182
if 
8118:   not actor $CLUBBER4_FM1 dead 
jf @FRANK1_19244 
if 
02A0:   actor $CLUBBER4_FM1 stopped 
jf @FRANK1_19237 
if 
82E0:   not actor $CLUBBER4_FM1 firing_weapon 
jf @FRANK1_19237 
009C: set_actor $CLUBBER4_FM1 wander_direction -1 

:FRANK1_19237
jump @FRANK1_19249 

:FRANK1_19244
01C2: mark_actor_as_no_longer_needed $CLUBBER4_FM1 

:FRANK1_19249
if 
8118:   not actor $CLUBBER6_FM1 dead 
jf @FRANK1_19312 
if 
02A0:   actor $CLUBBER6_FM1 stopped 
jf @FRANK1_19305 
if 
82E0:   not actor $CLUBBER6_FM1 firing_weapon 
jf @FRANK1_19305 
01D0: actor $CLUBBER6_FM1 avoid_player $PLAYER_CHAR 

:FRANK1_19305
jump @FRANK1_19317 

:FRANK1_19312
01C2: mark_actor_as_no_longer_needed $CLUBBER6_FM1 

:FRANK1_19317
if 
8118:   not actor $CLUBBER7_FM1 dead 
jf @FRANK1_19379 
if 
02A0:   actor $CLUBBER7_FM1 stopped 
jf @FRANK1_19372 
if 
82E0:   not actor $CLUBBER7_FM1 firing_weapon 
jf @FRANK1_19372 
009C: set_actor $CLUBBER7_FM1 wander_direction -1 

:FRANK1_19372
jump @FRANK1_19384 

:FRANK1_19379
01C2: mark_actor_as_no_longer_needed $CLUBBER7_FM1 

:FRANK1_19384
return 

:FRANK1_19386
if 
8118:   not actor $COP1_FM1 dead 
jf @FRANK1_19616 
041C: make_actor $COP1_FM1 say 101 
if 
02A0:   actor $COP1_FM1 stopped 
jf @FRANK1_19609 
if 
82E0:   not actor $COP1_FM1 firing_weapon 
jf @FRANK1_19609 
if 
8118:   not actor $CLUBBER1_FM1 dead 
jf @FRANK1_19472 
01C9: actor $COP1_FM1 kill_actor $CLUBBER1_FM1 
jump @FRANK1_19609 

:FRANK1_19472
if 
8118:   not actor $CLUBBER2_FM1 dead 
jf @FRANK1_19503 
01C9: actor $COP1_FM1 kill_actor $CLUBBER2_FM1 
jump @FRANK1_19609 

:FRANK1_19503
if 
8118:   not actor $CLUBBER4_FM1 dead 
jf @FRANK1_19534 
01C9: actor $COP1_FM1 kill_actor $CLUBBER4_FM1 
jump @FRANK1_19609 

:FRANK1_19534
if 
8118:   not actor $CLUBBER6_FM1 dead 
jf @FRANK1_19565 
01C9: actor $COP1_FM1 kill_actor $CLUBBER6_FM1 
jump @FRANK1_19609 

:FRANK1_19565
if 
8118:   not actor $CLUBBER7_FM1 dead 
jf @FRANK1_19596 
01C9: actor $COP1_FM1 kill_actor $CLUBBER7_FM1 
jump @FRANK1_19609 

:FRANK1_19596
01CA: actor $COP1_FM1 kill_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $COP1_FM1 

:FRANK1_19609
jump @FRANK1_19621 

:FRANK1_19616
01C2: mark_actor_as_no_longer_needed $COP1_FM1 

:FRANK1_19621
if 
8118:   not actor $COP2_FM1 dead 
jf @FRANK1_19851 
041C: make_actor $COP2_FM1 say 101 
if 
02A0:   actor $COP2_FM1 stopped 
jf @FRANK1_19844 
if 
82E0:   not actor $COP2_FM1 firing_weapon 
jf @FRANK1_19844 
if 
8118:   not actor $CLUBBER7_FM1 dead 
jf @FRANK1_19707 
01C9: actor $COP2_FM1 kill_actor $CLUBBER7_FM1 
jump @FRANK1_19844 

:FRANK1_19707
if 
8118:   not actor $CLUBBER4_FM1 dead 
jf @FRANK1_19738 
01C9: actor $COP2_FM1 kill_actor $CLUBBER4_FM1 
jump @FRANK1_19844 

:FRANK1_19738
if 
8118:   not actor $CLUBBER6_FM1 dead 
jf @FRANK1_19769 
01C9: actor $COP2_FM1 kill_actor $CLUBBER6_FM1 
jump @FRANK1_19844 

:FRANK1_19769
if 
8118:   not actor $CLUBBER2_FM1 dead 
jf @FRANK1_19800 
01C9: actor $COP2_FM1 kill_actor $CLUBBER2_FM1 
jump @FRANK1_19844 

:FRANK1_19800
if 
8118:   not actor $CLUBBER1_FM1 dead 
jf @FRANK1_19831 
01C9: actor $COP2_FM1 kill_actor $CLUBBER1_FM1 
jump @FRANK1_19844 

:FRANK1_19831
01CA: actor $COP2_FM1 kill_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $COP2_FM1 

:FRANK1_19844
jump @FRANK1_19856 

:FRANK1_19851
01C2: mark_actor_as_no_longer_needed $COP2_FM1 

:FRANK1_19856
if 
8118:   not actor $COP3_FM1 dead 
jf @FRANK1_20086 
041C: make_actor $COP3_FM1 say 101 
if 
02A0:   actor $COP3_FM1 stopped 
jf @FRANK1_20079 
if 
82E0:   not actor $COP3_FM1 firing_weapon 
jf @FRANK1_20079 
if 
8118:   not actor $CLUBBER7_FM1 dead 
jf @FRANK1_19942 
01C9: actor $COP3_FM1 kill_actor $CLUBBER7_FM1 
jump @FRANK1_20079 

:FRANK1_19942
if 
8118:   not actor $CLUBBER4_FM1 dead 
jf @FRANK1_19973 
01C9: actor $COP3_FM1 kill_actor $CLUBBER4_FM1 
jump @FRANK1_20079 

:FRANK1_19973
if 
8118:   not actor $CLUBBER6_FM1 dead 
jf @FRANK1_20004 
01C9: actor $COP3_FM1 kill_actor $CLUBBER6_FM1 
jump @FRANK1_20079 

:FRANK1_20004
if 
8118:   not actor $CLUBBER2_FM1 dead 
jf @FRANK1_20035 
01C9: actor $COP3_FM1 kill_actor $CLUBBER2_FM1 
jump @FRANK1_20079 

:FRANK1_20035
if 
8118:   not actor $CLUBBER1_FM1 dead 
jf @FRANK1_20066 
01C9: actor $COP3_FM1 kill_actor $CLUBBER1_FM1 
jump @FRANK1_20079 

:FRANK1_20066
01CA: actor $COP3_FM1 kill_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $COP3_FM1 

:FRANK1_20079
jump @FRANK1_20091 

:FRANK1_20086
01C2: mark_actor_as_no_longer_needed $COP3_FM1 

:FRANK1_20091
if 
8118:   not actor $COP4_FM1 dead 
jf @FRANK1_20321 
041C: make_actor $COP4_FM1 say 101 
if 
02A0:   actor $COP4_FM1 stopped 
jf @FRANK1_20314 
if 
82E0:   not actor $COP4_FM1 firing_weapon 
jf @FRANK1_20314 
if 
8118:   not actor $CLUBBER4_FM1 dead 
jf @FRANK1_20177 
01C9: actor $COP4_FM1 kill_actor $CLUBBER4_FM1 
jump @FRANK1_20314 

:FRANK1_20177
if 
8118:   not actor $CLUBBER7_FM1 dead 
jf @FRANK1_20208 
01C9: actor $COP4_FM1 kill_actor $CLUBBER7_FM1 
jump @FRANK1_20314 

:FRANK1_20208
if 
8118:   not actor $CLUBBER2_FM1 dead 
jf @FRANK1_20239 
01C9: actor $COP4_FM1 kill_actor $CLUBBER2_FM1 
jump @FRANK1_20314 

:FRANK1_20239
if 
8118:   not actor $CLUBBER6_FM1 dead 
jf @FRANK1_20270 
01C9: actor $COP4_FM1 kill_actor $CLUBBER6_FM1 
jump @FRANK1_20314 

:FRANK1_20270
if 
8118:   not actor $CLUBBER1_FM1 dead 
jf @FRANK1_20301 
01C9: actor $COP4_FM1 kill_actor $CLUBBER1_FM1 
jump @FRANK1_20314 

:FRANK1_20301
01CA: actor $COP4_FM1 kill_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $COP4_FM1 

:FRANK1_20314
jump @FRANK1_20326 

:FRANK1_20321
01C2: mark_actor_as_no_longer_needed $COP4_FM1 

:FRANK1_20326
if 
8118:   not actor $COP5_FM1 dead 
jf @FRANK1_20556 
041C: make_actor $COP5_FM1 say 101 
if 
02A0:   actor $COP5_FM1 stopped 
jf @FRANK1_20549 
if 
82E0:   not actor $COP5_FM1 firing_weapon 
jf @FRANK1_20549 
if 
8118:   not actor $CLUBBER4_FM1 dead 
jf @FRANK1_20412 
01C9: actor $COP5_FM1 kill_actor $CLUBBER4_FM1 
jump @FRANK1_20549 

:FRANK1_20412
if 
8118:   not actor $CLUBBER7_FM1 dead 
jf @FRANK1_20443 
01C9: actor $COP5_FM1 kill_actor $CLUBBER7_FM1 
jump @FRANK1_20549 

:FRANK1_20443
if 
8118:   not actor $CLUBBER2_FM1 dead 
jf @FRANK1_20474 
01C9: actor $COP5_FM1 kill_actor $CLUBBER2_FM1 
jump @FRANK1_20549 

:FRANK1_20474
if 
8118:   not actor $CLUBBER6_FM1 dead 
jf @FRANK1_20505 
01C9: actor $COP5_FM1 kill_actor $CLUBBER6_FM1 
jump @FRANK1_20549 

:FRANK1_20505
if 
8118:   not actor $CLUBBER1_FM1 dead 
jf @FRANK1_20536 
01C9: actor $COP5_FM1 kill_actor $CLUBBER1_FM1 
jump @FRANK1_20549 

:FRANK1_20536
01CA: actor $COP5_FM1 kill_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $COP5_FM1 

:FRANK1_20549
jump @FRANK1_20561 

:FRANK1_20556
01C2: mark_actor_as_no_longer_needed $COP5_FM1 

:FRANK1_20561
if 
8118:   not actor $COP6_FM1 dead 
jf @FRANK1_20791 
041C: make_actor $COP6_FM1 say 101 
if 
02A0:   actor $COP6_FM1 stopped 
jf @FRANK1_20784 
if 
82E0:   not actor $COP6_FM1 firing_weapon 
jf @FRANK1_20784 
if 
8118:   not actor $CLUBBER4_FM1 dead 
jf @FRANK1_20647 
01C9: actor $COP6_FM1 kill_actor $CLUBBER4_FM1 
jump @FRANK1_20784 

:FRANK1_20647
if 
8118:   not actor $CLUBBER1_FM1 dead 
jf @FRANK1_20678 
01C9: actor $COP6_FM1 kill_actor $CLUBBER1_FM1 
jump @FRANK1_20784 

:FRANK1_20678
if 
8118:   not actor $CLUBBER2_FM1 dead 
jf @FRANK1_20709 
01C9: actor $COP6_FM1 kill_actor $CLUBBER2_FM1 
jump @FRANK1_20784 

:FRANK1_20709
if 
8118:   not actor $CLUBBER7_FM1 dead 
jf @FRANK1_20740 
01C9: actor $COP6_FM1 kill_actor $CLUBBER7_FM1 
jump @FRANK1_20784 

:FRANK1_20740
if 
8118:   not actor $CLUBBER6_FM1 dead 
jf @FRANK1_20771 
01C9: actor $COP6_FM1 kill_actor $CLUBBER6_FM1 
jump @FRANK1_20784 

:FRANK1_20771
01CA: actor $COP6_FM1 kill_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $COP6_FM1 

:FRANK1_20784
jump @FRANK1_20796 

:FRANK1_20791
01C2: mark_actor_as_no_longer_needed $COP6_FM1 

:FRANK1_20796
if 
8118:   not actor $COP7_FM1 dead 
jf @FRANK1_21026 
041C: make_actor $COP7_FM1 say 101 
if 
02A0:   actor $COP7_FM1 stopped 
jf @FRANK1_21019 
if 
82E0:   not actor $COP7_FM1 firing_weapon 
jf @FRANK1_21019 
if 
8118:   not actor $CLUBBER4_FM1 dead 
jf @FRANK1_20882 
01C9: actor $COP7_FM1 kill_actor $CLUBBER4_FM1 
jump @FRANK1_21019 

:FRANK1_20882
if 
8118:   not actor $CLUBBER1_FM1 dead 
jf @FRANK1_20913 
01C9: actor $COP7_FM1 kill_actor $CLUBBER1_FM1 
jump @FRANK1_21019 

:FRANK1_20913
if 
8118:   not actor $CLUBBER2_FM1 dead 
jf @FRANK1_20944 
01C9: actor $COP7_FM1 kill_actor $CLUBBER2_FM1 
jump @FRANK1_21019 

:FRANK1_20944
if 
8118:   not actor $CLUBBER7_FM1 dead 
jf @FRANK1_20975 
01C9: actor $COP7_FM1 kill_actor $CLUBBER7_FM1 
jump @FRANK1_21019 

:FRANK1_20975
if 
8118:   not actor $CLUBBER6_FM1 dead 
jf @FRANK1_21006 
01C9: actor $COP7_FM1 kill_actor $CLUBBER6_FM1 
jump @FRANK1_21019 

:FRANK1_21006
01CA: actor $COP7_FM1 kill_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $COP7_FM1 

:FRANK1_21019
jump @FRANK1_21031 

:FRANK1_21026
01C2: mark_actor_as_no_longer_needed $COP7_FM1 

:FRANK1_21031
if 
8118:   not actor $COP8_FM1 dead 
jf @FRANK1_21261 
041C: make_actor $COP8_FM1 say 101 
if 
02A0:   actor $COP8_FM1 stopped 
jf @FRANK1_21254 
if 
82E0:   not actor $COP8_FM1 firing_weapon 
jf @FRANK1_21254 
if 
8118:   not actor $CLUBBER6_FM1 dead 
jf @FRANK1_21117 
01C9: actor $COP8_FM1 kill_actor $CLUBBER6_FM1 
jump @FRANK1_21254 

:FRANK1_21117
if 
8118:   not actor $CLUBBER1_FM1 dead 
jf @FRANK1_21148 
01C9: actor $COP8_FM1 kill_actor $CLUBBER1_FM1 
jump @FRANK1_21254 

:FRANK1_21148
if 
8118:   not actor $CLUBBER2_FM1 dead 
jf @FRANK1_21179 
01C9: actor $COP8_FM1 kill_actor $CLUBBER2_FM1 
jump @FRANK1_21254 

:FRANK1_21179
if 
8118:   not actor $CLUBBER7_FM1 dead 
jf @FRANK1_21210 
01C9: actor $COP8_FM1 kill_actor $CLUBBER7_FM1 
jump @FRANK1_21254 

:FRANK1_21210
if 
8118:   not actor $CLUBBER4_FM1 dead 
jf @FRANK1_21241 
01C9: actor $COP8_FM1 kill_actor $CLUBBER4_FM1 
jump @FRANK1_21254 

:FRANK1_21241
01CA: actor $COP8_FM1 kill_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $COP8_FM1 

:FRANK1_21254
jump @FRANK1_21266 

:FRANK1_21261
01C2: mark_actor_as_no_longer_needed $COP8_FM1 

:FRANK1_21266
return 

:FRANK1_21268
$SHADOW_COUNTER += 1 // $ += int 
if and
  $SHADOW_COUNTER > 28 // $ > int 
  32 > $SHADOW_COUNTER // int > $ 
jf @FRANK1_21355 
016F: draw_shadow 3 30.0 0.75 0 $R $G 0 at 1272.563 -1107.375 12.0 
0250: create_light_at 1272.438 -1107.563 13.0625 RGB_values $R $G 0 
jump @FRANK1_21373 

:FRANK1_21355
0209: $G = random_int 0 101 
0209: $R = random_int 0 101 

:FRANK1_21373
if and
  $SHADOW_COUNTER > 15 // $ > int 
  20 > $SHADOW_COUNTER // int > $ 
jf @FRANK1_21453 
016F: draw_shadow 3 0.0 1.1875 0 $R1 $G1 0 at 1270.938 -1107.625 12.0 
0250: create_light_at 1272.438 -1107.125 13.0625 RGB_values $R1 $G1 0 
jump @FRANK1_21471 

:FRANK1_21453
0209: $G1 = random_int 0 101 
0209: $R1 = random_int 0 101 

:FRANK1_21471
if and
  $SHADOW_COUNTER > 20 // $ > int 
  40 > $SHADOW_COUNTER // int > $ 
jf @FRANK1_21551 
016F: draw_shadow 3 80.0 1.0 0 $R2 $G2 0 at 1273.25 -1107.0 12.0 
0250: create_light_at 1272.438 -1107.563 12.75 RGB_values $R2 $G2 0 
jump @FRANK1_21569 

:FRANK1_21551
0209: $G2 = random_int 0 101 
0209: $R2 = random_int 0 101 

:FRANK1_21569
if and
  $SHADOW_COUNTER > 18 // $ > int 
  40 > $SHADOW_COUNTER // int > $ 
jf @FRANK1_21649 
016F: draw_shadow 3 140.0 0.75 0 $R3 $G3 0 at 1273.25 -1107.688 12.0 
0250: create_light_at 1272.438 -1107.125 12.75 RGB_values $R3 $G3 0 
jump @FRANK1_21667 

:FRANK1_21649
0209: $G3 = random_int 0 101 
0209: $R3 = random_int 0 101 

:FRANK1_21667
if and
  $SHADOW_COUNTER > 5 // $ > int 
  14 > $SHADOW_COUNTER // int > $ 
jf @FRANK1_21747 
016F: draw_shadow 3 235.0 1.0625 0 $R4 $G4 0 at 1271.438 -1108.0 12.0 
0250: create_light_at 1272.438 -1107.563 12.5 RGB_values $R4 $G4 0 
jump @FRANK1_21765 

:FRANK1_21747
0209: $G4 = random_int 0 101 
0209: $R4 = random_int 0 101 

:FRANK1_21765
if and
  $SHADOW_COUNTER > 9 // $ > int 
  26 > $SHADOW_COUNTER // int > $ 
jf @FRANK1_21845 
016F: draw_shadow 3 325.0 1.75 0 $R5 $G5 0 at 1271.5 -1107.0 12.0 
0250: create_light_at 1272.438 -1107.125 12.5 RGB_values $R5 $G5 0 
jump @FRANK1_21863 

:FRANK1_21845
0209: $G5 = random_int 0 101 
0209: $R5 = random_int 0 101 

:FRANK1_21863
if or
  $SHADOW_COUNTER == 40 // $ == int 
  $SHADOW_COUNTER > 40 // $ > int 
jf @FRANK1_21895 
$SHADOW_COUNTER = 0 // $ = int 

:FRANK1_21895
return 

:FRANK1_21897
009B: destroy_actor_instantly $MARIA 
return 

//-------------Mission 36---------------
// Originally: Cutting The Grass

:FRANK2
script_name 'FRANK2' 
gosub @FRANK2_46 
if 
  wasted_or_busted 
jf @FRANK2_37 
gosub @FRANK2_8184 

:FRANK2_37
gosub @FRANK2_8310 
terminate_this_script 

:FRANK2_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_FRANKIE_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$HOURS_FM2 = 0 // $ = int 
$MINUTES_FM2 = 0 // $ = int 
$HOURS_STUFF_HAPPEN_FM2 = 0 // $ = int 
$MINUTES_STUFF_HAPPEN_FM2 = 0 // $ = int 
$FLAG_PLAYER_GOT_CAR_MESSAGE_FM2 = 0 // $ = int 
$FLAG_PLAYER_GOT_COPS_MESSAGE_FM2 = 0 // $ = int 
$TIME_CAR_STOPPED_FM2 = 0 // $ = int 
$FLAG_CAR_HAS_JUST_STOPPED = 0 // $ = int 
$TIMER_DIFFERENCE = 0 // $ = int 
$FLAG_TAXI1_EXIT_CAR_FM2 = 0 // $ = int 
$FLAG_TAXI2_EXIT_CAR_FM2 = 0 // $ = int 
$FLAG_CAR_FM2_CREATED = 0 // $ = int 
$FLAG_MISSION_TAXI_FM2_CREATED = 0 // $ = int 
$FLAG_NO_LONGER_MAD = 0 // $ = int 
$FLAG_CURLEY_AT_POINT1_FM2 = 0 // $ = int 
$FLAG_CURLEY_AT_POINT2_FM2 = 0 // $ = int 
$FLAG_CURLEY_BOB_FM2_DEAD = 0 // $ = int 
$FLAG_BOB_IN_POSITION_ONE = 0 // $ = int 
$FLAG_BOB_IN_POSITION_TWO = 0 // $ = int 
$FLAG_BOB_IN_POSITION_THREE = 0 // $ = int 
$FLAG_CURLEY_BOB_DEAD_FM2 = 0 // $ = int 
$CAR_HEALTH_FM2 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
$FLAG_CAR_FM2_DEAD = 0 // $ = int 
$CAR_FM2_X = 0.0 // $ = float 
$CAR_FM2_Y = 0.0 // $ = float 
$CAR_FM2_Z = 0.0 // $ = float 
$FLAG_CURLY_MAD_FM2 = 0 // $ = int 
$SPOOKED_COUNTER = 0 // $ = int 
$SPOOKED_CHECK = 0 // $ = int 
$FLAG_PLAYER_HAD_WARNING1_FM2 = 0 // $ = int 
$FLAG_PLAYER_HAD_WARNING2_FM2 = 0 // $ = int 
$FLAG_CURLY_MOVED_FM2 = 0 // $ = int 
023C: load_special_actor 1 'FRANKIE' 
0247: request_model #GANG02 
02F3: load_object #CUTOBJ01 'FRANKH' 
0247: request_model #FRANKSCLB02 
0247: request_model #SALVSDETAIL 
0247: request_model #SWANK_INSIDE 
038B: load_requested_models 

:FRANK2_346
if or
823D:   not special_actor 1 loaded 
8248:   not model #GANG02 available 
8248:   not model #CUTOBJ01 available 
jf @FRANK2_381 
wait 0 
jump @FRANK2_346 

:FRANK2_381
if or
8248:   not model #FRANKSCLB02 available 
8248:   not model #SALVSDETAIL available 
8248:   not model #SWANK_INSIDE available 
jf @FRANK2_418 
wait 0 
jump @FRANK2_381 

:FRANK2_418
02E4: load_cutscene_data 'S2_CTG' 
0244: set_cutscene_pos 1457.75 -185.3125 54.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_FRANKIE = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_FRANKIE 'FRANKIE' 
02F4: create_cutscene_actor $CS_FRANKIEHEAD from_head #CUTOBJ01 and_body $CS_FRANKIE 
02F5: set_head_anim $CS_FRANKIEHEAD 'FRANK' 
02E5: $CS_MAFIA = create_cutscene_object #GANG02 
02E6: set_cutscene_anim $CS_MAFIA 'GANG02' 
0395: clear_area 1 at 1455.063 -187.75 -100.0 range 1.0 
0055: put_player $PLAYER_CHAR at 1455.063 -187.75 -100.0 
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: $CS_TIME = cutscenetime 

:FRANK2_583
if 
  1726 > $CS_TIME // int > $ 
jf @FRANK2_618 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_583 

:FRANK2_618
00BC: text_highpriority 'FM2_J' time 10000 1  // Leave us alone for a minute.

:FRANK2_633
if 
  2910 > $CS_TIME // int > $ 
jf @FRANK2_668 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_633 

:FRANK2_668
03D5: remove_text 'FM2_J'  // Leave us alone for a minute.

:FRANK2_678
if 
  4558 > $CS_TIME // int > $ 
jf @FRANK2_713 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_678 

:FRANK2_713
00BC: text_highpriority 'FM2_A' time 10000 1  // The Colombian Cartel is making SPANK somewhere in Liberty.

:FRANK2_728
if 
  7896 > $CS_TIME // int > $ 
jf @FRANK2_763 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_728 

:FRANK2_763
00BC: text_highpriority 'FM2_K' time 10000 1  // but we don't know where, and they seem to know everything we're doin' before we do.

:FRANK2_778
if 
  13257 > $CS_TIME // int > $ 
jf @FRANK2_813 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_778 

:FRANK2_813
00BC: text_highpriority 'FM2_B' time 10000 1  // We got us a rat!

:FRANK2_828
if 
  15103 > $CS_TIME // int > $ 
jf @FRANK2_863 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_828 

:FRANK2_863
00BC: text_highpriority 'FM2_L' time 10000 1  // There is a guy named Curly Bob works the bar at Luigi's.

:FRANK2_878
if 
  18415 > $CS_TIME // int > $ 
jf @FRANK2_913 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_878 

:FRANK2_913
00BC: text_highpriority 'FM2_M' time 10000 1  // He's been throwing more money around than he's earning.

:FRANK2_928
if 
  21238 > $CS_TIME // int > $ 
jf @FRANK2_963 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_928 

:FRANK2_963
00BC: text_highpriority 'FM2_C' time 10000 1  // He ain't pimpin' or pushin' so he must be talking.

:FRANK2_978
if 
  25040 > $CS_TIME // int > $ 
jf @FRANK2_1013 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_978 

:FRANK2_1013
00BC: text_highpriority 'FM2_N' time 10000 1  // He usually gets a taxi home after work. So follow him.

:FRANK2_1028
if 
  28251 > $CS_TIME // int > $ 
jf @FRANK2_1063 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_1028 

:FRANK2_1063
00BC: text_highpriority 'FM2_O' time 10000 1  // And if he's rattin' us out... kill him.

:FRANK2_1078
if 
  30960 > $CS_TIME // int > $ 
jf @FRANK2_1113 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_1078 

:FRANK2_1113
03D5: remove_text 'FM2_O'  // And if he's rattin' us out... kill him.

:FRANK2_1123
if 
  38333 > $CS_TIME // int > $ 
jf @FRANK2_1160 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_1123 

:FRANK2_1160
fade 0 1500 

:FRANK2_1167
if 
82E9:   not cutscene_reached_end 
jf @FRANK2_1191 
wait 0 
jump @FRANK2_1167 

:FRANK2_1191
00BE: text_clear_all 

:FRANK2_1193
if 
  fading 
jf @FRANK2_1217 
wait 0 
jump @FRANK2_1193 

:FRANK2_1217
02EA: end_cutscene 
03AD: set_rubbish 1 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #GANG02 
0249: release_model #FRANKSCLB02 
0249: release_model #SALVSDETAIL 
0249: release_model #SWANK_INSIDE 
023C: load_special_actor 2 'CURLY' 
0247: request_model #TAXI 
0247: request_model #TAXI_D 

:FRANK2_1285
if or
823D:   not special_actor 2 loaded 
8248:   not model #TAXI available 
8248:   not model #TAXI_D available 
jf @FRANK2_1319 
wait 0 
jump @FRANK2_1285 

:FRANK2_1319
if 
  fading 
jf @FRANK2_1343 
wait 0 
jump @FRANK2_1319 

:FRANK2_1343
015C: set_zone_gang_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
00BC: text_highpriority 'FM2_11' time 5000 1  // ~g~Park out the front of Luigi's Club, Curly Bob will be leaving shortly.
018A: $RADAR_BLIP_CLUB_FM2 = create_checkpoint_at 907.0 -424.6875 13.75 
00A5: $CAR_FM2 = create_car #TAXI at 906.875 -433.6875 -100.0 
02AA: set_car $CAR_FM2 immune_to_nonplayer 1 
$FLAG_CAR_FM2_CREATED = 1 // $ = int 
0175: set_car $CAR_FM2 z_angle_to 180.0 
0135: 3 = car $CAR_FM2 door_status 
0129: $VAN_DRIVER_FM2 = create_actor 4 #TAXI_D in_car $CAR_FM2 driverseat 
039E: set_actor $VAN_DRIVER_FM2 locked_while_in_vehicle 1 
01ED: reset_actor $VAN_DRIVER_FM2 threat_search 
00A9: set_car $CAR_FM2 to_normal_driver 
02A3: toggle_widescreen 0 
015A: restore_camera 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
TIMERB = 0 // @ = int 

:FRANK2_1617
if 
  60000 > TIMERB // int > @ 
jf @FRANK2_1649 
wait 0 
jump @FRANK2_1617 

:FRANK2_1649
if or
0057:   player $PLAYER_CHAR 0 901.1875 -427.75 12.0 878.0625 -422.375 27.0 
0057:   player $PLAYER_CHAR 0 878.0625 -422.375 12.0 900.375 -404.1875 27.0 
jf @FRANK2_2015 
0395: clear_area 1 at 902.875 -398.75 14.0 range 1.0 
009A: $CURLEY_BOB_FM2 = create_actor 21 #SPECIAL02 at 902.875 -398.75 14.0 
0187: $RADAR_BLIP_PED1_FM2 = create_marker_above_actor $CURLEY_BOB_FM2 
018B: set_marker $RADAR_BLIP_PED1_FM2 display 1 
01ED: reset_actor $CURLEY_BOB_FM2 threat_search 
0211: actor $CURLEY_BOB_FM2 walk_to 902.6875 -430.375 
TIMERB = 0 // @ = int 

:FRANK2_1782
if 
80ED:   not actor $CURLEY_BOB_FM2 0 902.6875 -430.375 radius 1.0 1.0 
jf @FRANK2_1996 
wait 0 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_1861 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_1901 

:FRANK2_1861
if 
8184:   not actor $CURLEY_BOB_FM2 health > 99 
jf @FRANK2_1901 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_1901
if 
  $FLAG_CURLY_MOVED_FM2 == 0 // $ == int 
jf @FRANK2_1989 
if 
  TIMERB >= 15000 // @ >= int 
jf @FRANK2_1989 
if 
80ED:   not actor $CURLEY_BOB_FM2 0 902.6875 -430.375 radius 1.0 1.0 
jf @FRANK2_1989 
00A1: put_actor $CURLEY_BOB_FM2 at 902.6875 -430.375 13.6875 
$FLAG_CURLY_MOVED_FM2 = 1 // $ = int 

:FRANK2_1989
jump @FRANK2_1782 

:FRANK2_1996
009F: set_actor $CURLEY_BOB_FM2 idle 
jump @FRANK2_2468 
jump @FRANK2_2468 

:FRANK2_2015
0395: clear_area 1 at 886.25 -422.1875 13.75 range 1.0 
009A: $CURLEY_BOB_FM2 = create_actor 21 #SPECIAL02 at 886.25 -422.1875 13.75 
0187: $RADAR_BLIP_PED1_FM2 = create_marker_above_actor $CURLEY_BOB_FM2 
018B: set_marker $RADAR_BLIP_PED1_FM2 display 1 
01ED: reset_actor $CURLEY_BOB_FM2 threat_search 
0211: actor $CURLEY_BOB_FM2 walk_to 888.0 -425.0 
0395: clear_area 0 at 887.375 -417.25 13.875 range 10.0 
0395: clear_area 0 at 892.75 -425.5 13.875 range 3.0 
0395: clear_area 0 at 896.25 -425.5625 13.75 range 3.0 
0395: clear_area 0 at 899.0625 -424.5625 14.0 range 3.0 
0395: clear_area 0 at 903.375 -425.5625 13.875 range 2.0 
TIMERB = 0 // @ = int 

:FRANK2_2167
if 
80ED:   not actor $CURLEY_BOB_FM2 0 904.0 -427.25 radius 1.0 1.0 
jf @FRANK2_2463 
wait 0 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_2246 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_2286 

:FRANK2_2246
if 
8184:   not actor $CURLEY_BOB_FM2 health > 99 
jf @FRANK2_2286 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_2286
if 
00ED:   actor $CURLEY_BOB_FM2 0 888.0 -425.0 radius 1.0 1.0 
jf @FRANK2_2327 
0239: actor $CURLEY_BOB_FM2 run_to 892.0625 -425.25 

:FRANK2_2327
if 
00ED:   actor $CURLEY_BOB_FM2 0 892.0625 -425.25 radius 1.0 1.0 
jf @FRANK2_2368 
0211: actor $CURLEY_BOB_FM2 walk_to 904.0 -427.25 

:FRANK2_2368
if 
  $FLAG_CURLY_MOVED_FM2 == 0 // $ == int 
jf @FRANK2_2456 
if 
  TIMERB >= 25000 // @ >= int 
jf @FRANK2_2456 
if 
80ED:   not actor $CURLEY_BOB_FM2 0 904.0 -427.25 radius 1.0 1.0 
jf @FRANK2_2456 
00A1: put_actor $CURLEY_BOB_FM2 at 904.0 -427.25 13.875 
$FLAG_CURLY_MOVED_FM2 = 1 // $ = int 

:FRANK2_2456
jump @FRANK2_2167 

:FRANK2_2463
009F: set_actor $CURLEY_BOB_FM2 idle 

:FRANK2_2468
0164: disable_marker $RADAR_BLIP_CLUB_FM2 
if 
819B:   not player $PLAYER_CHAR stopped 0 905.0 -432.0 910.0 -419.0 
jf @FRANK2_2510 
jump @FRANK2_3596 

:FRANK2_2510
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #TAXI 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CABBIE 
00DE:   player $PLAYER_CHAR driving_vehicle_type #BORGNINE 
jf @FRANK2_2566 
00DA: $MISSION_TAXI_FM2 = player $PLAYER_CHAR car 
$FLAG_MISSION_TAXI_FM2_CREATED = 1 // $ = int 
jump @FRANK2_2573 

:FRANK2_2566
jump @FRANK2_3596 

:FRANK2_2573
if and
00E8:   player $PLAYER_CHAR stopped 0 906.0 -425.0 radius 4.0 4.0 
00DC:   player $PLAYER_CHAR in_car $MISSION_TAXI_FM2 
jf @FRANK2_3596 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_2649 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 

:FRANK2_2649
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #TAXI 
00DE:   player $PLAYER_CHAR driving_vehicle_type #CABBIE 
jf @FRANK2_2683 
00DA: $MISSION_TAXI_FM2 = player $PLAYER_CHAR car 

:FRANK2_2683
if 
0119:   car $MISSION_TAXI_FM2 wrecked 
jf @FRANK2_2728 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK2_8184 
jump @FRANK2_2771 

:FRANK2_2728
if and
01F4:   car $MISSION_TAXI_FM2 flipped 
01C1:   car $MISSION_TAXI_FM2 stopped 
jf @FRANK2_2771 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @FRANK2_8184 

:FRANK2_2771
if 
8185:   not car $MISSION_TAXI_FM2 health > 700 
jf @FRANK2_2812 
00BC: text_highpriority 'FM2_6' time 5000 1  // ~r~Curly won't get into a smashed-up taxi!
jump @FRANK2_8184 

:FRANK2_2812
01D4: actor $CURLEY_BOB_FM2 go_to_car $MISSION_TAXI_FM2 and_enter_it_as_a_passenger 

:FRANK2_2820
if 
80DB:   not actor $CURLEY_BOB_FM2 in_car $MISSION_TAXI_FM2 
jf @FRANK2_3072 
wait 0 
if 
0119:   car $MISSION_TAXI_FM2 wrecked 
jf @FRANK2_2888 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK2_8184 
jump @FRANK2_2931 

:FRANK2_2888
if and
01F4:   car $MISSION_TAXI_FM2 flipped 
01C1:   car $MISSION_TAXI_FM2 stopped 
jf @FRANK2_2931 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @FRANK2_8184 

:FRANK2_2931
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_2976 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_3016 

:FRANK2_2976
if 
8184:   not actor $CURLEY_BOB_FM2 health > 99 
jf @FRANK2_3016 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_3016
if 
80EB:   not player $PLAYER_CHAR 0 $CURLEY_BOB_FM2 radius 5.0 5.0 
jf @FRANK2_3065 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_3065
jump @FRANK2_2820 

:FRANK2_3072
0164: disable_marker $RADAR_BLIP_PED1_FM2 
00BC: text_highpriority 'FM2_5' time 7000 1  // ~g~Take him to Portland Harbor.
018A: $RADAR_BLIP_COORD2_FM2 = create_checkpoint_at 1529.0 -827.0 -100.0 
$BLOB_FLAG = 1 // $ = int 

:FRANK2_3113
if or
80E8:   not player $PLAYER_CHAR stopped $BLOB_FLAG 1529.0 -827.0 radius 3.0 4.0 
80DB:   not actor $CURLEY_BOB_FM2 in_car $MISSION_TAXI_FM2 
80DC:   not player $PLAYER_CHAR in_car $MISSION_TAXI_FM2 
jf @FRANK2_3584 
wait 0 
if 
0119:   car $MISSION_TAXI_FM2 wrecked 
jf @FRANK2_3209 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK2_8184 
jump @FRANK2_3252 

:FRANK2_3209
if and
01F4:   car $MISSION_TAXI_FM2 flipped 
01C1:   car $MISSION_TAXI_FM2 stopped 
jf @FRANK2_3252 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @FRANK2_8184 

:FRANK2_3252
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_3290 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 

:FRANK2_3290
if 
80DB:   not actor $CURLEY_BOB_FM2 in_car $MISSION_TAXI_FM2 
jf @FRANK2_3331 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_3331
if and
80DC:   not player $PLAYER_CHAR in_car $MISSION_TAXI_FM2 
  $FLAG_PLAYER_GOT_CAR_MESSAGE_FM2 == 0 // $ == int 
jf @FRANK2_3401 
00BE: text_clear_all 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
0186: $RADAR_BLIP_CAR1_FM2 = create_marker_above_car $MISSION_TAXI_FM2 
0164: disable_marker $RADAR_BLIP_COORD2_FM2 
$FLAG_PLAYER_GOT_CAR_MESSAGE_FM2 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:FRANK2_3401
if and
00DC:   player $PLAYER_CHAR in_car $MISSION_TAXI_FM2 
  $FLAG_PLAYER_GOT_CAR_MESSAGE_FM2 == 1 // $ == int 
jf @FRANK2_3467 
018A: $RADAR_BLIP_COORD2_FM2 = create_checkpoint_at 1529.0 -827.0 -100.0 
018B: set_marker $RADAR_BLIP_COORD2_FM2 display 2 
0164: disable_marker $RADAR_BLIP_CAR1_FM2 
$FLAG_PLAYER_GOT_CAR_MESSAGE_FM2 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:FRANK2_3467
if 
01C1:   car $MISSION_TAXI_FM2 stopped 
jf @FRANK2_3570 
if 
  $FLAG_CAR_HAS_JUST_STOPPED == 0 // $ == int 
jf @FRANK2_3515 
TIMERB = 0 // @ = int 
$FLAG_CAR_HAS_JUST_STOPPED = 1 // $ = int 

:FRANK2_3515
if 
  TIMERB > 10000 // @ > int 
jf @FRANK2_3563 
$FLAG_TAXI1_EXIT_CAR_FM2 = 1 // $ = int 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_3563
jump @FRANK2_3577 

:FRANK2_3570
$FLAG_CAR_HAS_JUST_STOPPED = 0 // $ = int 

:FRANK2_3577
jump @FRANK2_3113 

:FRANK2_3584
0164: disable_marker $RADAR_BLIP_COORD2_FM2 
jump @FRANK2_5974 

:FRANK2_3596
if 
0119:   car $CAR_FM2 wrecked 
jf @FRANK2_3648 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
$FLAG_CAR_FM2_DEAD = 1 // $ = int 
jump @FRANK2_8184 
jump @FRANK2_3691 

:FRANK2_3648
if and
01F4:   car $CAR_FM2 flipped 
01C1:   car $CAR_FM2 stopped 
jf @FRANK2_3691 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_3691
if and
01AE:   car $CAR_FM2 stopped 0 906.875 -433.0 6.0 6.0 
81F4:   not car $CAR_FM2 flipped 
jf @FRANK2_3741 
01D4: actor $CURLEY_BOB_FM2 go_to_car $CAR_FM2 and_enter_it_as_a_passenger 
jump @FRANK2_3763 

:FRANK2_3741
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_3763
if 
80DB:   not actor $CURLEY_BOB_FM2 in_car $CAR_FM2 
jf @FRANK2_4018 
wait 0 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_3831 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_3871 

:FRANK2_3831
if 
8184:   not actor $CURLEY_BOB_FM2 health > 99 
jf @FRANK2_3871 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_3871
if 
0119:   car $CAR_FM2 wrecked 
jf @FRANK2_3968 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_3932 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_3961 

:FRANK2_3932
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
$FLAG_CAR_FM2_DEAD = 1 // $ = int 
jump @FRANK2_8184 

:FRANK2_3961
jump @FRANK2_4011 

:FRANK2_3968
if and
01F4:   car $CAR_FM2 flipped 
01C1:   car $CAR_FM2 stopped 
jf @FRANK2_4011 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_4011
jump @FRANK2_3763 

:FRANK2_4018
0164: disable_marker $RADAR_BLIP_PED1_FM2 
00BC: text_highpriority 'FM2_2' time 7000 1  // ~g~Curly's left the club, tail him!
02A3: toggle_widescreen 0 
015A: restore_camera 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
0186: $RADAR_BLIP_CAR2_FM2 = create_marker_above_car $CAR_FM2 
018B: set_marker $RADAR_BLIP_CAR2_FM2 display 1 
00AD: set_car $CAR_FM2 max_speed_to 30.0 
02C2: car $CAR_FM2 drive_to_point 1529.0 -827.0 -100.0 
00AE: set_vehicle $CAR_FM2 traffic_behavior_to 1 
00AD: set_car $CAR_FM2 max_speed_to 20.0 
03CC: add_stuck_car_check $CAR_FM2 distance 5.0 time 30000 
03C4: set_status_text_to $SPOOKED_COUNTER 1 'FM2_16'  // SPOOKOMETER:
TIMERB = 0 // @ = int 
TIMERA = 0 // @ = int 

:FRANK2_4150
if 
81AD:   not car $CAR_FM2 0 1529.0 -827.0 3.0 3.0 
jf @FRANK2_5521 
wait 0 
if 
  $SPOOKED_CHECK == 0 // $ == int 
jf @FRANK2_4228 
if 
  TIMERB > 1500 // @ > int 
jf @FRANK2_4228 
$SPOOKED_CHECK = 1 // $ = int 

:FRANK2_4228
if 
0119:   car $CAR_FM2 wrecked 
jf @FRANK2_4325 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_4289 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_4318 

:FRANK2_4289
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
$FLAG_CAR_FM2_DEAD = 1 // $ = int 
jump @FRANK2_8184 

:FRANK2_4318
jump @FRANK2_4420 

:FRANK2_4325
if 
03CE:   car $CAR_FM2 stuck 
jf @FRANK2_4370 
$SPOOKED_COUNTER = 100 // $ = int 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_4370
if and
01F4:   car $CAR_FM2 flipped 
01C1:   car $CAR_FM2 stopped 
jf @FRANK2_4420 
$SPOOKED_COUNTER = 100 // $ = int 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_4420
0395: clear_area 0 at 1529.0 -827.0 -100.0 range 4.0 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_4481 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_5288 

:FRANK2_4481
if 
  $SPOOKED_CHECK == 1 // $ == int 
jf @FRANK2_5008 
if 
00FB:   player $PLAYER_CHAR 0 $CURLEY_BOB_FM2 radius 40.0 40.0 40.0 
jf @FRANK2_4880 
if 
00FB:   player $PLAYER_CHAR 0 $CURLEY_BOB_FM2 radius 30.0 30.0 30.0 
jf @FRANK2_4783 
if 
00FB:   player $PLAYER_CHAR 0 $CURLEY_BOB_FM2 radius 20.0 20.0 20.0 
jf @FRANK2_4686 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #MAFIA 
jf @FRANK2_4647 
if 
  TIMERA > 8 // @ > int 
jf @FRANK2_4640 
$SPOOKED_COUNTER += 1 // $ += int 
TIMERA = 0 // @ = int 

:FRANK2_4640
jump @FRANK2_4679 

:FRANK2_4647
if 
  TIMERA > 16 // @ > int 
jf @FRANK2_4679 
$SPOOKED_COUNTER += 1 // $ += int 
TIMERA = 0 // @ = int 

:FRANK2_4679
jump @FRANK2_4776 

:FRANK2_4686
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #MAFIA 
jf @FRANK2_4744 
if 
  TIMERA > 16 // @ > int 
jf @FRANK2_4737 
$SPOOKED_COUNTER += 1 // $ += int 
TIMERA = 0 // @ = int 

:FRANK2_4737
jump @FRANK2_4776 

:FRANK2_4744
if 
  TIMERA > 32 // @ > int 
jf @FRANK2_4776 
$SPOOKED_COUNTER += 1 // $ += int 
TIMERA = 0 // @ = int 

:FRANK2_4776
jump @FRANK2_4873 

:FRANK2_4783
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #MAFIA 
jf @FRANK2_4841 
if 
  TIMERA > 32 // @ > int 
jf @FRANK2_4834 
$SPOOKED_COUNTER += 1 // $ += int 
TIMERA = 0 // @ = int 

:FRANK2_4834
jump @FRANK2_4873 

:FRANK2_4841
if 
  TIMERA > 64 // @ > int 
jf @FRANK2_4873 
$SPOOKED_COUNTER += 1 // $ += int 
TIMERA = 0 // @ = int 

:FRANK2_4873
jump @FRANK2_5008 

:FRANK2_4880
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #MAFIA 
jf @FRANK2_4957 
if 
  TIMERA > 500 // @ > int 
jf @FRANK2_4950 
if 
  $SPOOKED_COUNTER > 0 // $ > int 
jf @FRANK2_4943 
$SPOOKED_COUNTER -= 1 // $ -= int 

:FRANK2_4943
TIMERA = 0 // @ = int 

:FRANK2_4950
jump @FRANK2_5008 

:FRANK2_4957
if 
  TIMERA > 250 // @ > int 
jf @FRANK2_5008 
if 
  $SPOOKED_COUNTER > 0 // $ > int 
jf @FRANK2_5001 
$SPOOKED_COUNTER -= 1 // $ -= int 

:FRANK2_5001
TIMERA = 0 // @ = int 

:FRANK2_5008
if 
  $SPOOKED_COUNTER > 10 // $ > int 
jf @FRANK2_5066 
if 
  $FLAG_PLAYER_HAD_WARNING1_FM2 == 0 // $ == int 
jf @FRANK2_5066 
00BC: text_highpriority 'FM2_15' time 5000 1  // ~g~Don't get too close or Curly will suspect something!
$FLAG_PLAYER_HAD_WARNING1_FM2 = 1 // $ = int 

:FRANK2_5066
if 
  $SPOOKED_COUNTER == 100 // $ == int 
jf @FRANK2_5106 
00BC: text_highpriority 'FM2_14' time 5000 1  // ~r~You got too close and spooked Curly!
jump @FRANK2_8184 

:FRANK2_5106
if 
80DB:   not actor $CURLEY_BOB_FM2 in_car $CAR_FM2 
jf @FRANK2_5154 
$SPOOKED_COUNTER = 100 // $ = int 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_5154
if 
00A3:   actor $CURLEY_BOB_FM2 0 1538.0 -741.0 1304.0 -901.0 
jf @FRANK2_5206 
00AE: set_vehicle $CAR_FM2 traffic_behavior_to 1 
00AD: set_car $CAR_FM2 max_speed_to 10.0 
$FLAG_NO_LONGER_MAD = 1 // $ = int 

:FRANK2_5206
if 
  $FLAG_NO_LONGER_MAD == 0 // $ == int 
jf @FRANK2_5288 
if 
00E9:   player $PLAYER_CHAR 0 $CURLEY_BOB_FM2 radius 30.0 30.0 
jf @FRANK2_5273 
00AE: set_vehicle $CAR_FM2 traffic_behavior_to 2 
00AD: set_car $CAR_FM2 max_speed_to 25.0 
jump @FRANK2_5288 

:FRANK2_5273
00AE: set_vehicle $CAR_FM2 traffic_behavior_to 1 
00AD: set_car $CAR_FM2 max_speed_to 20.0 

:FRANK2_5288
if 
03C9:   car $CAR_FM2 visibly_damaged 
jf @FRANK2_5378 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_5349 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_5378 

:FRANK2_5349
$SPOOKED_COUNTER = 100 // $ = int 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_5378
if 
01C1:   car $CAR_FM2 stopped 
jf @FRANK2_5507 
if 
  $FLAG_CAR_HAS_JUST_STOPPED == 0 // $ == int 
jf @FRANK2_5424 
01BD: $TIME_CAR_STOPPED_FM2 = current_time_in_ms 
$FLAG_CAR_HAS_JUST_STOPPED = 1 // $ = int 

:FRANK2_5424
01BD: $CURRENT_TIME_FM2 = current_time_in_ms 
0084: $TIMER_DIFFERENCE = $CURRENT_TIME_FM2 // $ = $ int 
0060: $TIMER_DIFFERENCE -= $TIME_CAR_STOPPED_FM2 // $ -= $ int 
if 
  $TIMER_DIFFERENCE > 15000 // $ > int 
jf @FRANK2_5500 
$FLAG_TAXI2_EXIT_CAR_FM2 = 1 // $ = int 
$SPOOKED_COUNTER = 100 // $ = int 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_5500
jump @FRANK2_5514 

:FRANK2_5507
$FLAG_CAR_HAS_JUST_STOPPED = 0 // $ = int 

:FRANK2_5514
jump @FRANK2_4150 

:FRANK2_5521
0164: disable_marker $RADAR_BLIP_CAR2_FM2 
03CD: car $CAR_FM2 remove_from_stuck_car_check 
if and
  $FLAG_CAR_FM2_CREATED == 1 // $ == int 
00DB:   actor $CURLEY_BOB_FM2 in_car $CAR_FM2 
jf @FRANK2_5564 
$FLAG_TAXI2_EXIT_CAR_FM2 = 1 // $ = int 

:FRANK2_5564
if 
  $FLAG_TAXI2_EXIT_CAR_FM2 == 1 // $ == int 
jf @FRANK2_5974 
01D3: actor $CURLEY_BOB_FM2 leave_car $CAR_FM2 

:FRANK2_5590
if 
00DB:   actor $CURLEY_BOB_FM2 in_car $CAR_FM2 
jf @FRANK2_5845 
wait 0 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_5658 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_5698 

:FRANK2_5658
if 
8184:   not actor $CURLEY_BOB_FM2 health > 99 
jf @FRANK2_5698 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_5698
if 
0119:   car $CAR_FM2 wrecked 
jf @FRANK2_5795 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_5759 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_5788 

:FRANK2_5759
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
$FLAG_CAR_FM2_DEAD = 1 // $ = int 
jump @FRANK2_8184 

:FRANK2_5788
jump @FRANK2_5838 

:FRANK2_5795
if and
01F4:   car $CAR_FM2 flipped 
01C1:   car $CAR_FM2 stopped 
jf @FRANK2_5838 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_5838
jump @FRANK2_5590 

:FRANK2_5845
0151: remove_status_text $SPOOKED_COUNTER 
if 
80FB:   not player $PLAYER_CHAR 0 $CURLEY_BOB_FM2 radius 160.0 160.0 160.0 
jf @FRANK2_5902 
00BC: text_highpriority 'FM2_12' time 5000 1  // ~r~He gave you the slip!
jump @FRANK2_8184 

:FRANK2_5902
if 
0057:   player $PLAYER_CHAR 0 1573.688 -876.4375 5.0 1404.063 -1034.25 30.0 
jf @FRANK2_5967 
$SPOOKED_COUNTER = 100 // $ = int 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_5967
jump @FRANK2_6333 

:FRANK2_5974
if and
  $FLAG_MISSION_TAXI_FM2_CREATED == 1 // $ == int 
00DB:   actor $CURLEY_BOB_FM2 in_car $MISSION_TAXI_FM2 
jf @FRANK2_6007 
$FLAG_TAXI1_EXIT_CAR_FM2 = 1 // $ = int 

:FRANK2_6007
if 
  $FLAG_TAXI1_EXIT_CAR_FM2 == 1 // $ == int 
jf @FRANK2_6333 
01D3: actor $CURLEY_BOB_FM2 leave_car $MISSION_TAXI_FM2 

:FRANK2_6033
if 
00DB:   actor $CURLEY_BOB_FM2 in_car $MISSION_TAXI_FM2 
jf @FRANK2_6281 
wait 0 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_6101 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_6141 

:FRANK2_6101
if 
8184:   not actor $CURLEY_BOB_FM2 health > 99 
jf @FRANK2_6141 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_6141
if 
0119:   car $MISSION_TAXI_FM2 wrecked 
jf @FRANK2_6231 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_6202 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
jump @FRANK2_8184 
jump @FRANK2_6224 

:FRANK2_6202
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK2_8184 

:FRANK2_6224
jump @FRANK2_6274 

:FRANK2_6231
if and
01F4:   car $MISSION_TAXI_FM2 flipped 
01C1:   car $MISSION_TAXI_FM2 stopped 
jf @FRANK2_6274 
00BC: text_highpriority 'FM2_7' time 7000 1  // ~r~Curly's spooked! The meeting's off!
jump @FRANK2_8184 

:FRANK2_6274
jump @FRANK2_6033 

:FRANK2_6281
if 
80FB:   not player $PLAYER_CHAR 0 $CURLEY_BOB_FM2 radius 160.0 160.0 160.0 
jf @FRANK2_6333 
00BC: text_highpriority 'FM2_12' time 5000 1  // ~r~He gave you the slip!
jump @FRANK2_8184 

:FRANK2_6333
02A3: toggle_widescreen 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @FRANK2_6360 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:FRANK2_6360
01B4: set_player $PLAYER_CHAR can_move 0 
0110: clear_player $PLAYER_CHAR wanted_level 
if 
8118:   not actor $VAN_DRIVER_FM2 dead 
jf @FRANK2_6395 
039E: set_actor $VAN_DRIVER_FM2 locked_while_in_vehicle 0 

:FRANK2_6395
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0395: clear_area 1 at 1546.5 -834.75 12.6875 range 1.0 
015F: set_camera_position 1546.5 -834.75 12.6875 rotation 0.0 0.0 0.0 
0160: point_camera 1545.5 -834.5625 12.75 switchstyle 2 
0239: actor $CURLEY_BOB_FM2 run_to 1532.0 -889.0 
TIMERB = 0 // @ = int 

:FRANK2_6469
if 
  1500 > TIMERB // int > @ 
jf @FRANK2_6560 
wait 0 
0395: clear_area 0 at 1532.0 -889.0 -100.0 range 3.0 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_6553 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
$FLAG_CURLEY_BOB_FM2_DEAD = 1 // $ = int 
jump @FRANK2_8184 

:FRANK2_6553
jump @FRANK2_6469 

:FRANK2_6560
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_6605 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
$FLAG_CURLEY_BOB_FM2_DEAD = 1 // $ = int 
jump @FRANK2_8184 

:FRANK2_6605
01BD: $BREAKOUT_TIMER_START = current_time_in_ms 
$BREAKOUT_DIFF = 0 // $ = int 

:FRANK2_6617
if and
83EE:   not player $PLAYER_CHAR controllable 
  5000 > $BREAKOUT_DIFF // int > $ 
jf @FRANK2_6718 
wait 0 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_6690 
00BC: text_highpriority 'FM2_9' time 5000 1  // ~r~Curly Bob's dead!
$FLAG_CURLEY_BOB_FM2_DEAD = 1 // $ = int 
jump @FRANK2_8184 

:FRANK2_6690
01BD: $BREAKOUT_TIMER = current_time_in_ms 
0084: $BREAKOUT_DIFF = $BREAKOUT_TIMER // $ = $ int 
0060: $BREAKOUT_DIFF -= $BREAKOUT_TIMER_START // $ -= $ int 
jump @FRANK2_6617 

:FRANK2_6718
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
023C: load_special_actor 3 'MIGUEL' 
023C: load_special_actor 4 'CAT' 
02F3: load_object #CUTOBJ01 'MIGUELH' 
02F3: load_object #CUTOBJ02 'CATH' 
02F3: load_object #CUTOBJ03 'CURLYH' 
0247: request_model #COLUMB 

:FRANK2_6810
if 
  fading 
jf @FRANK2_6834 
wait 0 
jump @FRANK2_6810 

:FRANK2_6834
if 
8118:   not actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_6855 
009F: set_actor $CURLEY_BOB_FM2 idle 

:FRANK2_6855
038B: load_requested_models 

:FRANK2_6857
if or
823D:   not special_actor 3 loaded 
823D:   not special_actor 4 loaded 
8248:   not model #COLUMB available 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @FRANK2_6907 
wait 0 
jump @FRANK2_6857 

:FRANK2_6907
00A5: $BADDIE_CAR_FM2 = create_car #COLUMB at 1542.875 -896.1875 10.5625 
0175: set_car $BADDIE_CAR_FM2 z_angle_to 90.0 
02E4: load_cutscene_data 'S2_CTG2' 
0244: set_cutscene_pos 1573.875 -906.0 11.0625 
02E5: $CS_CURLY = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_CURLY 'CURLY' 
02E5: $CS_MIGUEL = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $CS_MIGUEL 'MIGUEL' 
02E5: $CS_CATALINA = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $CS_CATALINA 'CAT' 
02F4: create_cutscene_actor $CS_MIGUELHEAD from_head #CUTOBJ01 and_body $CS_MIGUEL 
02F5: set_head_anim $CS_MIGUELHEAD 'MIGUEL' 
02F4: create_cutscene_actor $CS_CATALINAHEAD from_head #CUTOBJ02 and_body $CS_CATALINA 
02F5: set_head_anim $CS_CATALINAHEAD 'CAT' 
02F4: create_cutscene_actor $CS_CURLYHEAD from_head #CUTOBJ03 and_body $CS_CURLY 
02F5: set_head_anim $CS_CURLYHEAD 'CURLY' 
0395: clear_area 1 at 898.5625 -425.5625 13.875 range 1.0 
fade 1 1500 
009B: destroy_actor_instantly $CURLEY_BOB_FM2 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:FRANK2_7124
if 
  0 >= $CS_TIME // int >= $ 
jf @FRANK2_7158 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7124 

:FRANK2_7158
00BC: text_highpriority 'FM2_F' time 10000 1  // Here comes our little friend. Mr big mouth himself.

:FRANK2_7173
if 
  3225 > $CS_TIME // int > $ 
jf @FRANK2_7208 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7173 

:FRANK2_7208
00BC: text_highpriority 'FM2_G' time 10000 1  // Were you followed? You know what goes on here is our little secret.

:FRANK2_7223
if 
  7047 > $CS_TIME // int > $ 
jf @FRANK2_7258 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7223 

:FRANK2_7258
00BC: text_highpriority 'FM2_H' time 10000 1  // No..no, I wasn't followed. You got my stuff?

:FRANK2_7273
if 
  10272 > $CS_TIME // int > $ 
jf @FRANK2_7308 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7273 

:FRANK2_7308
00BC: text_highpriority 'FM2_I' time 10000 1  // Here's your SPANK, squealer, now talk.

:FRANK2_7323
if 
  13914 > $CS_TIME // int > $ 
jf @FRANK2_7358 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7323 

:FRANK2_7358
00BC: text_highpriority 'FM2_P' time 10000 1  // OK, so the Leone's are fighting wars on two fronts.

:FRANK2_7373
if 
  16721 > $CS_TIME // int > $ 
jf @FRANK2_7408 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7373 

:FRANK2_7408
00BC: text_highpriority 'FM2_Q' time 10000 1  // They're in a turf war with the Triads with no sign of either side giving up.

:FRANK2_7423
if 
  20483 > $CS_TIME // int > $ 
jf @FRANK2_7458 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7423 

:FRANK2_7458
00BC: text_highpriority 'FM2_R' time 10000 1  // Meanwhile Joey Leone has stirred up some bad blood with the Forellis.

:FRANK2_7473
if 
  24246 > $CS_TIME // int > $ 
jf @FRANK2_7508 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7473 

:FRANK2_7508
00BC: text_highpriority 'FM2_S' time 10000 1  // Every day they're losing men and influence in the city.

:FRANK2_7523
if 
  26993 > $CS_TIME // int > $ 
jf @FRANK2_7558 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7523 

:FRANK2_7558
00BC: text_highpriority 'FM2_T' time 10000 1  // Salvatore is becoming dangerous and paranoid. He suspects everybody and everything.

:FRANK2_7573
if 
  31770 > $CS_TIME // int > $ 
jf @FRANK2_7608 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7573 

:FRANK2_7608
00BC: text_highpriority 'FM2_U' time 10000 1  // With loyalty like yours, what has he possibly got to worry about.

:FRANK2_7623
if 
  35267 > $CS_TIME // int > $ 
jf @FRANK2_7660 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7623 

:FRANK2_7660
03D5: remove_text 'FM2_U'  // With loyalty like yours, what has he possibly got to worry about.

:FRANK2_7670
if 
  37000 > $CS_TIME // int > $ 
jf @FRANK2_7707 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK2_7670 

:FRANK2_7707
fade 0 1500 

:FRANK2_7714
if 
82E9:   not cutscene_reached_end 
jf @FRANK2_7738 
wait 0 
jump @FRANK2_7714 

:FRANK2_7738
00BE: text_clear_all 

:FRANK2_7740
if 
  fading 
jf @FRANK2_7764 
wait 0 
jump @FRANK2_7740 

:FRANK2_7764
02EA: end_cutscene 
if 
  $FLAG_CAR_FM2_DEAD == 0 // $ == int 
jf @FRANK2_7817 
if 
8119:   not car $CAR_FM2 wrecked 
jf @FRANK2_7817 
009B: destroy_actor_instantly $VAN_DRIVER_FM2 
00A6: destroy_car $CAR_FM2 
$FLAG_CAR_FM2_DEAD = 0 // $ = int 

:FRANK2_7817
00A6: destroy_car $BADDIE_CAR_FM2 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0249: release_model #COLUMB 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
02A3: toggle_widescreen 0 
015A: restore_camera 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
009A: $CURLEY_BOB_FM2 = create_actor 21 #SPECIAL02 at 1493.688 -886.5625 -100.0 
0173: set_actor $CURLEY_BOB_FM2 z_angle_to 90.0 
01B2: give_actor $CURLEY_BOB_FM2 weapon 4 ammo 30000 
01D0: actor $CURLEY_BOB_FM2 avoid_player $PLAYER_CHAR 
0187: $RADAR_BLIP_PED2_FM2 = create_marker_above_actor $CURLEY_BOB_FM2 
00BC: text_highpriority 'FM2_8' time 7000 1  // ~g~Whack Curly Bob!

:FRANK2_7953
if 
   not $FLAG_CURLEY_BOB_DEAD_FM2 == 1 // $ == int 
jf @FRANK2_8172 
wait 0 
if 
  $FLAG_CURLEY_BOB_DEAD_FM2 == 0 // $ == int 
jf @FRANK2_8165 
if 
0118:   actor $CURLEY_BOB_FM2 dead 
jf @FRANK2_8023 
$FLAG_CURLEY_BOB_DEAD_FM2 = 1 // $ = int 
jump @FRANK2_8165 

:FRANK2_8023
if 
00FB:   player $PLAYER_CHAR 0 $CURLEY_BOB_FM2 radius 25.0 25.0 25.0 
jf @FRANK2_8093 
if 
  $FLAG_CURLY_MAD_FM2 == 0 // $ == int 
jf @FRANK2_8086 
01CC: actor $CURLEY_BOB_FM2 kill_player $PLAYER_CHAR 
$FLAG_CURLY_MAD_FM2 = 1 // $ = int 

:FRANK2_8086
jump @FRANK2_8108 

:FRANK2_8093
$FLAG_CURLY_MAD_FM2 = 0 // $ = int 
01D0: actor $CURLEY_BOB_FM2 avoid_player $PLAYER_CHAR 

:FRANK2_8108
if and
82CB:   not actor $CURLEY_BOB_FM2 bounding_sphere_visible 
80FB:   not player $PLAYER_CHAR 0 $CURLEY_BOB_FM2 radius 160.0 160.0 80.0 
jf @FRANK2_8165 
00BC: text_highpriority 'FM2_10' time 5000 1  // ~r~Curly got away!
jump @FRANK2_8184 

:FRANK2_8165
jump @FRANK2_7953 

:FRANK2_8172
0164: disable_marker $RADAR_BLIP_PED2_FM2 
jump @FRANK2_8206 

:FRANK2_8184
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
034F: destroy_actor_with_fade $CURLEY_BOB_FM2 // The actor fades away like a ghost 
return 

:FRANK2_8206
$FLAG_FRANKIE_MISSION2_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'FM2'  // 'CUTTING THE GRASS'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 15000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 15000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_34 
start_new_script @TONI4PG 
if 
  $FLAG_TONI_MISSION5_PASSED == 0 // $ == int 
jf @FRANK2_8308 
$FLAG_FRANKIE_SWITCHED_OFF = 1 // $ = int 
0164: disable_marker $FRANKIE_CONTACT_BLIP 

:FRANK2_8308
return 

:FRANK2_8310
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_FRANKIE_MISSION = 0 // $ = int 
if 
  $FLAG_CAR_FM2_DEAD == 0 // $ == int 
jf @FRANK2_8372 
if 
8119:   not car $CAR_FM2 wrecked 
jf @FRANK2_8372 
0135: 1 = car $CAR_FM2 door_status 
02AA: set_car $CAR_FM2 immune_to_nonplayer 0 

:FRANK2_8372
0249: release_model #TAXI 
0249: release_model #COLUMB 
0249: release_model #TAXI_D 
0164: disable_marker $RADAR_BLIP_CLUB_FM2 
0164: disable_marker $RADAR_BLIP_PED1_FM2 
0164: disable_marker $RADAR_BLIP_COORD2_FM2 
0164: disable_marker $RADAR_BLIP_CAR1_FM2 
0164: disable_marker $RADAR_BLIP_CAR2_FM2 
0164: disable_marker $RADAR_BLIP_PED2_FM2 
015C: set_zone_gang_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0151: remove_status_text $SPOOKED_COUNTER 
mission_cleanup 
return 

//-------------Mission 37---------------
// Originally: Bomb Da Base: Act I

:FRANK21
script_name 'FRANK21' 
gosub @FRANK21_46 
if 
  wasted_or_busted 
jf @FRANK21_37 
gosub @FRANK21_895 

:FRANK21_37
gosub @FRANK21_971 
terminate_this_script 

:FRANK21_46
$ONMISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_ON_FRANKIE_MISSION = 1 // $ = int 
023C: load_special_actor 1 'FRANKIE' 
02F3: load_object #CUTOBJ01 'FRANKH' 
0247: request_model #GANG02 
0247: request_model #FRANKSCLB02 
0247: request_model #SALVSDETAIL 
0247: request_model #SWANK_INSIDE 
038B: load_requested_models 

:FRANK21_112
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #GANG02 available 
jf @FRANK21_147 
wait 0 
jump @FRANK21_112 

:FRANK21_147
if or
8248:   not model #FRANKSCLB02 available 
8248:   not model #SALVSDETAIL available 
8248:   not model #SWANK_INSIDE available 
jf @FRANK21_184 
wait 0 
jump @FRANK21_147 

:FRANK21_184
02E4: load_cutscene_data 'S3_RTC' 
0244: set_cutscene_pos 1457.75 -185.3125 54.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_FRANKIE = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_FRANKIE 'FRANKIE' 
02F4: create_cutscene_actor $CS_FRANKIEHEAD from_head #CUTOBJ01 and_body $CS_FRANKIE 
02F5: set_head_anim $CS_FRANKIEHEAD 'FRANK' 
02E5: $CS_MAFIA = create_cutscene_object #GANG02 
02E6: set_cutscene_anim $CS_MAFIA 'GANG02' 
0395: clear_area 1 at 1455.063 -187.75 -100.0 range 1.0 
0055: put_player $PLAYER_CHAR at 1455.063 -187.75 -100.0 
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: $CS_TIME = cutscenetime 

:FRANK21_349
if 
  5136 > $CS_TIME // int > $ 
jf @FRANK21_384 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK21_349 

:FRANK21_384
00BC: text_highpriority 'FM3_C' time 10000 1  // ~w~The Cartel has got bottomless funds from pushing that SPANK crap.

:FRANK21_399
if 
  8848 > $CS_TIME // int > $ 
jf @FRANK21_434 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK21_399 

:FRANK21_434
00BC: text_highpriority 'FM3_D' time 10000 1  // ~w~If we make an open attack on them, they'll wipe the floor with us.

:FRANK21_449
if 
  12450 > $CS_TIME // int > $ 
jf @FRANK21_484 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK21_449 

:FRANK21_484
00BC: text_highpriority 'FM3_E' time 10000 1  // ~w~They must be making SPANK on that big boat that Curly lead you to.

:FRANK21_499
if 
  15984 > $CS_TIME // int > $ 
jf @FRANK21_534 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK21_499 

:FRANK21_534
00BC: text_highpriority 'FM3_F' time 10000 1  // ~w~So we gotta use our heads, or rather one head. Your head.

:FRANK21_549
if 
  20426 > $CS_TIME // int > $ 
jf @FRANK21_584 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK21_549 

:FRANK21_584
00BC: text_highpriority 'FM3_G' time 10000 1  // ~w~I'm asking you to destroy that SPANK factory as a personal favor to me, Salvatore Leone.

:FRANK21_599
if 
  27076 > $CS_TIME // int > $ 
jf @FRANK21_634 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK21_599 

:FRANK21_634
00BC: text_highpriority 'FM3_H' time 10000 1  // ~w~If you do this for me, you will be a made man, anything you want.

:FRANK21_649
if 
  32651 > $CS_TIME // int > $ 
jf @FRANK21_684 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK21_649 

:FRANK21_684
00BC: text_highpriority 'FM3_I' time 10000 1  // ~w~Go and see 8-Ball, you'll need his expertise to blow-up that boat.

:FRANK21_699
if 
  36233 > $CS_TIME // int > $ 
jf @FRANK21_736 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK21_699 

:FRANK21_736
03D5: remove_text 'FM3_I'  // ~w~Go and see 8-Ball, you'll need his expertise to blow-up that boat.

:FRANK21_746
if 
  38333 > $CS_TIME // int > $ 
jf @FRANK21_783 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK21_746 

:FRANK21_783
fade 0 1500 

:FRANK21_790
if 
82E9:   not cutscene_reached_end 
jf @FRANK21_814 
wait 0 
jump @FRANK21_790 

:FRANK21_814
00BE: text_clear_all 

:FRANK21_816
if 
  fading 
jf @FRANK21_840 
wait 0 
jump @FRANK21_816 

:FRANK21_840
02EA: end_cutscene 
03AD: set_rubbish 1 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #GANG02 
0249: release_model #FRANKSCLB02 
0249: release_model #SALVSDETAIL 
0249: release_model #SWANK_INSIDE 
jump @FRANK21_912 

:FRANK21_895
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:FRANK21_912
$FLAG_FRANKIE_MISSION2_1_PASSED = 1 // $ = int 
$FLAG_FRANKIE_SWITCHED_OFF = 1 // $ = int 
0318: set_latest_mission_passed 'FM21'  // 'BOMB DA BASE: ACT I'
030C: progress_made += 1 
0164: disable_marker $FRANKIE_CONTACT_BLIP 
02A7: $EIGHTBALL_CONTACT_BLIP = create_icon_marker_and_sphere 7 at 1272.188 -92.875 -100.0 
start_new_script @NONAME_35 
return 

:FRANK21_971
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_FRANKIE_MISSION = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 38---------------
// Originally: Bomb Da Base: Act II

:FRANK3
script_name 'FRANK3' 
gosub @FRANK3_46 
if 
  wasted_or_busted 
jf @FRANK3_37 
gosub @FRANK3_12252 

:FRANK3_37
gosub @FRANK3_12386 
terminate_this_script 

:FRANK3_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_FRANKIE_MISSION = 1 // $ = int 
wait 0 
$FLAG_ON_FRANKIE3 = 0 // $ = int 
$FLAG_BLOKE_LEAVE_GROUP_FM3 = 0 // $ = int 
$FLAG_BLOKE_IN_AREA_FM3 = 0 // $ = int 
$TIMER_FM3 = 25000 // $ = int 
$FLAG_GUARD1_FM3_DEAD = 0 // $ = int 
$FLAG_GUARD2_FM3_DEAD = 0 // $ = int 
$FLAG_GUARD3_FM3_DEAD = 0 // $ = int 
$FLAG_GUARD4_FM3_DEAD = 0 // $ = int 
$FLAG_GUARD5_FM3_DEAD = 0 // $ = int 
$FLAG_GUARD6_FM3_DEAD = 0 // $ = int 
$FLAG_GUARD7_FM3_DEAD = 0 // $ = int 
$FLAG_GUARD8_FM3_DEAD = 0 // $ = int 
$FLAG_GUARD9_FM3_DEAD = 0 // $ = int 
$FLAG_GUARD10_FM3_DEAD = 0 // $ = int 
$FLAG_GUARD11_FM3_DEAD = 0 // $ = int 
$FLAG_GUARD12_FM3_DEAD = 0 // $ = int 
$FLAG_GOT_MESSAGE_FM3 = 0 // $ = int 
$FLAG_GUARD3_FM3_CREATED = 0 // $ = int 
$FLAG_GUARD4_FM3_CREATED = 0 // $ = int 
$FLAG_GUARD5_FM3_CREATED = 0 // $ = int 
$FLAG_GUARD6_FM3_CREATED = 0 // $ = int 
$FLAG_BLIP_ON_EIGHTBALL_FM3 = 0 // $ = int 
$FLAG_GUARD1_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_GUARD2_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_GUARD3_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_GUARD4_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_GUARD5_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_GUARD6_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_GUARD7_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_GUARD8_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_GUARD9_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_GUARD10_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_GUARD11_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_GUARD12_LOOKING_FOR_8BALL = 0 // $ = int 
$FLAG_8BALL_ORDERED_AREA1 = 0 // $ = int 
$FLAG_DROP_CRATE_FM3 = 0 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
$FLAG_PLAYED_COPS_AUDIO_FM3 = 0 // $ = int 
$FLAG_PLAYED_8BALL_AUDIO_FM3 = 0 // $ = int 
$FLAG_GUN_HELP1_FM3 = 0 // $ = int 
$FLAG_GUN_HELP2_FM3 = 0 // $ = int 
$FLAG_GUN_HELP3_FM3 = 0 // $ = int 
$FLAG_TIMER_FM3 = 0 // $ = int 
$FLAG_TIMER2_FM3 = 0 // $ = int 
$FLAG_TIMER3_FM3 = 0 // $ = int 
$FLAG_TIMER4_FM3 = 0 // $ = int 
$EIGHTBALL_X_FM3 = 0.0 // $ = float 
$EIGHTBALL_Y_FM3 = 0.0 // $ = float 
$EIGHTBALL_Z_FM3 = 0.0 // $ = float 
$FLAG_COLUMB_CAR1_DEAD = 0 // $ = int 
$FLAG_COLUMB_CAR2_DEAD = 0 // $ = int 
$FLAG_AUDIO_COPS_LOADED_FM3 = 0 // $ = int 
$FLAG_TIMER_SET_FM3 = 0 // $ = int 
$FLAG_8BALL_MOVED1 = 0 // $ = int 
$FLAG_8BALL_MOVED2 = 0 // $ = int 
$FLAG_8BALL_MOVED3 = 0 // $ = int 
$FLAG_8BALL_MOVED4 = 0 // $ = int 
$FLAG_8BALL_MOVED5 = 0 // $ = int 
$FLAG_8BALL_MOVED6 = 0 // $ = int 
$FLAG_8BALL_MOVED7 = 0 // $ = int 
$FLAG_8BALL_MOVED8 = 0 // $ = int 
$FLAG_8BALL_MOVED9 = 0 // $ = int 
$FLAG_8BALL_MOVED10 = 0 // $ = int 
$FLAG_8BALL_MOVED11 = 0 // $ = int 
$FLAG_8BALL_MOVED12 = 0 // $ = int 
$FLAG_CAR_MARKED_FM3 = 0 // $ = int 
$FLAG_8BALL_DUCKING_FM3 = 0 // $ = int 
if 
  $FLAG_PLAYER_HAD_CUT1_FM3 == 1 // $ == int 
jf @FRANK3_597 
if or
  $FLAG_TAKEN_MONEY_OFF_FM3 == 1 // $ == int 
010A:   player $PLAYER_CHAR money > 99999 
jf @FRANK3_597 
jump @FRANK3_1442 

:FRANK3_597
0395: clear_area 1 at 1272.563 -95.5625 -100.0 range 2.0 
023C: load_special_actor 1 'EIGHT2' 
02F3: load_object #CUTOBJ01 'EITDOOR' 
02F3: load_object #CUTOBJ02 'EIGHTH' 
02F3: load_object #CUTOBJ03 'PLAYERH' 
0247: request_model #IND_LAND089C 
0247: request_model #MAK_SEMTECH 
0247: request_model #MAK_BOMB01 
038B: load_requested_models 

:FRANK3_681
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ01 available 
jf @FRANK3_722 
wait 0 
jump @FRANK3_681 

:FRANK3_722
if or
8248:   not model #IND_LAND089C available 
8248:   not model #MAK_SEMTECH available 
8248:   not model #MAK_BOMB01 available 
jf @FRANK3_759 
wait 0 
jump @FRANK3_722 

:FRANK3_759
0363: toggle_model_render_at 1271.75 -91.25 13.875 radius 3.0 object #CS8_DOOR 0 
02E4: load_cutscene_data 'S4_BDBA' 
0244: set_cutscene_pos 1272.5 -90.6875 13.75 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_EIGHT = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_EIGHT 'EIGHT2' 
02F4: create_cutscene_actor $CS_EIGHTHEAD from_head #CUTOBJ02 and_body $CS_EIGHT 
02F5: set_head_anim $CS_EIGHTHEAD 'EIGHT' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ03 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_EITDOOR = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_EITDOOR 'EITDOOR' 
0395: clear_area 1 at 1272.563 -95.5625 -100.0 range 1.0 
0055: put_player $PLAYER_CHAR at 1272.563 -95.5625 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:FRANK3_968
if 
  2849 > $CS_TIME // int > $ 
jf @FRANK3_1003 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_968 

:FRANK3_1003
00BC: text_highpriority 'FM3_8A' time 10000 1  // ~w~Yo my man! Salvatore phoned ahead,

:FRANK3_1018
if 
  5438 > $CS_TIME // int > $ 
jf @FRANK3_1053 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_1018 

:FRANK3_1053
00BC: text_highpriority 'FM3_8B' time 10000 1  // ~w~but a job like this is gonna need a lot of fireworks.

:FRANK3_1068
if 
  8136 > $CS_TIME // int > $ 
jf @FRANK3_1103 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_1068 

:FRANK3_1103
00BC: text_highpriority 'FM3_8C' time 10000 1  // ~w~I'll need $100,000 to cover expenses,

:FRANK3_1118
if 
  10752 > $CS_TIME // int > $ 
jf @FRANK3_1153 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_1118 

:FRANK3_1153
00BC: text_highpriority 'FM3_8D' time 10000 1  // ~w~but you know with me you get a lot of bang for your buck.

:FRANK3_1168
if 
  13578 > $CS_TIME // int > $ 
jf @FRANK3_1203 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_1168 

:FRANK3_1203
00BC: text_highpriority 'FM3_CC' time 10000 1  // ~w~Come back brother when you have the money.

:FRANK3_1218
if 
  14964 > $CS_TIME // int > $ 
jf @FRANK3_1253 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_1218 

:FRANK3_1253
03D5: remove_text 'FM3_CC'  // ~w~Come back brother when you have the money.

:FRANK3_1263
if 
  15666 > $CS_TIME // int > $ 
jf @FRANK3_1298 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_1263 

:FRANK3_1298
fade 0 1500 

:FRANK3_1305
if 
82E9:   not cutscene_reached_end 
jf @FRANK3_1329 
wait 0 
jump @FRANK3_1305 

:FRANK3_1329
00BE: text_clear_all 

:FRANK3_1331
if 
  fading 
jf @FRANK3_1355 
wait 0 
jump @FRANK3_1331 

:FRANK3_1355
02EA: end_cutscene 
03AD: set_rubbish 1 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0363: toggle_model_render_at 1271.75 -91.25 13.875 radius 3.0 object #CS8_DOOR 1 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #IND_LAND089C 
0249: release_model #MAK_SEMTECH 
0249: release_model #MAK_BOMB01 
$FLAG_PLAYER_HAD_CUT1_FM3 = 1 // $ = int 
jump @FRANK3_12386 

:FRANK3_1442
0395: clear_area 1 at 1272.563 -95.5625 -100.0 range 2.0 
023C: load_special_actor 1 'EIGHT2' 
02F3: load_object #CUTOBJ01 'EITDOOR' 
02F3: load_object #CUTOBJ02 'EIGHTH' 
02F3: load_object #CUTOBJ03 'PLAYERH' 
02F3: load_object #CUTOBJ04 'RIFLE' 
02F3: load_object #CUTOBJ05 'CS_BOMB' 
0247: request_model #IND_LAND089C 
0247: request_model #MAK_SEMTECH 
0247: request_model #MAK_BOMB01 
038B: load_requested_models 

:FRANK3_1552
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ04 available 
8248:   not model #CUTOBJ05 available 
jf @FRANK3_1603 
wait 0 
jump @FRANK3_1552 

:FRANK3_1603
if or
8248:   not model #IND_LAND089C available 
8248:   not model #MAK_SEMTECH available 
8248:   not model #MAK_BOMB01 available 
jf @FRANK3_1640 
wait 0 
jump @FRANK3_1603 

:FRANK3_1640
0363: toggle_model_render_at 1271.75 -91.25 13.875 radius 3.0 object #CS8_DOOR 0 
02E4: load_cutscene_data 'S4_BDBB' 
0244: set_cutscene_pos 1272.5 -90.6875 13.75 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_EIGHT = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_EIGHT 'EIGHT2' 
02F4: create_cutscene_actor $CS_EIGHTHEAD from_head #CUTOBJ02 and_body $CS_EIGHT 
02F5: set_head_anim $CS_EIGHTHEAD 'EIGHT' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ03 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_EITDOOR = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_EITDOOR 'EITDOOR' 
02E5: $CS_RIFLE = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $CS_RIFLE 'RIFLE' 
02E5: $CS_BOMB = create_cutscene_object #CUTOBJ05 
02E6: set_cutscene_anim $CS_BOMB 'CS_BOMB' 
0395: clear_area 1 at 1272.563 -95.5625 -100.0 range 1.0 
0055: put_player $PLAYER_CHAR at 1272.563 -95.5625 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:FRANK3_1891
if 
  3123 > $CS_TIME // int > $ 
jf @FRANK3_1926 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_1891 

:FRANK3_1926
00BC: text_highpriority 'FM3_8E' time 10000 1  // ~w~Okay, let's do this thing!

:FRANK3_1941
if 
  4903 > $CS_TIME // int > $ 
jf @FRANK3_1976 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_1941 

:FRANK3_1976
00BC: text_highpriority 'FM3_8F' time 10000 1  // ~w~I can set this baby to detonate, but I still can't use a piece with these hands.

:FRANK3_1991
if 
  8643 > $CS_TIME // int > $ 
jf @FRANK3_2026 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_1991 

:FRANK3_2026
00BC: text_highpriority 'FM3_8G' time 10000 1  // ~w~Here, this rifle should help you pop some heads!

:FRANK3_2041
if 
  10635 > $CS_TIME // int > $ 
jf @FRANK3_2076 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_2041 

:FRANK3_2076
03D5: remove_text 'FM3_8G'  // ~w~Here, this rifle should help you pop some heads!

:FRANK3_2086
if 
  17000 > $CS_TIME // int > $ 
jf @FRANK3_2121 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK3_2086 

:FRANK3_2121
fade 0 1500 

:FRANK3_2128
if 
82E9:   not cutscene_reached_end 
jf @FRANK3_2152 
wait 0 
jump @FRANK3_2128 

:FRANK3_2152
00BE: text_clear_all 

:FRANK3_2154
if 
  fading 
jf @FRANK3_2178 
wait 0 
jump @FRANK3_2154 

:FRANK3_2178
02EA: end_cutscene 
03AD: set_rubbish 1 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0363: toggle_model_render_at 1271.75 -91.25 13.875 radius 3.0 object #CS8_DOOR 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #CUTOBJ05 
0249: release_model #IND_LAND089C 
0249: release_model #MAK_SEMTECH 
0249: release_model #MAK_BOMB01 
if 
  $FLAG_TAKEN_MONEY_OFF_FM3 == 0 // $ == int 
jf @FRANK3_2294 
0109: player $PLAYER_CHAR money += -100000 
increment_mission_attempts 
$FLAG_TAKEN_MONEY_OFF_FM3 = 1 // $ = int 

:FRANK3_2294
0247: request_model #GANG11 
0247: request_model #GANG12 
0247: request_model #BARREL4 
0247: request_model #COLUMB 

:FRANK3_2312
if or
8248:   not model #GANG12 available 
8248:   not model #GANG11 available 
8248:   not model #BARREL4 available 
8248:   not model #COLUMB available 
jf @FRANK3_2352 
wait 0 
jump @FRANK3_2312 

:FRANK3_2352
015C: set_zone_gang_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0107: $BOAT_BARREL7 = create_object #BARREL4 at 1535.125 -930.75 18.6875 
0107: $BOAT_BARREL8 = create_object #BARREL4 at 1535.125 -929.5625 18.6875 
0107: $BOAT_BARREL9 = create_object #BARREL4 at 1535.188 -928.4375 18.6875 
0107: $BOAT_BARREL15 = create_object #BARREL4 at 1484.813 -942.75 18.6875 
0107: $BOAT_BARREL16 = create_object #BARREL4 at 1483.688 -942.75 18.6875 
0107: $BOAT_BARREL17 = create_object #BARREL4 at 1482.5 -942.6875 18.6875 
0395: clear_area 1 at 1272.75 -96.5 -100.0 range 1.0 
009A: $PED_8BALL_FM3 = create_actor 21 #SPECIAL01 at 1272.75 -96.5 -100.0 
0173: set_actor $PED_8BALL_FM3 z_angle_to 270.0 
01ED: reset_actor $PED_8BALL_FM3 threat_search 
009F: set_actor $PED_8BALL_FM3 idle 
01B1: give_player $PLAYER_CHAR weapon 7 ammo 30 
01B8: set_player $PLAYER_CHAR armed_weapon_to 7 
01DF: tie_actor $PED_8BALL_FM3 to_player $PLAYER_CHAR 
018A: $RADAR_BLIP_COORD2_FM3 = create_checkpoint_at 1529.0 -824.0 -100.0 

:FRANK3_2688
if 
  fading 
jf @FRANK3_2893 
wait 0 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_2743 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_2743
if and
8320:   not actor $PED_8BALL_FM3 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_EIGHTBALL_FM3 == 0 // $ == int 
jf @FRANK3_2811 
00BC: text_highpriority 'HEY3' time 5000 1  // ~g~You've dropped your main man, go back and get 8-Ball!
0187: $RADAR_BLIP_PED2_FM3 = create_marker_above_actor $PED_8BALL_FM3 
0164: disable_marker $RADAR_BLIP_COORD2_FM3 
$BLOB_FLAG = 0 // $ = int 
$FLAG_BLIP_ON_EIGHTBALL_FM3 = 1 // $ = int 

:FRANK3_2811
if and
00E9:   player $PLAYER_CHAR 0 $PED_8BALL_FM3 radius 8.0 8.0 
  $FLAG_BLIP_ON_EIGHTBALL_FM3 == 1 // $ == int 
jf @FRANK3_2886 
01DF: tie_actor $PED_8BALL_FM3 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED2_FM3 
018A: $RADAR_BLIP_COORD2_FM3 = create_checkpoint_at 1529.0 -824.0 -100.0 
$BLOB_FLAG = 1 // $ = int 
$FLAG_BLIP_ON_EIGHTBALL_FM3 = 0 // $ = int 

:FRANK3_2886
jump @FRANK3_2688 

:FRANK3_2893
0293: $CONTROLMODE = current_controls 
03CF: load_wav 'S3_A' 
TIMERA = 0 // @ = int 

:FRANK3_2915
if or
  7000 > TIMERA // int > @ 
83D0:   not wav_loaded 
jf @FRANK3_3286 
wait 0 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_2978 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_2978
if and
8320:   not actor $PED_8BALL_FM3 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_EIGHTBALL_FM3 == 0 // $ == int 
jf @FRANK3_3046 
00BC: text_highpriority 'HEY3' time 5000 1  // ~g~You've dropped your main man, go back and get 8-Ball!
0187: $RADAR_BLIP_PED2_FM3 = create_marker_above_actor $PED_8BALL_FM3 
0164: disable_marker $RADAR_BLIP_COORD2_FM3 
$BLOB_FLAG = 0 // $ = int 
$FLAG_BLIP_ON_EIGHTBALL_FM3 = 1 // $ = int 

:FRANK3_3046
if and
00E9:   player $PLAYER_CHAR 0 $PED_8BALL_FM3 radius 8.0 8.0 
  $FLAG_BLIP_ON_EIGHTBALL_FM3 == 1 // $ == int 
jf @FRANK3_3121 
01DF: tie_actor $PED_8BALL_FM3 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED2_FM3 
018A: $RADAR_BLIP_COORD2_FM3 = create_checkpoint_at 1529.0 -824.0 -100.0 
$BLOB_FLAG = 1 // $ = int 
$FLAG_BLIP_ON_EIGHTBALL_FM3 = 0 // $ = int 

:FRANK3_3121
if 
  $FLAG_GUN_HELP1_FM3 == 0 // $ == int 
jf @FRANK3_3279 
if 
  $CONTROLMODE == 0 // $ == int 
jf @FRANK3_3174 
03E5: text_box 'HELP7_A'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ button ~w~to ~h~target~w~ with the sniper rifle.
$FLAG_GUN_HELP1_FM3 = 1 // $ = int 

:FRANK3_3174
if 
  $CONTROLMODE == 1 // $ == int 
jf @FRANK3_3209 
03E5: text_box 'HELP7_A'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ button ~w~to ~h~target~w~ with the sniper rifle.
$FLAG_GUN_HELP1_FM3 = 1 // $ = int 

:FRANK3_3209
if 
  $CONTROLMODE == 2 // $ == int 
jf @FRANK3_3244 
03E5: text_box 'HELP7_A'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ button ~w~to ~h~target~w~ with the sniper rifle.
$FLAG_GUN_HELP1_FM3 = 1 // $ = int 

:FRANK3_3244
if 
  $CONTROLMODE == 3 // $ == int 
jf @FRANK3_3279 
03E5: text_box 'HELP7_D'  // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ button ~w~to ~h~target ~w~with the sniper rifle.
$FLAG_GUN_HELP1_FM3 = 1 // $ = int 

:FRANK3_3279
jump @FRANK3_2915 

:FRANK3_3286
0293: $CONTROLMODE = current_controls 
TIMERA = 0 // @ = int 

:FRANK3_3298
if 
  7000 > TIMERA // int > @ 
jf @FRANK3_3667 
wait 0 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_3359 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_3359
if and
8320:   not actor $PED_8BALL_FM3 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_EIGHTBALL_FM3 == 0 // $ == int 
jf @FRANK3_3427 
00BC: text_highpriority 'HEY3' time 5000 1  // ~g~You've dropped your main man, go back and get 8-Ball!
0187: $RADAR_BLIP_PED2_FM3 = create_marker_above_actor $PED_8BALL_FM3 
0164: disable_marker $RADAR_BLIP_COORD2_FM3 
$BLOB_FLAG = 0 // $ = int 
$FLAG_BLIP_ON_EIGHTBALL_FM3 = 1 // $ = int 

:FRANK3_3427
if and
00E9:   player $PLAYER_CHAR 0 $PED_8BALL_FM3 radius 8.0 8.0 
  $FLAG_BLIP_ON_EIGHTBALL_FM3 == 1 // $ == int 
jf @FRANK3_3502 
01DF: tie_actor $PED_8BALL_FM3 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED2_FM3 
018A: $RADAR_BLIP_COORD2_FM3 = create_checkpoint_at 1529.0 -824.0 -100.0 
$BLOB_FLAG = 1 // $ = int 
$FLAG_BLIP_ON_EIGHTBALL_FM3 = 0 // $ = int 

:FRANK3_3502
if 
  $FLAG_GUN_HELP2_FM3 == 0 // $ == int 
jf @FRANK3_3660 
if 
  $CONTROLMODE == 0 // $ == int 
jf @FRANK3_3555 
03E5: text_box 'HELP8_A'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ button ~w~to ~h~zoom in ~w~with the rifle and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ button ~w~to ~h~zoom out ~w~again.
$FLAG_GUN_HELP2_FM3 = 1 // $ = int 

:FRANK3_3555
if 
  $CONTROLMODE == 1 // $ == int 
jf @FRANK3_3590 
03E5: text_box 'HELP8_A'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ button ~w~to ~h~zoom in ~w~with the rifle and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ button ~w~to ~h~zoom out ~w~again.
$FLAG_GUN_HELP2_FM3 = 1 // $ = int 

:FRANK3_3590
if 
  $CONTROLMODE == 2 // $ == int 
jf @FRANK3_3625 
03E5: text_box 'HELP8_B'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ button ~w~to ~h~zoom in ~w~with the rifle and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ button ~w~to ~h~zoom out ~w~again.
$FLAG_GUN_HELP2_FM3 = 1 // $ = int 

:FRANK3_3625
if 
  $CONTROLMODE == 3 // $ == int 
jf @FRANK3_3660 
03E5: text_box 'HELP8_A'  // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ button ~w~to ~h~zoom in ~w~with the rifle and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ button ~w~to ~h~zoom out ~w~again.
$FLAG_GUN_HELP2_FM3 = 1 // $ = int 

:FRANK3_3660
jump @FRANK3_3298 

:FRANK3_3667
0293: $CONTROLMODE = current_controls 
TIMERA = 0 // @ = int 

:FRANK3_3679
if 
  7000 > TIMERA // int > @ 
jf @FRANK3_4048 
wait 0 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_3740 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_3740
if and
8320:   not actor $PED_8BALL_FM3 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_EIGHTBALL_FM3 == 0 // $ == int 
jf @FRANK3_3808 
00BC: text_highpriority 'HEY3' time 5000 1  // ~g~You've dropped your main man, go back and get 8-Ball!
0187: $RADAR_BLIP_PED2_FM3 = create_marker_above_actor $PED_8BALL_FM3 
0164: disable_marker $RADAR_BLIP_COORD2_FM3 
$BLOB_FLAG = 0 // $ = int 
$FLAG_BLIP_ON_EIGHTBALL_FM3 = 1 // $ = int 

:FRANK3_3808
if and
00E9:   player $PLAYER_CHAR 0 $PED_8BALL_FM3 radius 8.0 8.0 
  $FLAG_BLIP_ON_EIGHTBALL_FM3 == 1 // $ == int 
jf @FRANK3_3883 
01DF: tie_actor $PED_8BALL_FM3 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED2_FM3 
018A: $RADAR_BLIP_COORD2_FM3 = create_checkpoint_at 1529.0 -824.0 -100.0 
$BLOB_FLAG = 1 // $ = int 
$FLAG_BLIP_ON_EIGHTBALL_FM3 = 0 // $ = int 

:FRANK3_3883
if 
  $FLAG_GUN_HELP3_FM3 == 0 // $ == int 
jf @FRANK3_4041 
if 
  $CONTROLMODE == 0 // $ == int 
jf @FRANK3_3936 
03E5: text_box 'HELP9_A'  // Press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire~w~ the sniper rifle.
$FLAG_GUN_HELP3_FM3 = 1 // $ = int 

:FRANK3_3936
if 
  $CONTROLMODE == 1 // $ == int 
jf @FRANK3_3971 
03E5: text_box 'HELP9_A'  // Press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire~w~ the sniper rifle.
$FLAG_GUN_HELP3_FM3 = 1 // $ = int 

:FRANK3_3971
if 
  $CONTROLMODE == 2 // $ == int 
jf @FRANK3_4006 
03E5: text_box 'HELP9_B'  // Press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire~w~ the sniper rifle.
$FLAG_GUN_HELP3_FM3 = 1 // $ = int 

:FRANK3_4006
if 
  $CONTROLMODE == 3 // $ == int 
jf @FRANK3_4041 
03E5: text_box 'HELP9_C'  // Press the~h~ ~k~~PED_FIREWEAPON~ button ~w~to ~h~fire~w~ the sniper rifle.
$FLAG_GUN_HELP3_FM3 = 1 // $ = int 

:FRANK3_4041
jump @FRANK3_3679 

:FRANK3_4048
009A: $GUARD1_FM3 = create_actor 12 #GANG11 at 1524.0 -900.0 -100.0 
01BE: set_actor $GUARD1_FM3 to_look_at_spot 1524.0 -887.0 -100.0 
01B2: give_actor $GUARD1_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD1_FM3 threat_search 
011A: set_actor $GUARD1_FM3 search_threat 1 
0243: set_actor $GUARD1_FM3 ped_stats_to 16 
0291: set_actor $GUARD1_FM3 heed_threats 1 
009A: $GUARD2_FM3 = create_actor 12 #GANG12 at 1530.0 -901.0 -100.0 
01BE: set_actor $GUARD2_FM3 to_look_at_spot 1530.0 -887.0 -100.0 
01B2: give_actor $GUARD2_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD2_FM3 threat_search 
011A: set_actor $GUARD2_FM3 search_threat 1 
0243: set_actor $GUARD2_FM3 ped_stats_to 16 
0291: set_actor $GUARD2_FM3 heed_threats 1 
009A: $GUARD3_FM3 = create_actor 12 #GANG11 at 1534.563 -936.75 18.375 
01E2: add_route_point 0 at 1533.875 -926.0 -100.0 
01E2: add_route_point 0 at 1534.563 -936.75 -100.0 
01E1: set_actor $GUARD3_FM3 follow_route 0 3 
01B2: give_actor $GUARD3_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD3_FM3 threat_search 
011A: set_actor $GUARD3_FM3 search_threat 1 
0243: set_actor $GUARD3_FM3 ped_stats_to 16 
0291: set_actor $GUARD3_FM3 heed_threats 1 
009A: $GUARD4_FM3 = create_actor 12 #GANG12 at 1510.188 -941.6875 18.375 
01E2: add_route_point 1 at 1527.5 -942.875 -100.0 
01E2: add_route_point 1 at 1510.188 -941.6875 -100.0 
01E1: set_actor $GUARD4_FM3 follow_route 1 3 
01B2: give_actor $GUARD4_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD4_FM3 threat_search 
011A: set_actor $GUARD4_FM3 search_threat 1 
0243: set_actor $GUARD4_FM3 ped_stats_to 16 
0291: set_actor $GUARD4_FM3 heed_threats 1 
009A: $GUARD5_FM3 = create_actor 12 #GANG11 at 1502.563 -926.6875 -100.0 
01E2: add_route_point 2 at 1512.188 -927.5625 -100.0 
01E2: add_route_point 2 at 1502.563 -926.6875 -100.0 
01E1: set_actor $GUARD5_FM3 follow_route 2 3 
01B2: give_actor $GUARD5_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD5_FM3 threat_search 
011A: set_actor $GUARD5_FM3 search_threat 1 
011A: set_actor $GUARD5_FM3 search_threat 524288 
0243: set_actor $GUARD5_FM3 ped_stats_to 16 
0291: set_actor $GUARD5_FM3 heed_threats 1 
009A: $GUARD6_FM3 = create_actor 12 #GANG12 at 1472.5 -917.6875 -100.0 
01E2: add_route_point 3 at 1507.063 -918.6875 -100.0 
01E2: add_route_point 3 at 1472.5 -917.6875 -100.0 
01E1: set_actor $GUARD6_FM3 follow_route 3 3 
01B2: give_actor $GUARD6_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD6_FM3 threat_search 
011A: set_actor $GUARD6_FM3 search_threat 1 
0243: set_actor $GUARD6_FM3 ped_stats_to 16 
0291: set_actor $GUARD6_FM3 heed_threats 1 
009A: $GUARD7_FM3 = create_actor 12 #GANG11 at 1500.25 -922.1875 -100.0 
01E2: add_route_point 4 at 1499.063 -943.6875 -100.0 
01E2: add_route_point 4 at 1500.25 -922.1875 -100.0 
01E1: set_actor $GUARD7_FM3 follow_route 4 3 
01B2: give_actor $GUARD7_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD7_FM3 threat_search 
011A: set_actor $GUARD7_FM3 search_threat 1 
0243: set_actor $GUARD7_FM3 ped_stats_to 16 
0291: set_actor $GUARD7_FM3 heed_threats 1 
009A: $GUARD8_FM3 = create_actor 12 #GANG11 at 1489.5 -955.75 -100.0 
01E2: add_route_point 5 at 1490.188 -924.75 -100.0 
01E2: add_route_point 5 at 1489.5 -955.75 -100.0 
01E1: set_actor $GUARD8_FM3 follow_route 5 3 
01B2: give_actor $GUARD8_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD8_FM3 threat_search 
011A: set_actor $GUARD8_FM3 search_threat 1 
0243: set_actor $GUARD8_FM3 ped_stats_to 16 
0291: set_actor $GUARD8_FM3 heed_threats 1 
009A: $GUARD9_FM3 = create_actor 12 #GANG12 at 1484.375 -930.5 19.75 
01BE: set_actor $GUARD9_FM3 to_look_at_spot 1487.75 -925.5625 -100.0 
01B2: give_actor $GUARD9_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD9_FM3 threat_search 
011A: set_actor $GUARD9_FM3 search_threat 1 
0243: set_actor $GUARD9_FM3 ped_stats_to 16 
0291: set_actor $GUARD9_FM3 heed_threats 1 
009A: $GUARD10_FM3 = create_actor 12 #GANG11 at 1476.75 -950.875 -100.0 
01E2: add_route_point 6 at 1476.75 -950.875 -100.0 
01E2: add_route_point 6 at 1476.75 -927.1875 -100.0 
01E1: set_actor $GUARD10_FM3 follow_route 6 3 
01B2: give_actor $GUARD10_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD10_FM3 threat_search 
011A: set_actor $GUARD10_FM3 search_threat 1 
0243: set_actor $GUARD10_FM3 ped_stats_to 16 
0291: set_actor $GUARD10_FM3 heed_threats 1 
009A: $GUARD11_FM3 = create_actor 12 #GANG11 at 1524.0 -919.0 -100.0 
01BE: set_actor $GUARD11_FM3 to_look_at_spot 1525.0 -897.0 -100.0 
01B2: give_actor $GUARD11_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD11_FM3 threat_search 
011A: set_actor $GUARD11_FM3 search_threat 1 
0243: set_actor $GUARD11_FM3 ped_stats_to 16 
0291: set_actor $GUARD11_FM3 heed_threats 1 
009A: $GUARD12_FM3 = create_actor 12 #GANG11 at 1529.0 -919.0 -100.0 
01BE: set_actor $GUARD12_FM3 to_look_at_spot 1525.0 -897.0 -100.0 
01B2: give_actor $GUARD12_FM3 weapon 5 ammo 30000 
01ED: reset_actor $GUARD12_FM3 threat_search 
011A: set_actor $GUARD12_FM3 search_threat 1 
0243: set_actor $GUARD12_FM3 ped_stats_to 16 
0291: set_actor $GUARD12_FM3 heed_threats 1 
00A5: $CAR_COLUMB1_FM3 = create_car #COLUMB at 1534.375 -891.5 10.75 
0175: set_car $CAR_COLUMB1_FM3 z_angle_to 90.0 
00A5: $CAR_COLUMB2_FM3 = create_car #COLUMB at 1515.688 -896.25 10.75 
0175: set_car $CAR_COLUMB2_FM3 z_angle_to 314.0 
$BLOB_FLAG = 1 // $ = int 

:FRANK3_5078
if 
   not $FLAG_BLOKE_IN_AREA_FM3 == 13 // $ == int 
jf @FRANK3_10870 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
if 
  $FLAG_BLOKE_LEAVE_GROUP_FM3 == 0 // $ == int 
jf @FRANK3_5172 
if 
  $COUNTER_NO_GUARDS_DEAD_FM3 > 0 // $ > int 
jf @FRANK3_5172 
00BC: text_highpriority 'FM3_8' time 5000 1  // ~r~The guards have been alerted!
jump @FRANK3_12252 

:FRANK3_5172
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_5217 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 
jump @FRANK3_5231 

:FRANK3_5217
00A0: store_actor $PED_8BALL_FM3 position_to $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 

:FRANK3_5231
if 
  $FLAG_BLOKE_LEAVE_GROUP_FM3 == 0 // $ == int 
jf @FRANK3_5392 
if and
8320:   not actor $PED_8BALL_FM3 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_EIGHTBALL_FM3 == 0 // $ == int 
jf @FRANK3_5317 
00BC: text_highpriority 'HEY3' time 5000 1  // ~g~You've dropped your main man, go back and get 8-Ball!
0187: $RADAR_BLIP_PED2_FM3 = create_marker_above_actor $PED_8BALL_FM3 
0164: disable_marker $RADAR_BLIP_COORD2_FM3 
$BLOB_FLAG = 0 // $ = int 
$FLAG_BLIP_ON_EIGHTBALL_FM3 = 1 // $ = int 

:FRANK3_5317
if and
00E9:   player $PLAYER_CHAR 0 $PED_8BALL_FM3 radius 8.0 8.0 
  $FLAG_BLIP_ON_EIGHTBALL_FM3 == 1 // $ == int 
jf @FRANK3_5392 
01DF: tie_actor $PED_8BALL_FM3 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED2_FM3 
018A: $RADAR_BLIP_COORD2_FM3 = create_checkpoint_at 1529.0 -824.0 -100.0 
$BLOB_FLAG = 1 // $ = int 
$FLAG_BLIP_ON_EIGHTBALL_FM3 = 0 // $ = int 

:FRANK3_5392
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @FRANK3_5416 
00DA: $CAR_FM3 = player $PLAYER_CHAR car 

:FRANK3_5416
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_5454 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_5454
if 
  $FLAG_BLOKE_LEAVE_GROUP_FM3 == 0 // $ == int 
jf @FRANK3_7135 
if and
00E6:   player $PLAYER_CHAR stopped $BLOB_FLAG 1529.0 -824.0 radius 3.0 4.0 
00EF:   actor $PED_8BALL_FM3 stopped 1 1529.0 -824.0 radius 3.0 4.0 
  $FLAG_BLOKE_LEAVE_GROUP_FM3 == 0 // $ == int 
jf @FRANK3_7135 
0164: disable_marker $RADAR_BLIP_COORD2_FM3 
01E0: clear_leader $PED_8BALL_FM3 
$FLAG_BLOKE_LEAVE_GROUP_FM3 = 1 // $ = int 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if and
  $FLAG_GOT_MESSAGE_FM3 == 0 // $ == int 
  $FLAG_BLOKE_LEAVE_GROUP_FM3 == 1 // $ == int 
jf @FRANK3_5666 
if 
  $FLAG_PLAYED_8BALL_AUDIO_FM3 == 0 // $ == int 
jf @FRANK3_5623 
03D1: play_wav 
$FLAG_PLAYED_8BALL_AUDIO_FM3 = 1 // $ = int 

:FRANK3_5623
00BC: text_highpriority 'FM3_8I' time 5000 1  // ~w~Get a good vantage point then I'll head in when you fire the first shot.
018A: $RADAR_BLIP_COORD3_FM3 = create_checkpoint_at 1498.688 -870.5 -100.0 
$FLAG_BLOKE_IN_AREA_FM3 = 1 // $ = int 
$FLAG_GOT_MESSAGE_FM3 = 1 // $ = int 

:FRANK3_5666
if 
83D2:   not wav_ended 
jf @FRANK3_5749 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_5742 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_5742
jump @FRANK3_5666 

:FRANK3_5749
015F: set_camera_position 1543.0 -877.75 16.8125 rotation 0.0 0.0 0.0 
0160: point_camera 1542.375 -878.5625 16.75 switchstyle 2 
if 
  $FLAG_TIMER_FM3 == 0 // $ == int 
jf @FRANK3_5814 
TIMERA = 0 // @ = int 
$FLAG_TIMER_FM3 = 1 // $ = int 

:FRANK3_5814
if 
  5000 >= TIMERA // int >= @ 
jf @FRANK3_5927 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @FRANK3_5861 
jump @FRANK3_6530 

:FRANK3_5861
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_5920 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_5920
jump @FRANK3_5814 

:FRANK3_5927
0395: clear_area 0 at 1536.75 -895.0 10.75 range 1.0 
015F: set_camera_position 1537.063 -899.75 12.5 rotation 0.0 0.0 0.0 
0160: point_camera 1536.375 -900.375 12.6875 switchstyle 2 
if and
  $FLAG_TIMER_FM3 == 1 // $ == int 
  $FLAG_TIMER2_FM3 == 0 // $ == int 
jf @FRANK3_6015 
TIMERA = 0 // @ = int 
$FLAG_TIMER2_FM3 = 1 // $ = int 

:FRANK3_6015
if 
  5000 >= TIMERA // int >= @ 
jf @FRANK3_6128 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @FRANK3_6062 
jump @FRANK3_6530 

:FRANK3_6062
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_6121 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_6121
jump @FRANK3_6015 

:FRANK3_6128
0395: clear_area 0 at 1522.813 -916.125 19.5625 range 1.0 
015F: set_camera_position 1522.813 -916.125 19.5625 rotation 0.0 0.0 0.0 
0160: point_camera 1521.938 -916.625 19.6875 switchstyle 2 
if and
  $FLAG_TIMER3_FM3 == 0 // $ == int 
  $FLAG_TIMER2_FM3 == 1 // $ == int 
jf @FRANK3_6216 
TIMERA = 0 // @ = int 
$FLAG_TIMER3_FM3 = 1 // $ = int 

:FRANK3_6216
if 
  5000 >= TIMERA // int >= @ 
jf @FRANK3_6329 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @FRANK3_6263 
jump @FRANK3_6530 

:FRANK3_6263
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_6322 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_6322
jump @FRANK3_6216 

:FRANK3_6329
0395: clear_area 0 at 1476.25 -922.6875 19.0 range 1.0 
015F: set_camera_position 1476.25 -922.6875 19.0 rotation 0.0 0.0 0.0 
0160: point_camera 1477.063 -923.25 19.0625 switchstyle 2 
if and
  $FLAG_TIMER4_FM3 == 0 // $ == int 
  $FLAG_TIMER3_FM3 == 1 // $ == int 
jf @FRANK3_6417 
TIMERA = 0 // @ = int 
$FLAG_TIMER4_FM3 = 1 // $ = int 

:FRANK3_6417
if 
  5000 >= TIMERA // int >= @ 
jf @FRANK3_6530 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @FRANK3_6464 
jump @FRANK3_6530 

:FRANK3_6464
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_6523 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_6523
jump @FRANK3_6417 

:FRANK3_6530
02EB: restore_camera_with_jumpcut 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_6591 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_6591
if 
00DF:   actor $PED_8BALL_FM3 in_any_car 
jf @FRANK3_7110 
00D9: $CAR_FM3 = actor $PED_8BALL_FM3 car // add to mission cleanup 

:FRANK3_6615
if 
81C1:   not car $CAR_FM3 stopped 
jf @FRANK3_6784 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0119:   car $CAR_FM3 wrecked 
jf @FRANK3_6739 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_6717 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 
jump @FRANK3_6739 

:FRANK3_6717
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK3_12252 

:FRANK3_6739
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_6777 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_6777
jump @FRANK3_6615 

:FRANK3_6784
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0119:   car $CAR_FM3 wrecked 
jf @FRANK3_6892 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_6870 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 
jump @FRANK3_6892 

:FRANK3_6870
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK3_12252 

:FRANK3_6892
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_6930 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_6930
01D3: actor $PED_8BALL_FM3 leave_car $CAR_FM3 

:FRANK3_6938
if 
00DB:   actor $PED_8BALL_FM3 in_car $CAR_FM3 
jf @FRANK3_7110 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0119:   car $CAR_FM3 wrecked 
jf @FRANK3_7065 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_7043 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 
jump @FRANK3_7065 

:FRANK3_7043
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @FRANK3_12252 

:FRANK3_7065
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_7103 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_7103
jump @FRANK3_6938 

:FRANK3_7110
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 

:FRANK3_7135
if 
  13 > $FLAG_BLOKE_IN_AREA_FM3 // int > $ 
jf @FRANK3_10863 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
00F6:   player $PLAYER_CHAR 0 1498.688 -870.5 26.75 radius 3.0 3.0 2.0 
jf @FRANK3_7215 
0164: disable_marker $RADAR_BLIP_COORD3_FM3 

:FRANK3_7215
if 
  $FLAG_PLAYED_8BALL_AUDIO_FM3 == 1 // $ == int 
jf @FRANK3_7274 
if 
  $FLAG_PLAYED_COPS_AUDIO_FM3 == 0 // $ == int 
jf @FRANK3_7274 
if 
03D2:   wav_ended 
jf @FRANK3_7274 
03D5: remove_text 'FM3_8I'  // ~w~Get a good vantage point then I'll head in when you fire the first shot.

:FRANK3_7274
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 1 // $ == int 
jf @FRANK3_7670 
if 
  $FLAG_8BALL_ORDERED_AREA1 == 0 // $ == int 
jf @FRANK3_7335 
0239: actor $PED_8BALL_FM3 run_to 1545.875 -867.6875 
TIMERA = 0 // @ = int 
$FLAG_8BALL_ORDERED_AREA1 = 1 // $ = int 

:FRANK3_7335
if 
  $FLAG_8BALL_MOVED1 == 0 // $ == int 
jf @FRANK3_7423 
if 
  TIMERA >= 25000 // @ >= int 
jf @FRANK3_7423 
if 
80ED:   not actor $PED_8BALL_FM3 0 1545.875 -867.6875 radius 1.0 1.0 
jf @FRANK3_7423 
00A1: put_actor $PED_8BALL_FM3 at 1545.875 -867.6875 10.75 
$FLAG_8BALL_MOVED1 = 1 // $ = int 

:FRANK3_7423
if 
  $FLAG_8BALL_DUCKING_FM3 == 0 // $ == int 
jf @FRANK3_7495 
if 
00ED:   actor $PED_8BALL_FM3 0 1545.875 -867.6875 radius 1.0 1.0 
jf @FRANK3_7495 
$FLAG_8BALL_MOVED1 = 1 // $ = int 
0372: set_actor $PED_8BALL_FM3 anim 14 wait_state_time 10000 ms 
$FLAG_8BALL_DUCKING_FM3 = 1 // $ = int 

:FRANK3_7495
if or
  $COUNTER_NO_GUARDS_DEAD_FM3 > 0 // $ > int 
02D5:   player $PLAYER_CHAR shooting_in_area 1610.563 -614.5625 1340.875 -1074.5 0 
jf @FRANK3_7670 
TIMERB = 0 // @ = int 

:FRANK3_7539
if 
  5000 > TIMERB // int > @ 
jf @FRANK3_7628 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_7621 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_7621
jump @FRANK3_7539 

:FRANK3_7628
$FLAG_BLOKE_IN_AREA_FM3 = 2 // $ = int 
if 
  $FLAG_CAR_MARKED_FM3 == 0 // $ == int 
jf @FRANK3_7670 
01C3: mark_car_as_no_longer_needed $CAR_COLUMB1_FM3 
01C3: mark_car_as_no_longer_needed $CAR_COLUMB2_FM3 
$FLAG_CAR_MARKED_FM3 = 1 // $ = int 

:FRANK3_7670
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 2 // $ == int 
jf @FRANK3_7863 
0239: actor $PED_8BALL_FM3 run_to 1527.0 -899.0 
if 
  $FLAG_TIMER_SET_FM3 == 0 // $ == int 
jf @FRANK3_7731 
TIMERA = 0 // @ = int 
$FLAG_TIMER_SET_FM3 = 1 // $ = int 

:FRANK3_7731
if 
00ED:   actor $PED_8BALL_FM3 0 1527.0 -899.0 radius 2.0 2.0 
jf @FRANK3_7775 
$FLAG_8BALL_MOVED2 = 1 // $ = int 
$FLAG_BLOKE_IN_AREA_FM3 = 3 // $ = int 

:FRANK3_7775
if 
  $FLAG_8BALL_MOVED2 == 0 // $ == int 
jf @FRANK3_7863 
if 
  TIMERA >= 20000 // @ >= int 
jf @FRANK3_7863 
if 
80ED:   not actor $PED_8BALL_FM3 0 1527.0 -899.0 radius 2.0 2.0 
jf @FRANK3_7863 
00A1: put_actor $PED_8BALL_FM3 at 1527.0 -899.0 10.75 
$FLAG_8BALL_MOVED2 = 1 // $ = int 

:FRANK3_7863
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 3 // $ == int 
jf @FRANK3_8056 
0239: actor $PED_8BALL_FM3 run_to 1526.0 -919.0 
if 
  $FLAG_TIMER_SET_FM3 == 1 // $ == int 
jf @FRANK3_7924 
TIMERA = 0 // @ = int 
$FLAG_TIMER_SET_FM3 = 2 // $ = int 

:FRANK3_7924
if 
00ED:   actor $PED_8BALL_FM3 0 1526.0 -919.0 radius 2.0 2.0 
jf @FRANK3_7968 
$FLAG_8BALL_MOVED3 = 1 // $ = int 
$FLAG_BLOKE_IN_AREA_FM3 = 4 // $ = int 

:FRANK3_7968
if 
  $FLAG_8BALL_MOVED3 == 0 // $ == int 
jf @FRANK3_8056 
if 
  TIMERA >= 20000 // @ >= int 
jf @FRANK3_8056 
if 
80ED:   not actor $PED_8BALL_FM3 0 1526.0 -919.0 radius 2.0 2.0 
jf @FRANK3_8056 
00A1: put_actor $PED_8BALL_FM3 at 1526.0 -919.0 18.375 
$FLAG_8BALL_MOVED3 = 1 // $ = int 

:FRANK3_8056
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 4 // $ == int 
jf @FRANK3_8398 
0239: actor $PED_8BALL_FM3 run_to 1522.875 -924.25 
if 
  $FLAG_TIMER_SET_FM3 == 2 // $ == int 
jf @FRANK3_8117 
TIMERA = 0 // @ = int 
$FLAG_TIMER_SET_FM3 = 3 // $ = int 

:FRANK3_8117
if 
  $FLAG_8BALL_MOVED4 == 0 // $ == int 
jf @FRANK3_8205 
if 
  TIMERA >= 25000 // @ >= int 
jf @FRANK3_8205 
if 
80ED:   not actor $PED_8BALL_FM3 0 1522.875 -924.25 radius 1.0 1.0 
jf @FRANK3_8205 
00A1: put_actor $PED_8BALL_FM3 at 1522.875 -924.25 18.375 
$FLAG_8BALL_MOVED4 = 1 // $ = int 

:FRANK3_8205
if 
00ED:   actor $PED_8BALL_FM3 0 1522.875 -924.25 radius 1.0 1.0 
jf @FRANK3_8398 
$FLAG_8BALL_MOVED4 = 1 // $ = int 
if 
  12 > $COUNTER_NO_GUARDS_DEAD_FM3 // int > $ 
jf @FRANK3_8391 
if 
  $FLAG_8BALL_DUCKING_FM3 == 1 // $ == int 
jf @FRANK3_8295 
0372: set_actor $PED_8BALL_FM3 anim 14 wait_state_time 5000 ms 
$FLAG_8BALL_DUCKING_FM3 = 2 // $ = int 

:FRANK3_8295
TIMERB = 0 // @ = int 

:FRANK3_8302
if 
  5000 > TIMERB // int > @ 
jf @FRANK3_8391 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_8384 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_8384
jump @FRANK3_8302 

:FRANK3_8391
$FLAG_BLOKE_IN_AREA_FM3 = 5 // $ = int 

:FRANK3_8398
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 5 // $ == int 
jf @FRANK3_8815 
0239: actor $PED_8BALL_FM3 run_to 1517.0 -929.0 
if 
  $FLAG_TIMER_SET_FM3 == 3 // $ == int 
jf @FRANK3_8459 
TIMERA = 0 // @ = int 
$FLAG_TIMER_SET_FM3 = 4 // $ = int 

:FRANK3_8459
if 
  $FLAG_8BALL_MOVED5 == 0 // $ == int 
jf @FRANK3_8547 
if 
  TIMERA >= 25000 // @ >= int 
jf @FRANK3_8547 
if 
80ED:   not actor $PED_8BALL_FM3 0 1517.0 -929.0 radius 1.0 1.0 
jf @FRANK3_8547 
00A1: put_actor $PED_8BALL_FM3 at 1517.0 -929.0 18.375 
$FLAG_8BALL_MOVED5 = 1 // $ = int 

:FRANK3_8547
if 
00ED:   actor $PED_8BALL_FM3 0 1517.0 -929.0 radius 1.0 1.0 
jf @FRANK3_8815 
$FLAG_8BALL_MOVED5 = 1 // $ = int 
03CF: load_wav 'S3_B' 
if 
  12 > $COUNTER_NO_GUARDS_DEAD_FM3 // int > $ 
jf @FRANK3_8743 
if 
  $FLAG_8BALL_DUCKING_FM3 == 2 // $ == int 
jf @FRANK3_8647 
0372: set_actor $PED_8BALL_FM3 anim 14 wait_state_time 5000 ms 
$FLAG_8BALL_DUCKING_FM3 = 3 // $ = int 

:FRANK3_8647
TIMERB = 0 // @ = int 

:FRANK3_8654
if 
  5000 > TIMERB // int > @ 
jf @FRANK3_8743 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_8736 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_8736
jump @FRANK3_8654 

:FRANK3_8743
$FLAG_BLOKE_IN_AREA_FM3 = 6 // $ = int 
if 
03D0:   wav_loaded 
jf @FRANK3_8770 
$FLAG_AUDIO_COPS_LOADED_FM3 = 1 // $ = int 

:FRANK3_8770
if 
  $FLAG_PLAYED_COPS_AUDIO_FM3 == 0 // $ == int 
jf @FRANK3_8815 
if 
  $FLAG_AUDIO_COPS_LOADED_FM3 == 1 // $ == int 
jf @FRANK3_8815 
03D1: play_wav 
$FLAG_PLAYED_COPS_AUDIO_FM3 = 1 // $ = int 

:FRANK3_8815
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 6 // $ == int 
jf @FRANK3_9157 
0239: actor $PED_8BALL_FM3 run_to 1510.0 -923.0 
if 
  $FLAG_TIMER_SET_FM3 == 4 // $ == int 
jf @FRANK3_8876 
TIMERA = 0 // @ = int 
$FLAG_TIMER_SET_FM3 = 5 // $ = int 

:FRANK3_8876
if 
  $FLAG_8BALL_MOVED6 == 0 // $ == int 
jf @FRANK3_8964 
if 
  TIMERA >= 25000 // @ >= int 
jf @FRANK3_8964 
if 
80ED:   not actor $PED_8BALL_FM3 0 1510.0 -923.0 radius 1.0 1.0 
jf @FRANK3_8964 
00A1: put_actor $PED_8BALL_FM3 at 1510.0 -923.0 18.375 
$FLAG_8BALL_MOVED6 = 1 // $ = int 

:FRANK3_8964
if 
00ED:   actor $PED_8BALL_FM3 0 1510.0 -923.0 radius 1.0 1.0 
jf @FRANK3_9157 
$FLAG_8BALL_MOVED6 = 1 // $ = int 
if 
  12 > $COUNTER_NO_GUARDS_DEAD_FM3 // int > $ 
jf @FRANK3_9150 
if 
  $FLAG_8BALL_DUCKING_FM3 == 3 // $ == int 
jf @FRANK3_9054 
0372: set_actor $PED_8BALL_FM3 anim 14 wait_state_time 5000 ms 
$FLAG_8BALL_DUCKING_FM3 = 4 // $ = int 

:FRANK3_9054
TIMERB = 0 // @ = int 

:FRANK3_9061
if 
  5000 > TIMERB // int > @ 
jf @FRANK3_9150 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_9143 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_9143
jump @FRANK3_9061 

:FRANK3_9150
$FLAG_BLOKE_IN_AREA_FM3 = 7 // $ = int 

:FRANK3_9157
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 7 // $ == int 
jf @FRANK3_9499 
0239: actor $PED_8BALL_FM3 run_to 1504.375 -928.5625 
if 
  $FLAG_TIMER_SET_FM3 == 5 // $ == int 
jf @FRANK3_9218 
TIMERA = 0 // @ = int 
$FLAG_TIMER_SET_FM3 = 6 // $ = int 

:FRANK3_9218
if 
  $FLAG_8BALL_MOVED7 == 0 // $ == int 
jf @FRANK3_9306 
if 
  TIMERA >= 25000 // @ >= int 
jf @FRANK3_9306 
if 
80ED:   not actor $PED_8BALL_FM3 0 1504.375 -928.5625 radius 1.0 1.0 
jf @FRANK3_9306 
00A1: put_actor $PED_8BALL_FM3 at 1504.375 -928.5625 18.375 
$FLAG_8BALL_MOVED7 = 1 // $ = int 

:FRANK3_9306
if 
00ED:   actor $PED_8BALL_FM3 0 1504.375 -928.5625 radius 1.0 1.0 
jf @FRANK3_9499 
$FLAG_8BALL_MOVED7 = 1 // $ = int 
if 
  12 > $COUNTER_NO_GUARDS_DEAD_FM3 // int > $ 
jf @FRANK3_9492 
if 
  $FLAG_8BALL_DUCKING_FM3 == 4 // $ == int 
jf @FRANK3_9396 
0372: set_actor $PED_8BALL_FM3 anim 14 wait_state_time 5000 ms 
$FLAG_8BALL_DUCKING_FM3 = 5 // $ = int 

:FRANK3_9396
TIMERB = 0 // @ = int 

:FRANK3_9403
if 
  5000 > TIMERB // int > @ 
jf @FRANK3_9492 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_9485 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_9485
jump @FRANK3_9403 

:FRANK3_9492
$FLAG_BLOKE_IN_AREA_FM3 = 8 // $ = int 

:FRANK3_9499
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 8 // $ == int 
jf @FRANK3_9841 
0239: actor $PED_8BALL_FM3 run_to 1493.688 -922.0625 
if 
  $FLAG_TIMER_SET_FM3 == 6 // $ == int 
jf @FRANK3_9560 
TIMERA = 0 // @ = int 
$FLAG_TIMER_SET_FM3 = 7 // $ = int 

:FRANK3_9560
if 
  $FLAG_8BALL_MOVED8 == 0 // $ == int 
jf @FRANK3_9648 
if 
  TIMERA >= 25000 // @ >= int 
jf @FRANK3_9648 
if 
80ED:   not actor $PED_8BALL_FM3 0 1493.688 -922.0625 radius 1.0 1.0 
jf @FRANK3_9648 
00A1: put_actor $PED_8BALL_FM3 at 1493.688 -922.0625 18.375 
$FLAG_8BALL_MOVED8 = 1 // $ = int 

:FRANK3_9648
if 
00ED:   actor $PED_8BALL_FM3 0 1493.688 -922.0625 radius 1.0 1.0 
jf @FRANK3_9841 
$FLAG_8BALL_MOVED8 = 1 // $ = int 
if 
  12 > $COUNTER_NO_GUARDS_DEAD_FM3 // int > $ 
jf @FRANK3_9834 
if 
  $FLAG_8BALL_DUCKING_FM3 == 5 // $ == int 
jf @FRANK3_9738 
0372: set_actor $PED_8BALL_FM3 anim 14 wait_state_time 5000 ms 
$FLAG_8BALL_DUCKING_FM3 = 6 // $ = int 

:FRANK3_9738
TIMERB = 0 // @ = int 

:FRANK3_9745
if 
  5000 > TIMERB // int > @ 
jf @FRANK3_9834 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_9827 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_9827
jump @FRANK3_9745 

:FRANK3_9834
$FLAG_BLOKE_IN_AREA_FM3 = 9 // $ = int 

:FRANK3_9841
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 9 // $ == int 
jf @FRANK3_10183 
0239: actor $PED_8BALL_FM3 run_to 1487.0 -930.1875 
if 
  $FLAG_TIMER_SET_FM3 == 7 // $ == int 
jf @FRANK3_9902 
TIMERA = 0 // @ = int 
$FLAG_TIMER_SET_FM3 = 8 // $ = int 

:FRANK3_9902
if 
  $FLAG_8BALL_MOVED9 == 0 // $ == int 
jf @FRANK3_9990 
if 
  TIMERA >= 25000 // @ >= int 
jf @FRANK3_9990 
if 
80ED:   not actor $PED_8BALL_FM3 0 1487.0 -930.1875 radius 1.0 1.0 
jf @FRANK3_9990 
00A1: put_actor $PED_8BALL_FM3 at 1487.0 -930.1875 18.375 
$FLAG_8BALL_MOVED9 = 1 // $ = int 

:FRANK3_9990
if 
00ED:   actor $PED_8BALL_FM3 0 1487.0 -930.1875 radius 1.0 1.0 
jf @FRANK3_10183 
$FLAG_8BALL_MOVED9 = 1 // $ = int 
if 
  12 > $COUNTER_NO_GUARDS_DEAD_FM3 // int > $ 
jf @FRANK3_10176 
if 
  $FLAG_8BALL_DUCKING_FM3 == 6 // $ == int 
jf @FRANK3_10080 
0372: set_actor $PED_8BALL_FM3 anim 14 wait_state_time 5000 ms 
$FLAG_8BALL_DUCKING_FM3 = 7 // $ = int 

:FRANK3_10080
TIMERB = 0 // @ = int 

:FRANK3_10087
if 
  5000 > TIMERB // int > @ 
jf @FRANK3_10176 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_10169 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_10169
jump @FRANK3_10087 

:FRANK3_10176
$FLAG_BLOKE_IN_AREA_FM3 = 10 // $ = int 

:FRANK3_10183
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 10 // $ == int 
jf @FRANK3_10376 
0239: actor $PED_8BALL_FM3 run_to 1481.5 -926.75 
if 
  $FLAG_TIMER_SET_FM3 == 8 // $ == int 
jf @FRANK3_10244 
TIMERA = 0 // @ = int 
$FLAG_TIMER_SET_FM3 = 9 // $ = int 

:FRANK3_10244
if 
  $FLAG_8BALL_MOVED10 == 0 // $ == int 
jf @FRANK3_10332 
if 
  TIMERA >= 15000 // @ >= int 
jf @FRANK3_10332 
if 
80ED:   not actor $PED_8BALL_FM3 0 1481.5 -926.75 radius 1.0 1.0 
jf @FRANK3_10332 
00A1: put_actor $PED_8BALL_FM3 at 1481.5 -926.75 18.375 
$FLAG_8BALL_MOVED10 = 1 // $ = int 

:FRANK3_10332
if 
00ED:   actor $PED_8BALL_FM3 0 1481.5 -926.75 radius 1.0 1.0 
jf @FRANK3_10376 
$FLAG_8BALL_MOVED10 = 1 // $ = int 
$FLAG_BLOKE_IN_AREA_FM3 = 11 // $ = int 

:FRANK3_10376
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 11 // $ == int 
jf @FRANK3_10569 
0239: actor $PED_8BALL_FM3 run_to 1475.75 -940.25 
if 
  $FLAG_TIMER_SET_FM3 == 9 // $ == int 
jf @FRANK3_10437 
TIMERA = 0 // @ = int 
$FLAG_TIMER_SET_FM3 = 10 // $ = int 

:FRANK3_10437
if 
  $FLAG_8BALL_MOVED11 == 0 // $ == int 
jf @FRANK3_10525 
if 
  TIMERA >= 15000 // @ >= int 
jf @FRANK3_10525 
if 
80ED:   not actor $PED_8BALL_FM3 0 1475.75 -940.25 radius 1.0 1.0 
jf @FRANK3_10525 
00A1: put_actor $PED_8BALL_FM3 at 1475.75 -940.25 18.375 
$FLAG_8BALL_MOVED11 = 1 // $ = int 

:FRANK3_10525
if 
00ED:   actor $PED_8BALL_FM3 0 1475.75 -940.25 radius 1.0 1.0 
jf @FRANK3_10569 
$FLAG_8BALL_MOVED11 = 1 // $ = int 
$FLAG_BLOKE_IN_AREA_FM3 = 12 // $ = int 

:FRANK3_10569
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 12 // $ == int 
jf @FRANK3_10863 
0239: actor $PED_8BALL_FM3 run_to 1474.188 -940.1875 
if 
  $FLAG_TIMER_SET_FM3 == 10 // $ == int 
jf @FRANK3_10630 
TIMERA = 0 // @ = int 
$FLAG_TIMER_SET_FM3 = 11 // $ = int 

:FRANK3_10630
if 
  $FLAG_8BALL_MOVED12 == 0 // $ == int 
jf @FRANK3_10718 
if 
  TIMERA >= 25000 // @ >= int 
jf @FRANK3_10718 
if 
80ED:   not actor $PED_8BALL_FM3 0 1474.188 -940.1875 radius 0.5 0.5 
jf @FRANK3_10718 
00A1: put_actor $PED_8BALL_FM3 at 1474.188 -940.1875 18.375 
$FLAG_8BALL_MOVED12 = 1 // $ = int 

:FRANK3_10718
if 
00ED:   actor $PED_8BALL_FM3 0 1474.188 -940.1875 radius 0.5 0.5 
jf @FRANK3_10863 
$FLAG_8BALL_MOVED12 = 1 // $ = int 
009F: set_actor $PED_8BALL_FM3 idle 
$FLAG_BLOKE_IN_AREA_FM3 = 13 // $ = int 
TIMERB = 0 // @ = int 

:FRANK3_10774
if 
  3000 > TIMERB // int > @ 
jf @FRANK3_10863 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
gosub @FRANK3_16539 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_10856 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_10856
jump @FRANK3_10774 

:FRANK3_10863
jump @FRANK3_5078 

:FRANK3_10870
TIMERA = 0 // @ = int 

:FRANK3_10877
if 
  3000 > TIMERA // int > @ 
jf @FRANK3_10959 
wait 0 
gosub @FRANK3_16455 
gosub @FRANK3_12932 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_10952 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_10952
jump @FRANK3_10877 

:FRANK3_10959
01BD: $BREAKOUT_TIMER_START = current_time_in_ms 
$BREAKOUT_DIFF = 0 // $ = int 

:FRANK3_10971
if and
83EE:   not player $PLAYER_CHAR controllable 
  5000 > $BREAKOUT_DIFF // int > $ 
jf @FRANK3_11065 
wait 0 
if 
0118:   actor $PED_8BALL_FM3 dead 
jf @FRANK3_11037 
00BC: text_highpriority 'FM3_7' time 5000 1  // ~r~8-Ball's been iced!
jump @FRANK3_12252 

:FRANK3_11037
01BD: $BREAKOUT_TIMER = current_time_in_ms 
0084: $BREAKOUT_DIFF = $BREAKOUT_TIMER // $ = $ int 
0060: $BREAKOUT_DIFF -= $BREAKOUT_TIMER_START // $ -= $ int 
jump @FRANK3_10971 

:FRANK3_11065
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
02F3: load_object #CUTOBJ01 'SHIP' 
02F3: load_object #CUTOBJ02 'GANGP' 

:FRANK3_11115
if 
  fading 
jf @FRANK3_11139 
wait 0 
jump @FRANK3_11115 

:FRANK3_11139
034F: destroy_actor_with_fade $GUARD1_FM3 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $GUARD2_FM3 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $GUARD3_FM3 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $GUARD4_FM3 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $GUARD5_FM3 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $GUARD6_FM3 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $GUARD7_FM3 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $GUARD8_FM3 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $GUARD9_FM3 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $GUARD10_FM3 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $GUARD11_FM3 // The actor fades away like a ghost 
034F: destroy_actor_with_fade $GUARD12_FM3 // The actor fades away like a ghost 
0395: clear_area 1 at 1519.0 -934.5625 18.375 range 25.0 
0108: destroy_object $BOAT_BARREL7 
0108: destroy_object $BOAT_BARREL8 
0108: destroy_object $BOAT_BARREL9 
0108: destroy_object $BOAT_BARREL15 
0108: destroy_object $BOAT_BARREL16 
0108: destroy_object $BOAT_BARREL17 
038B: load_requested_models 

:FRANK3_11247
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
jf @FRANK3_11279 
wait 0 
jump @FRANK3_11247 

:FRANK3_11279
0363: toggle_model_render_at 1508.75 -937.1875 20.625 radius 50.0 object #RUSTSHIP_STRUCTURE 0 
03B6: replace_model_at 1508.75 -937.1875 20.625 radius 50.0 from #RUSTSHIP_STRUCTURE to #LOD_LAND014 
0363: toggle_model_render_at 1508.75 -937.1875 20.625 radius 50.0 object #LODTSHIP_STRUCTURE 0 
0363: toggle_model_render_at 1526.75 -907.375 14.25 radius 50.0 object #BOATRAMP1 0 
03B6: replace_model_at 1526.75 -907.375 14.25 radius 50.0 from #BOATRAMP1 to #LOD_LAND014 
02E4: load_cutscene_data 'S4_BDBD' 
0244: set_cutscene_pos 1573.875 -906.0 11.0625 
02E5: $CS_EIGHT = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_EIGHT 'EIGHT2' 
02E5: $CS_SHIP = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_SHIP 'SHIP' 
02E5: $CS_GANGPLANK = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $CS_GANGPLANK 'GANGP' 
0395: clear_area 1 at 1526.5 -894.75 -100.0 range 1.0 
0055: put_player $PLAYER_CHAR at 1526.5 -894.75 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
fade 1 1500 
009B: destroy_actor_instantly $PED_8BALL_FM3 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
043A: start_boat_foam_animation 
043B: update_boat $CS_SHIP foam_animation 
02E8: $CS_TIME = cutscenetime 

:FRANK3_11529
if 
  1433 > $CS_TIME // int > $ 
jf @FRANK3_11569 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_11529 

:FRANK3_11569
020C: create_explosion 5 at 1478.438 -936.5 20.375 

:FRANK3_11582
if 
  2565 > $CS_TIME // int > $ 
jf @FRANK3_11622 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_11582 

:FRANK3_11622
020C: create_explosion 5 at 1479.438 -936.5 20.375 

:FRANK3_11635
if 
  3433 > $CS_TIME // int > $ 
jf @FRANK3_11675 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_11635 

:FRANK3_11675
020C: create_explosion 5 at 1481.438 -936.5 20.375 

:FRANK3_11688
if 
  4433 > $CS_TIME // int > $ 
jf @FRANK3_11728 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_11688 

:FRANK3_11728
020C: create_explosion 5 at 1487.875 -933.875 20.375 

:FRANK3_11741
if 
  5833 > $CS_TIME // int > $ 
jf @FRANK3_11781 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_11741 

:FRANK3_11781
020C: create_explosion 5 at 1490.688 -928.125 20.375 

:FRANK3_11794
if 
  6433 > $CS_TIME // int > $ 
jf @FRANK3_11834 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_11794 

:FRANK3_11834
020C: create_explosion 5 at 1595.5 -921.8125 20.375 

:FRANK3_11847
if 
  7433 > $CS_TIME // int > $ 
jf @FRANK3_11887 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_11847 

:FRANK3_11887
020C: create_explosion 5 at 1500.5 -921.8125 20.375 

:FRANK3_11900
if 
  8433 > $CS_TIME // int > $ 
jf @FRANK3_11940 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_11900 

:FRANK3_11940
020C: create_explosion 5 at 1502.5 -921.8125 20.375 

:FRANK3_11953
if 
  9633 > $CS_TIME // int > $ 
jf @FRANK3_11993 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_11953 

:FRANK3_11993
020C: create_explosion 5 at 1510.5 -918.1875 20.375 

:FRANK3_12006
if 
  12833 > $CS_TIME // int > $ 
jf @FRANK3_12046 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_12006 

:FRANK3_12046
020C: create_explosion 5 at 1510.5 -918.1875 20.375 

:FRANK3_12059
if 
  13000 > $CS_TIME // int > $ 
jf @FRANK3_12099 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_12059 

:FRANK3_12099
020C: create_explosion 5 at 1518.0 -931.8125 19.375 

:FRANK3_12112
if 
  33333 > $CS_TIME // int > $ 
jf @FRANK3_12154 
wait 0 
02E8: $CS_TIME = cutscenetime 
043B: update_boat $CS_SHIP foam_animation 
jump @FRANK3_12112 

:FRANK3_12154
fade 0 1500 

:FRANK3_12161
if 
82E9:   not cutscene_reached_end 
jf @FRANK3_12185 
wait 0 
jump @FRANK3_12161 

:FRANK3_12185
00BE: text_clear_all 

:FRANK3_12187
if 
  fading 
jf @FRANK3_12211 
wait 0 
jump @FRANK3_12187 

:FRANK3_12211
02EA: end_cutscene 
03AD: set_rubbish 1 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
jump @FRANK3_12278 

:FRANK3_12252
017A: set_player $PLAYER_CHAR weapon 7 ammo_to 0 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:FRANK3_12278
$FLAG_FRANKIE_MISSION3_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'FM3'  // 'BOMB DA BASE: ACT II'
030C: progress_made += 1 
01F6: cancel_override_restart 
01E3: text_1number_styled 'M_PASS' 150000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 150000 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $EIGHTBALL_CONTACT_BLIP 
$FLAG_FRANKIE_SWITCHED_OFF = 0 // $ = int 
02A7: $FRANKIE_CONTACT_BLIP = create_icon_marker_and_sphere 16 at 1455.688 -187.25 -100.0 
start_new_script @NONAME_36 
start_new_script @NONAME_78 
return 

:FRANK3_12386
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_FRANKIE_MISSION = 0 // $ = int 
$FLAG_ON_FRANKIE3 = 0 // $ = int 
if 
8118:   not actor $GUARD1_FM3 dead 
jf @FRANK3_12430 
0350: set_actor $GUARD1_FM3 maintain_position_when_attacked 0 

:FRANK3_12430
if 
8118:   not actor $GUARD2_FM3 dead 
jf @FRANK3_12453 
0350: set_actor $GUARD2_FM3 maintain_position_when_attacked 0 

:FRANK3_12453
if 
8118:   not actor $GUARD3_FM3 dead 
jf @FRANK3_12476 
0350: set_actor $GUARD3_FM3 maintain_position_when_attacked 0 

:FRANK3_12476
if 
8118:   not actor $GUARD4_FM3 dead 
jf @FRANK3_12499 
0350: set_actor $GUARD4_FM3 maintain_position_when_attacked 0 

:FRANK3_12499
if 
8118:   not actor $GUARD5_FM3 dead 
jf @FRANK3_12522 
0350: set_actor $GUARD5_FM3 maintain_position_when_attacked 0 

:FRANK3_12522
if 
8118:   not actor $GUARD6_FM3 dead 
jf @FRANK3_12545 
0350: set_actor $GUARD6_FM3 maintain_position_when_attacked 0 

:FRANK3_12545
if 
8118:   not actor $GUARD7_FM3 dead 
jf @FRANK3_12568 
0350: set_actor $GUARD7_FM3 maintain_position_when_attacked 0 

:FRANK3_12568
if 
8118:   not actor $GUARD8_FM3 dead 
jf @FRANK3_12591 
0350: set_actor $GUARD8_FM3 maintain_position_when_attacked 0 

:FRANK3_12591
if 
8118:   not actor $GUARD9_FM3 dead 
jf @FRANK3_12614 
0350: set_actor $GUARD9_FM3 maintain_position_when_attacked 0 

:FRANK3_12614
if 
8118:   not actor $GUARD10_FM3 dead 
jf @FRANK3_12637 
0350: set_actor $GUARD10_FM3 maintain_position_when_attacked 0 

:FRANK3_12637
if 
8118:   not actor $GUARD11_FM3 dead 
jf @FRANK3_12660 
0350: set_actor $GUARD11_FM3 maintain_position_when_attacked 0 

:FRANK3_12660
if 
8118:   not actor $GUARD12_FM3 dead 
jf @FRANK3_12683 
0350: set_actor $GUARD12_FM3 maintain_position_when_attacked 0 

:FRANK3_12683
034F: destroy_actor_with_fade $PED_8BALL_FM3 // The actor fades away like a ghost 
0249: release_model #GANG11 
0249: release_model #GANG12 
0249: release_model #BARREL4 
01C2: mark_actor_as_no_longer_needed $PED_8BALL_FM3 
0249: release_model #COLUMB 
0164: disable_marker $RADAR_BLIP_COORD2_FM3 
0164: disable_marker $RADAR_BLIP_COORD3_FM3 
014F: stop_timer $TIMER_FM3 
03AC: clear_route 0 
03AC: clear_route 1 
03AC: clear_route 2 
03AC: clear_route 3 
03AC: clear_route 4 
03AC: clear_route 5 
03AC: clear_route 6 
015C: set_zone_gang_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_E' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'PORT_E' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0108: destroy_object $BOAT_BARREL7 
0108: destroy_object $BOAT_BARREL8 
0108: destroy_object $BOAT_BARREL9 
0108: destroy_object $BOAT_BARREL15 
0108: destroy_object $BOAT_BARREL16 
0108: destroy_object $BOAT_BARREL17 
mission_cleanup 
return 

:FRANK3_12932
if 
  $FLAG_GUARD1_FM3_DEAD == 0 // $ == int 
jf @FRANK3_13293 
if 
0118:   actor $GUARD1_FM3 dead 
jf @FRANK3_12987 
$FLAG_GUARD1_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_13293 

:FRANK3_12987
if 
  $FLAG_GUARD1_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_13108 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 2 // $ == int 
  $FLAG_GUARD2_FM3_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
jf @FRANK3_13108 
if 
  $FLAG_COLUMB_CAR2_DEAD == 0 // $ == int 
jf @FRANK3_13080 
0239: actor $GUARD1_FM3 run_to 1517.563 -896.5625 
jump @FRANK3_13091 

:FRANK3_13080
0239: actor $GUARD1_FM3 run_to 1523.25 -893.6875 

:FRANK3_13091
011A: set_actor $GUARD1_FM3 search_threat 524288 
$FLAG_GUARD1_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_13108
if 
  $FLAG_GUARD1_LOOKING_FOR_8BALL == 1 // $ == int 
jf @FRANK3_13293 
if 
  $FLAG_COLUMB_CAR2_DEAD == 0 // $ == int 
jf @FRANK3_13222 
if 
00FF:   actor $GUARD1_FM3 0 1517.563 -896.5625 10.75 radius 0.5 0.5 2.0 
jf @FRANK3_13215 
0194: set_actor $GUARD1_FM3 objective_to_go_to_point 1517.563 -896.5625 10.75 
0350: set_actor $GUARD1_FM3 maintain_position_when_attacked 1 
01BE: set_actor $GUARD1_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 

:FRANK3_13215
jump @FRANK3_13293 

:FRANK3_13222
if 
00FF:   actor $GUARD1_FM3 0 1523.25 -893.6875 10.75 radius 0.5 0.5 2.0 
jf @FRANK3_13293 
0194: set_actor $GUARD1_FM3 objective_to_go_to_point 1523.25 -893.6875 10.75 
0350: set_actor $GUARD1_FM3 maintain_position_when_attacked 1 
01BE: set_actor $GUARD1_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 

:FRANK3_13293
if 
  $FLAG_GUARD2_FM3_DEAD == 0 // $ == int 
jf @FRANK3_13654 
if 
0118:   actor $GUARD2_FM3 dead 
jf @FRANK3_13348 
$FLAG_GUARD2_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_13654 

:FRANK3_13348
if 
  $FLAG_GUARD2_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_13469 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 2 // $ == int 
  $FLAG_GUARD1_FM3_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
jf @FRANK3_13469 
if 
  $FLAG_COLUMB_CAR1_DEAD == 0 // $ == int 
jf @FRANK3_13441 
0239: actor $GUARD2_FM3 run_to 1532.875 -893.75 
jump @FRANK3_13452 

:FRANK3_13441
0239: actor $GUARD2_FM3 run_to 1528.563 -892.1875 

:FRANK3_13452
011A: set_actor $GUARD2_FM3 search_threat 524288 
$FLAG_GUARD2_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_13469
if 
  $FLAG_GUARD2_LOOKING_FOR_8BALL == 1 // $ == int 
jf @FRANK3_13654 
if 
  $FLAG_COLUMB_CAR1_DEAD == 0 // $ == int 
jf @FRANK3_13583 
if 
00FF:   actor $GUARD2_FM3 0 1532.875 -893.75 10.75 radius 0.5 0.5 2.0 
jf @FRANK3_13576 
0194: set_actor $GUARD2_FM3 objective_to_go_to_point 1532.875 -893.75 10.75 
01BE: set_actor $GUARD2_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
0350: set_actor $GUARD2_FM3 maintain_position_when_attacked 1 

:FRANK3_13576
jump @FRANK3_13654 

:FRANK3_13583
if 
00FF:   actor $GUARD2_FM3 0 1528.563 -892.1875 10.75 radius 0.5 0.5 2.0 
jf @FRANK3_13654 
0194: set_actor $GUARD2_FM3 objective_to_go_to_point 1528.563 -892.1875 10.75 
01BE: set_actor $GUARD2_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
0350: set_actor $GUARD2_FM3 maintain_position_when_attacked 1 

:FRANK3_13654
if 
  $FLAG_GUARD3_FM3_DEAD == 0 // $ == int 
jf @FRANK3_13883 
if 
0118:   actor $GUARD3_FM3 dead 
jf @FRANK3_13709 
$FLAG_GUARD3_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_13883 

:FRANK3_13709
if 
  $FLAG_GUARD3_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_13794 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 2 // $ == int 
  $COUNTER_NO_GUARDS_DEAD_FM3 > 0 // $ > int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
jf @FRANK3_13794 
011A: set_actor $GUARD3_FM3 search_threat 524288 
0239: actor $GUARD3_FM3 run_to 1534.063 -931.1875 
$FLAG_GUARD3_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_13794
if 
  $FLAG_GUARD3_LOOKING_FOR_8BALL == 1 // $ == int 
jf @FRANK3_13883 
if 
00FF:   actor $GUARD3_FM3 0 1534.063 -931.1875 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_13883 
0194: set_actor $GUARD3_FM3 objective_to_go_to_point 1534.063 -931.1875 18.375 
01BE: set_actor $GUARD3_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
0350: set_actor $GUARD3_FM3 maintain_position_when_attacked 1 

:FRANK3_13883
if 
  $FLAG_GUARD4_FM3_DEAD == 0 // $ == int 
jf @FRANK3_14184 
if 
0118:   actor $GUARD4_FM3 dead 
jf @FRANK3_13938 
$FLAG_GUARD4_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_14184 

:FRANK3_13938
if 
  $FLAG_GUARD4_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_14023 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 4 // $ == int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
  $COUNTER_NO_GUARDS_DEAD_FM3 > 0 // $ > int 
jf @FRANK3_14023 
0239: actor $GUARD4_FM3 run_to 1517.5 -940.5625 
011A: set_actor $GUARD4_FM3 search_threat 524288 
$FLAG_GUARD4_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_14023
if 
  $FLAG_GUARD4_LOOKING_FOR_8BALL == 1 // $ == int 
jf @FRANK3_14095 
if 
00FE:   actor $GUARD4_FM3 0 1517.5 -940.5625 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_14095 
0239: actor $GUARD4_FM3 run_to 1516.063 -932.5625 
$FLAG_GUARD4_LOOKING_FOR_8BALL = 2 // $ = int 

:FRANK3_14095
if 
  $FLAG_GUARD4_LOOKING_FOR_8BALL == 2 // $ == int 
jf @FRANK3_14184 
if 
00FE:   actor $GUARD4_FM3 0 1516.063 -932.5625 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_14184 
0194: set_actor $GUARD4_FM3 objective_to_go_to_point 1516.063 -932.5625 18.375 
01BE: set_actor $GUARD4_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
0350: set_actor $GUARD4_FM3 maintain_position_when_attacked 1 

:FRANK3_14184
if 
  $FLAG_GUARD5_FM3_DEAD == 0 // $ == int 
jf @FRANK3_14492 
if 
0118:   actor $GUARD5_FM3 dead 
jf @FRANK3_14239 
$FLAG_GUARD5_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_14492 

:FRANK3_14239
if 
  $FLAG_GUARD5_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_14331 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 5 // $ == int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
  $FLAG_GUARD6_FM3_DEAD == 1 // $ == int 
  $FLAG_GUARD7_FM3_DEAD == 1 // $ == int 
jf @FRANK3_14331 
0239: actor $GUARD5_FM3 run_to 1505.563 -926.0625 
011A: set_actor $GUARD5_FM3 search_threat 524288 
$FLAG_GUARD5_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_14331
if 
  $FLAG_GUARD5_LOOKING_FOR_8BALL == 1 // $ == int 
jf @FRANK3_14403 
if 
00FE:   actor $GUARD5_FM3 0 1505.563 -926.0625 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_14403 
0239: actor $GUARD5_FM3 run_to 1507.188 -924.0 
$FLAG_GUARD5_LOOKING_FOR_8BALL = 2 // $ = int 

:FRANK3_14403
if 
  $FLAG_GUARD5_LOOKING_FOR_8BALL == 2 // $ == int 
jf @FRANK3_14492 
if 
00FE:   actor $GUARD5_FM3 0 1507.188 -924.0 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_14492 
0194: set_actor $GUARD5_FM3 objective_to_go_to_point 1507.188 -924.0 18.375 
01BE: set_actor $GUARD5_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
0350: set_actor $GUARD5_FM3 maintain_position_when_attacked 1 

:FRANK3_14492
if 
  $FLAG_GUARD6_FM3_DEAD == 0 // $ == int 
jf @FRANK3_14728 
if 
0118:   actor $GUARD6_FM3 dead 
jf @FRANK3_14547 
$FLAG_GUARD6_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_14728 

:FRANK3_14547
if 
  $FLAG_GUARD6_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_14639 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 5 // $ == int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
  $FLAG_GUARD5_FM3_DEAD == 1 // $ == int 
  $FLAG_GUARD7_FM3_DEAD == 1 // $ == int 
jf @FRANK3_14639 
0239: actor $GUARD6_FM3 run_to 1501.0 -919.75 
011A: set_actor $GUARD6_FM3 search_threat 524288 
$FLAG_GUARD6_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_14639
if 
  $FLAG_GUARD6_LOOKING_FOR_8BALL == 1 // $ == int 
jf @FRANK3_14728 
if 
00FE:   actor $GUARD6_FM3 0 1501.0 -919.75 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_14728 
0194: set_actor $GUARD6_FM3 objective_to_go_to_point 1501.0 -919.75 18.375 
01BE: set_actor $GUARD6_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
0350: set_actor $GUARD6_FM3 maintain_position_when_attacked 1 

:FRANK3_14728
if 
  $FLAG_GUARD7_FM3_DEAD == 0 // $ == int 
jf @FRANK3_15036 
if 
0118:   actor $GUARD7_FM3 dead 
jf @FRANK3_14783 
$FLAG_GUARD7_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_15036 

:FRANK3_14783
if 
  $FLAG_GUARD7_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_14875 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 5 // $ == int 
  $FLAG_GUARD5_FM3_DEAD == 1 // $ == int 
  $FLAG_GUARD6_FM3_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
jf @FRANK3_14875 
0239: actor $GUARD7_FM3 run_to 1499.375 -937.75 
011A: set_actor $GUARD7_FM3 search_threat 524288 
$FLAG_GUARD7_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_14875
if 
  $FLAG_GUARD7_LOOKING_FOR_8BALL == 1 // $ == int 
jf @FRANK3_14947 
if 
00FE:   actor $GUARD7_FM3 0 1499.375 -937.75 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_14947 
0239: actor $GUARD7_FM3 run_to 1502.188 -930.75 
$FLAG_GUARD7_LOOKING_FOR_8BALL = 2 // $ = int 

:FRANK3_14947
if 
  $FLAG_GUARD7_LOOKING_FOR_8BALL == 2 // $ == int 
jf @FRANK3_15036 
if 
00FE:   actor $GUARD7_FM3 0 1502.188 -930.75 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_15036 
0194: set_actor $GUARD7_FM3 objective_to_go_to_point 1502.188 -930.75 18.375 
01BE: set_actor $GUARD7_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
0350: set_actor $GUARD7_FM3 maintain_position_when_attacked 1 

:FRANK3_15036
if 
  $FLAG_GUARD8_FM3_DEAD == 0 // $ == int 
jf @FRANK3_15344 
if 
0118:   actor $GUARD8_FM3 dead 
jf @FRANK3_15091 
$FLAG_GUARD8_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_15344 

:FRANK3_15091
if 
  $FLAG_GUARD8_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_15183 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 5 // $ == int 
  $FLAG_GUARD9_FM3_DEAD == 1 // $ == int 
  $FLAG_GUARD10_FM3_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
jf @FRANK3_15183 
0239: actor $GUARD8_FM3 run_to 1491.563 -935.75 
011A: set_actor $GUARD8_FM3 search_threat 524288 
$FLAG_GUARD8_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_15183
if 
  $FLAG_GUARD8_LOOKING_FOR_8BALL == 1 // $ == int 
jf @FRANK3_15255 
if 
00FE:   actor $GUARD8_FM3 0 1491.563 -935.75 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_15255 
0239: actor $GUARD8_FM3 run_to 1487.563 -933.5625 
$FLAG_GUARD8_LOOKING_FOR_8BALL = 2 // $ = int 

:FRANK3_15255
if 
  $FLAG_GUARD8_LOOKING_FOR_8BALL == 2 // $ == int 
jf @FRANK3_15344 
if 
00FE:   actor $GUARD8_FM3 0 1487.563 -933.5625 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_15344 
0194: set_actor $GUARD8_FM3 objective_to_go_to_point 1487.563 -933.5625 18.375 
01BE: set_actor $GUARD8_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
0350: set_actor $GUARD8_FM3 maintain_position_when_attacked 1 

:FRANK3_15344
if 
  $FLAG_GUARD9_FM3_DEAD == 0 // $ == int 
jf @FRANK3_15515 
if 
0118:   actor $GUARD9_FM3 dead 
jf @FRANK3_15399 
$FLAG_GUARD9_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_15515 

:FRANK3_15399
if 
  $FLAG_GUARD9_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_15515 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 6 // $ == int 
  $FLAG_GUARD8_FM3_DEAD == 1 // $ == int 
  $FLAG_GUARD10_FM3_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
jf @FRANK3_15515 
0194: set_actor $GUARD9_FM3 objective_to_go_to_point 1484.375 -930.5 19.75 
011A: set_actor $GUARD9_FM3 search_threat 524288 
0350: set_actor $GUARD9_FM3 maintain_position_when_attacked 1 
01BE: set_actor $GUARD9_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
$FLAG_GUARD9_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_15515
if 
  $FLAG_GUARD10_FM3_DEAD == 0 // $ == int 
jf @FRANK3_15823 
if 
0118:   actor $GUARD10_FM3 dead 
jf @FRANK3_15570 
$FLAG_GUARD10_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_15823 

:FRANK3_15570
if 
  $FLAG_GUARD10_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_15662 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 6 // $ == int 
  $FLAG_GUARD8_FM3_DEAD == 1 // $ == int 
  $FLAG_GUARD9_FM3_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
jf @FRANK3_15662 
0239: actor $GUARD10_FM3 run_to 1476.688 -936.25 
011A: set_actor $GUARD10_FM3 search_threat 524288 
$FLAG_GUARD10_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_15662
if 
  $FLAG_GUARD10_LOOKING_FOR_8BALL == 1 // $ == int 
jf @FRANK3_15734 
if 
00FE:   actor $GUARD10_FM3 0 1476.688 -936.25 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_15734 
0239: actor $GUARD10_FM3 run_to 1482.563 -930.5 
$FLAG_GUARD10_LOOKING_FOR_8BALL = 2 // $ = int 

:FRANK3_15734
if 
  $FLAG_GUARD10_LOOKING_FOR_8BALL == 2 // $ == int 
jf @FRANK3_15823 
if 
00FE:   actor $GUARD10_FM3 0 1482.563 -930.5 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_15823 
0194: set_actor $GUARD10_FM3 objective_to_go_to_point 1482.563 -930.5 18.375 
01BE: set_actor $GUARD10_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
0350: set_actor $GUARD10_FM3 maintain_position_when_attacked 1 

:FRANK3_15823
if 
  $FLAG_GUARD11_FM3_DEAD == 0 // $ == int 
jf @FRANK3_16138 
if 
0118:   actor $GUARD11_FM3 dead 
jf @FRANK3_15878 
$FLAG_GUARD11_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_16138 

:FRANK3_15878
if 
  $FLAG_GUARD11_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_15977 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 2 // $ == int 
  $FLAG_GUARD12_FM3_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
  $FLAG_GUARD1_FM3_DEAD == 1 // $ == int 
  $FLAG_GUARD2_FM3_DEAD == 1 // $ == int 
jf @FRANK3_15977 
0239: actor $GUARD11_FM3 run_to 1528.5 -927.5 
011A: set_actor $GUARD11_FM3 search_threat 524288 
$FLAG_GUARD11_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_15977
if 
  $FLAG_GUARD11_LOOKING_FOR_8BALL == 1 // $ == int 
jf @FRANK3_16049 
if 
00FE:   actor $GUARD11_FM3 0 1528.5 -927.5 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_16049 
0239: actor $GUARD11_FM3 run_to 1521.5 -927.1875 
$FLAG_GUARD11_LOOKING_FOR_8BALL = 2 // $ = int 

:FRANK3_16049
if 
  $FLAG_GUARD11_LOOKING_FOR_8BALL == 2 // $ == int 
jf @FRANK3_16138 
if 
00FE:   actor $GUARD11_FM3 0 1521.5 -927.1875 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_16138 
0194: set_actor $GUARD11_FM3 objective_to_go_to_point 1521.5 -927.1875 18.375 
01BE: set_actor $GUARD11_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
0350: set_actor $GUARD11_FM3 maintain_position_when_attacked 1 

:FRANK3_16138
if 
  $FLAG_GUARD12_FM3_DEAD == 0 // $ == int 
jf @FRANK3_16453 
if 
0118:   actor $GUARD12_FM3 dead 
jf @FRANK3_16193 
$FLAG_GUARD12_FM3_DEAD = 1 // $ = int 
$COUNTER_NO_GUARDS_DEAD_FM3 += 1 // $ += int 
jump @FRANK3_16453 

:FRANK3_16193
if 
  $FLAG_GUARD12_LOOKING_FOR_8BALL == 0 // $ == int 
jf @FRANK3_16292 
if or
  $FLAG_BLOKE_IN_AREA_FM3 == 2 // $ == int 
  $FLAG_GUARD11_FM3_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR1_DEAD == 1 // $ == int 
  $FLAG_COLUMB_CAR2_DEAD == 1 // $ == int 
  $FLAG_GUARD1_FM3_DEAD == 1 // $ == int 
  $FLAG_GUARD2_FM3_DEAD == 1 // $ == int 
jf @FRANK3_16292 
0239: actor $GUARD12_FM3 run_to 1517.563 -923.0625 
011A: set_actor $GUARD12_FM3 search_threat 524288 
$FLAG_GUARD12_LOOKING_FOR_8BALL = 1 // $ = int 

:FRANK3_16292
if 
  $FLAG_GUARD12_LOOKING_FOR_8BALL == 1 // $ == int 
jf @FRANK3_16364 
if 
00FE:   actor $GUARD12_FM3 0 1517.563 -923.0625 18.375 radius 0.5 0.5 2.0 
jf @FRANK3_16364 
0239: actor $GUARD12_FM3 run_to 1512.688 -929.0 
$FLAG_GUARD12_LOOKING_FOR_8BALL = 2 // $ = int 

:FRANK3_16364
if 
  $FLAG_GUARD12_LOOKING_FOR_8BALL == 2 // $ == int 
jf @FRANK3_16453 
if 
00FE:   actor $GUARD12_FM3 0 1512.688 -929.0 18.375 radius 0.1875 0.1875 2.0 
jf @FRANK3_16453 
0194: set_actor $GUARD12_FM3 objective_to_go_to_point 1512.688 -929.0 18.375 
01BE: set_actor $GUARD12_FM3 to_look_at_spot $EIGHTBALL_X_FM3 $EIGHTBALL_Y_FM3 $EIGHTBALL_Z_FM3 
0350: set_actor $GUARD12_FM3 maintain_position_when_attacked 1 

:FRANK3_16453
return 

:FRANK3_16455
if 
  $FLAG_COLUMB_CAR1_DEAD == 0 // $ == int 
jf @FRANK3_16496 
if 
0119:   car $CAR_COLUMB1_FM3 wrecked 
jf @FRANK3_16496 
$FLAG_COLUMB_CAR1_DEAD = 1 // $ = int 

:FRANK3_16496
if 
  $FLAG_COLUMB_CAR2_DEAD == 0 // $ == int 
jf @FRANK3_16537 
if 
0119:   car $CAR_COLUMB2_FM3 wrecked 
jf @FRANK3_16537 
$FLAG_COLUMB_CAR2_DEAD = 1 // $ = int 

:FRANK3_16537
return 

:FRANK3_16539
if 
  2 >= $FLAG_BLOKE_IN_AREA_FM3 // int >= $ 
jf @FRANK3_16749 
0395: clear_area 0 at 1545.875 -867.6875 10.75 range 1.0 
0395: clear_area 0 at 1527.0 -899.0 10.75 range 1.0 
0395: clear_area 0 at 1526.0 -919.0 18.375 range 1.0 
0395: clear_area 0 at 1522.875 -924.25 18.375 range 1.0 
0395: clear_area 0 at 1517.0 -929.0 18.375 range 1.0 
0395: clear_area 0 at 1510.0 -923.0 18.375 range 1.0 
0395: clear_area 0 at 1504.375 -928.5625 18.375 range 1.0 
0395: clear_area 0 at 1493.688 -922.0625 18.375 range 1.0 
0395: clear_area 0 at 1487.0 -930.1875 18.375 range 1.0 
0395: clear_area 0 at 1481.5 -926.75 18.375 range 1.0 
0395: clear_area 0 at 1475.75 -940.25 18.375 range 1.0 
0395: clear_area 0 at 1474.188 -940.1875 18.375 range 1.0 

:FRANK3_16749
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 3 // $ == int 
jf @FRANK3_16943 
0395: clear_area 0 at 1527.0 -899.0 10.75 range 1.0 
0395: clear_area 0 at 1526.0 -919.0 18.375 range 1.0 
0395: clear_area 0 at 1522.875 -924.25 18.375 range 1.0 
0395: clear_area 0 at 1517.0 -929.0 18.375 range 1.0 
0395: clear_area 0 at 1510.0 -923.0 18.375 range 1.0 
0395: clear_area 0 at 1504.375 -928.5625 18.375 range 1.0 
0395: clear_area 0 at 1493.688 -922.0625 18.375 range 1.0 
0395: clear_area 0 at 1487.0 -930.1875 18.375 range 1.0 
0395: clear_area 0 at 1481.5 -926.75 18.375 range 1.0 
0395: clear_area 0 at 1475.75 -940.25 18.375 range 1.0 
0395: clear_area 0 at 1474.188 -940.1875 18.375 range 1.0 

:FRANK3_16943
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 4 // $ == int 
jf @FRANK3_17121 
0395: clear_area 0 at 1526.0 -919.0 18.375 range 1.0 
0395: clear_area 0 at 1522.875 -924.25 18.375 range 1.0 
0395: clear_area 0 at 1517.0 -929.0 18.375 range 1.0 
0395: clear_area 0 at 1510.0 -923.0 18.375 range 1.0 
0395: clear_area 0 at 1504.375 -928.5625 18.375 range 1.0 
0395: clear_area 0 at 1493.688 -922.0625 18.375 range 1.0 
0395: clear_area 0 at 1487.0 -930.1875 18.375 range 1.0 
0395: clear_area 0 at 1481.5 -926.75 18.375 range 1.0 
0395: clear_area 0 at 1475.75 -940.25 18.375 range 1.0 
0395: clear_area 0 at 1474.188 -940.1875 18.375 range 1.0 

:FRANK3_17121
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 5 // $ == int 
jf @FRANK3_17283 
0395: clear_area 0 at 1522.875 -924.25 18.375 range 1.0 
0395: clear_area 0 at 1517.0 -929.0 18.375 range 1.0 
0395: clear_area 0 at 1510.0 -923.0 18.375 range 1.0 
0395: clear_area 0 at 1504.375 -928.5625 18.375 range 1.0 
0395: clear_area 0 at 1493.688 -922.0625 18.375 range 1.0 
0395: clear_area 0 at 1487.0 -930.1875 18.375 range 1.0 
0395: clear_area 0 at 1481.5 -926.75 18.375 range 1.0 
0395: clear_area 0 at 1475.75 -940.25 18.375 range 1.0 
0395: clear_area 0 at 1474.188 -940.1875 18.375 range 1.0 

:FRANK3_17283
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 6 // $ == int 
jf @FRANK3_17429 
0395: clear_area 0 at 1517.0 -929.0 18.375 range 1.0 
0395: clear_area 0 at 1510.0 -923.0 18.375 range 1.0 
0395: clear_area 0 at 1504.375 -928.5625 18.375 range 1.0 
0395: clear_area 0 at 1493.688 -922.0625 18.375 range 1.0 
0395: clear_area 0 at 1487.0 -930.1875 18.375 range 1.0 
0395: clear_area 0 at 1481.5 -926.75 18.375 range 1.0 
0395: clear_area 0 at 1475.75 -940.25 18.375 range 1.0 
0395: clear_area 0 at 1474.188 -940.1875 18.375 range 1.0 

:FRANK3_17429
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 7 // $ == int 
jf @FRANK3_17559 
0395: clear_area 0 at 1510.0 -923.0 18.375 range 1.0 
0395: clear_area 0 at 1504.375 -928.5625 18.375 range 1.0 
0395: clear_area 0 at 1493.688 -922.0625 18.375 range 1.0 
0395: clear_area 0 at 1487.0 -930.1875 18.375 range 1.0 
0395: clear_area 0 at 1481.5 -926.75 18.375 range 1.0 
0395: clear_area 0 at 1475.75 -940.25 18.375 range 1.0 
0395: clear_area 0 at 1474.188 -940.1875 18.375 range 1.0 

:FRANK3_17559
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 8 // $ == int 
jf @FRANK3_17673 
0395: clear_area 0 at 1504.375 -928.5625 18.375 range 1.0 
0395: clear_area 0 at 1493.688 -922.0625 18.375 range 1.0 
0395: clear_area 0 at 1487.0 -930.1875 18.375 range 1.0 
0395: clear_area 0 at 1481.5 -926.75 18.375 range 1.0 
0395: clear_area 0 at 1475.75 -940.25 18.375 range 1.0 
0395: clear_area 0 at 1474.188 -940.1875 18.375 range 1.0 

:FRANK3_17673
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 9 // $ == int 
jf @FRANK3_17771 
0395: clear_area 0 at 1493.688 -922.0625 18.375 range 1.0 
0395: clear_area 0 at 1487.0 -930.1875 18.375 range 1.0 
0395: clear_area 0 at 1481.5 -926.75 18.375 range 1.0 
0395: clear_area 0 at 1475.75 -940.25 18.375 range 1.0 
0395: clear_area 0 at 1474.188 -940.1875 18.375 range 1.0 

:FRANK3_17771
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 10 // $ == int 
jf @FRANK3_17853 
0395: clear_area 0 at 1487.0 -930.1875 18.375 range 1.0 
0395: clear_area 0 at 1481.5 -926.75 18.375 range 1.0 
0395: clear_area 0 at 1475.75 -940.25 18.375 range 1.0 
0395: clear_area 0 at 1474.188 -940.1875 18.375 range 1.0 

:FRANK3_17853
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 11 // $ == int 
jf @FRANK3_17919 
0395: clear_area 0 at 1481.5 -926.75 18.375 range 1.0 
0395: clear_area 0 at 1475.75 -940.25 18.375 range 1.0 
0395: clear_area 0 at 1474.188 -940.1875 18.375 range 1.0 

:FRANK3_17919
if 
  $FLAG_BLOKE_IN_AREA_FM3 == 12 // $ == int 
jf @FRANK3_17969 
0395: clear_area 0 at 1475.75 -940.25 18.375 range 1.0 
0395: clear_area 0 at 1474.188 -940.1875 18.375 range 1.0 

:FRANK3_17969
return 

//-------------Mission 39---------------
// Originally: Last Requests

:FRANK4
gosub @FRANK4_36 
if 
  wasted_or_busted 
jf @FRANK4_27 
gosub @FRANK4_4243 

:FRANK4_27
gosub @FRANK4_4768 
terminate_this_script 

:FRANK4_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_FRANKIE_MISSION = 1 // $ = int 
script_name 'FRANK4' 
wait 0 
$GIRLS_ATTACK_PLAYER = 0 // $ = int 
$CAR_DEAD_ONCE = 0 // $ = int 
023C: load_special_actor 1 'FRANKIE' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'FRANKH' 
0247: request_model #GANG02 
0247: request_model #FRANKSCLB02 
0247: request_model #SALVSDETAIL 
0247: request_model #SWANK_INSIDE 
038B: load_requested_models 

:FRANK4_139
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #GANG02 available 
jf @FRANK4_179 
wait 0 
jump @FRANK4_139 

:FRANK4_179
if or
8248:   not model #FRANKSCLB02 available 
8248:   not model #SALVSDETAIL available 
8248:   not model #SWANK_INSIDE available 
jf @FRANK4_216 
wait 0 
jump @FRANK4_179 

:FRANK4_216
02E4: load_cutscene_data 'S5_LRQ' 
0244: set_cutscene_pos 1457.75 -185.3125 54.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_FRANKIE = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_FRANKIE 'FRANKIE' 
02F4: create_cutscene_actor $CS_FRANKIEHEAD from_head #CUTOBJ02 and_body $CS_FRANKIE 
02F5: set_head_anim $CS_FRANKIEHEAD 'FRANK' 
02E5: $CS_MAFIA = create_cutscene_object #GANG02 
02E6: set_cutscene_anim $CS_MAFIA 'GANG02' 
0055: put_player $PLAYER_CHAR at 1455.188 -186.75 55.0 
0171: set_player $PLAYER_CHAR z_angle_to 130.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:FRANK4_389
if 
  2397 > $CS_TIME // int > $ 
jf @FRANK4_424 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_389 

:FRANK4_424
00BC: text_highpriority 'FM4_A' time 10000 1  // ~w~It's my favorite cleaner.

:FRANK4_439
if 
  5260 > $CS_TIME // int > $ 
jf @FRANK4_474 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_439 

:FRANK4_474
00BC: text_highpriority 'FM4_B' time 10000 1  // ~w~I'm proud of you my boy, you kicked the shit out of those grease balls.

:FRANK4_489
if 
  9273 > $CS_TIME // int > $ 
jf @FRANK4_524 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_489 

:FRANK4_524
00BC: text_highpriority 'FM4_C' time 10000 1  // ~w~I've got just one little job for you before we can all celebrate.

:FRANK4_539
if 
  12861 > $CS_TIME // int > $ 
jf @FRANK4_574 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_539 

:FRANK4_574
00BC: text_highpriority 'FM4_D' time 10000 1  // ~w~There's a car around the block from Luigi's club.

:FRANK4_589
if 
  15447 > $CS_TIME // int > $ 
jf @FRANK4_624 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_589 

:FRANK4_624
00BC: text_highpriority 'FM4_E' time 10000 1  // ~w~The inside is covered in brains.

:FRANK4_639
if 
  18080 > $CS_TIME // int > $ 
jf @FRANK4_674 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_639 

:FRANK4_674
00BC: text_highpriority 'FM4_F' time 10000 1  // ~w~We had to help some guy make up his mind and it proved a little messy.

:FRANK4_689
if 
  22832 > $CS_TIME // int > $ 
jf @FRANK4_724 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_689 

:FRANK4_724
00BC: text_highpriority 'FM4_H' time 10000 1  // ~w~Take it to the crusher before the cops find it.

:FRANK4_739
if 
  24908 > $CS_TIME // int > $ 
jf @FRANK4_774 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_739 

:FRANK4_774
00BE: text_clear_all 

:FRANK4_776
if 
  26333 > $CS_TIME // int > $ 
jf @FRANK4_811 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_776 

:FRANK4_811
fade 0 1000 

:FRANK4_818
if 
82E9:   not cutscene_reached_end 
jf @FRANK4_842 
wait 0 
jump @FRANK4_818 

:FRANK4_842
00BE: text_clear_all 

:FRANK4_844
if 
  fading 
jf @FRANK4_868 
wait 0 
jump @FRANK4_844 

:FRANK4_868
03AD: set_rubbish 1 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1000 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #GANG02 
0249: release_model #FRANKSCLB02 
0249: release_model #SALVSDETAIL 
0249: release_model #SWANK_INSIDE 
0247: request_model #REEFER 
0247: request_model #CHEETAH 

:FRANK4_930
if or
8248:   not model #REEFER available 
8248:   not model #CHEETAH available 
jf @FRANK4_961 
wait 0 
jump @FRANK4_930 

:FRANK4_961
if 
  $BARRIERS_BEEN_ADDED == 0 // $ == int 
jf @FRANK4_1073 
029B: $SUBWAY_GATE_SUBURBAN1 = init_object #SUBWAYGATE at -672.0 -760.0 8.25 
01C7: remove_object_from_mission_cleanup_list $SUBWAY_GATE_SUBURBAN1 
0177: set_object $SUBWAY_GATE_SUBURBAN1 z_angle_to 270.0 
029B: $SUBWAY_GATE_SUBURBAN2 = init_object #SUBWAYGATE at -672.0 -768.875 8.25 
01C7: remove_object_from_mission_cleanup_list $SUBWAY_GATE_SUBURBAN2 
0177: set_object $SUBWAY_GATE_SUBURBAN2 z_angle_to 270.0 
029B: $TUNNEL_GATE_SUBURBAN = init_object #TUNNELENTRANCE at 533.25 97.0 -21.25 
01C7: remove_object_from_mission_cleanup_list $TUNNEL_GATE_SUBURBAN 
0177: set_object $TUNNEL_GATE_SUBURBAN z_angle_to 45.0 
$BARRIERS_BEEN_ADDED = 1 // $ = int 

:FRANK4_1073
00A5: $BOMB_CAR = create_car #CHEETAH at 951.0 -421.0 14.5625 
0242: set_car $BOMB_CAR bomb_status_to 5 
0186: $BLIP1_FM4 = create_marker_above_car $BOMB_CAR 

:FRANK4_1104
if 
8121:   not player $PLAYER_CHAR in_zone 'REDLIGH'  // Red Light District
jf @FRANK4_1174 
wait 0 
if and
0119:   car $BOMB_CAR wrecked 
  $CAR_DEAD_ONCE == 0 // $ == int 
jf @FRANK4_1167 
0164: disable_marker $BLIP1_FM4 
$CAR_DEAD_ONCE = 1 // $ = int 

:FRANK4_1167
jump @FRANK4_1104 

:FRANK4_1174
014D: text_pager 'FM4_1' 140 10 2  // This is Maria. The car's a trap! Meet me at the slip south of Callahan Bridge.
018A: $BLIP2_FM4 = create_checkpoint_at 835.6875 -1091.688 -100.0 

:FRANK4_1205
if 
80FA:   not player $PLAYER_CHAR stopped 1 827.25 -1084.25 6.75 radius 5.0 5.0 4.0 
jf @FRANK4_1330 
wait 0 
if and
0119:   car $BOMB_CAR wrecked 
  $CAR_DEAD_ONCE == 0 // $ == int 
jf @FRANK4_1280 
0164: disable_marker $BLIP1_FM4 
$CAR_DEAD_ONCE = 1 // $ = int 

:FRANK4_1280
if 
00F6:   player $PLAYER_CHAR 0 827.25 -1084.25 6.75 radius 5.0 5.0 4.0 
jf @FRANK4_1323 
jump @FRANK4_1330 

:FRANK4_1323
jump @FRANK4_1205 

:FRANK4_1330
01B4: set_player $PLAYER_CHAR can_move 0 
set_weather 0 
0164: disable_marker $BLIP1_FM4 
0164: disable_marker $BLIP2_FM4 
01BD: $BREAKOUT_TIMER_START = current_time_in_ms 
$BREAKOUT_DIFF = 0 // $ = int 

:FRANK4_1363
if and
83EE:   not player $PLAYER_CHAR controllable 
  5000 > $BREAKOUT_DIFF // int > $ 
jf @FRANK4_1419 
wait 0 
01BD: $BREAKOUT_TIMER = current_time_in_ms 
0084: $BREAKOUT_DIFF = $BREAKOUT_TIMER // $ = $ int 
0060: $BREAKOUT_DIFF -= $BREAKOUT_TIMER_START // $ -= $ int 
jump @FRANK4_1363 

:FRANK4_1419
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
023C: load_special_actor 2 'MARIA' 
023C: load_special_actor 3 'ASUKA' 
02F3: load_object #CUTOBJ02 'MARIAH' 
02F3: load_object #CUTOBJ03 'ASUKAH' 

:FRANK4_1493
if 
  fading 
jf @FRANK4_1517 
wait 0 
jump @FRANK4_1493 

:FRANK4_1517
00A5: $BOAT_MAR = create_car #REEFER at 835.0 -1117.0 0.375 
0175: set_car $BOAT_MAR z_angle_to 143.0 
0323: enable_boat $BOAT_MAR anchor 1 
02D4: car $BOAT_MAR turn_off_engine 
038B: load_requested_models 

:FRANK4_1556
if or
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @FRANK4_1586 
wait 0 
jump @FRANK4_1556 

:FRANK4_1586
if or
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @FRANK4_1618 
wait 0 
jump @FRANK4_1586 

:FRANK4_1618
02E4: load_cutscene_data 'S5_LRQB' 
0244: set_cutscene_pos 831.0625 -1114.188 0.125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_MARIA = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MARIA 'MARIA' 
02E5: $CS_ASUKA = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $CS_ASUKA 'ASUKA' 
02F4: create_cutscene_actor $CS_MARIAHEAD from_head #CUTOBJ02 and_body $CS_MARIA 
02F5: set_head_anim $CS_MARIAHEAD 'MARIA' 
02F4: create_cutscene_actor $CS_ASUKAHEAD from_head #CUTOBJ03 and_body $CS_ASUKA 
02F5: set_head_anim $CS_ASUKAHEAD 'ASUKA' 
if 
8119:   not car $BOAT_MAR wrecked 
jf @FRANK4_1793 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @FRANK4_1793 
012A: put_player $PLAYER_CHAR at 835.375 -1108.688 1.0 and_remove_from_car 

:FRANK4_1793
0369: put_player $PLAYER_CHAR in_car $BOAT_MAR 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:FRANK4_1823
if 
  697 > $CS_TIME // int > $ 
jf @FRANK4_1858 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_1823 

:FRANK4_1858
00BC: text_highpriority 'FM4_2' time 10000 1  // Listen, Salvatore thinks that we're going behind his back,

:FRANK4_1873
if 
  3275 > $CS_TIME // int > $ 
jf @FRANK4_1908 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_1873 

:FRANK4_1908
00BC: text_highpriority 'FM4_3' time 10000 1  // so he was offering you to the Cartel in order to make a deal.

:FRANK4_1923
if 
  6479 > $CS_TIME // int > $ 
jf @FRANK4_1958 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_1923 

:FRANK4_1958
00BC: text_highpriority 'FM4_4' time 10000 1  // I couldn't let him do that, I mean the worst thing is,

:FRANK4_1973
if 
  9000 > $CS_TIME // int > $ 
jf @FRANK4_2008 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_1973 

:FRANK4_2008
00BC: text_highpriority 'FM4_4B' time 10000 1  // it's all my fault... because I told him, we were an item.

:FRANK4_2023
if 
  11356 > $CS_TIME // int > $ 
jf @FRANK4_2058 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_2023 

:FRANK4_2058
00BC: text_highpriority 'FM4_5' time 10000 1  // Don't ask me why. I don't know.

:FRANK4_2073
if 
  13307 > $CS_TIME // int > $ 
jf @FRANK4_2108 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_2073 

:FRANK4_2108
00BC: text_highpriority 'FM4_6' time 10000 1  // Look you're a marked man on Mafia turf and I've got to get out of here too.

:FRANK4_2123
if 
  16285 > $CS_TIME // int > $ 
jf @FRANK4_2158 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_2123 

:FRANK4_2158
00BC: text_highpriority 'FM4_6B' time 10000 1  // I've seen too much killing. Too much blood!

:FRANK4_2173
if 
  19438 > $CS_TIME // int > $ 
jf @FRANK4_2208 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_2173 

:FRANK4_2208
00BC: text_highpriority 'FM4_7' time 10000 1  // This is a friend of mine ok, she's an old friend.. it's Asuka, she's someone we can trust.

:FRANK4_2223
if 
  23340 > $CS_TIME // int > $ 
jf @FRANK4_2258 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_2223 

:FRANK4_2258
00BC: text_highpriority 'FM4_8' time 10000 1  // C'mon, Enough of the speeches.

:FRANK4_2273
if 
  24733 > $CS_TIME // int > $ 
jf @FRANK4_2308 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_2273 

:FRANK4_2308
00BC: text_highpriority 'FM4_9' time 10000 1  // We better get out of here before we get more hysterical Italians wanting less friendly reunions.

:FRANK4_2323
if 
  30156 > $CS_TIME // int > $ 
jf @FRANK4_2358 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_2323 

:FRANK4_2358
00BE: text_clear_all 

:FRANK4_2360
if 
  31666 > $CS_TIME // int > $ 
jf @FRANK4_2395 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_2360 

:FRANK4_2395
fade 0 1000 

:FRANK4_2402
if 
82E9:   not cutscene_reached_end 
jf @FRANK4_2426 
wait 0 
jump @FRANK4_2402 

:FRANK4_2426
00BE: text_clear_all 

:FRANK4_2428
if 
  fading 
jf @FRANK4_2452 
wait 0 
jump @FRANK4_2428 

:FRANK4_2452
03AD: set_rubbish 1 
02EA: end_cutscene 
01B4: set_player $PLAYER_CHAR can_move 1 
0373: set_camera_directly_behind_player 
009A: $MARIA = create_actor 21 #SPECIAL02 at 837.0 -1116.5 1.75 
02A9: set_actor $MARIA immune_to_nonplayer 1 
0173: set_actor $MARIA z_angle_to 17.0 
03FC: actor $MARIA bind_to_current_island 0 
0438: set_actor $MARIA ignore_level_transitions 1 
009A: $ASUKA = create_actor 21 #SPECIAL03 at 836.5625 -1114.563 1.75 
02A9: set_actor $ASUKA immune_to_nonplayer 1 
0173: set_actor $ASUKA z_angle_to 178.0 
03FC: actor $ASUKA bind_to_current_island 0 
0438: set_actor $ASUKA ignore_level_transitions 1 
03F9: make_actors $MARIA $ASUKA converse_in 999999 ms 
020E: actor $ASUKA look_at_actor $MARIA 
if 
8119:   not car $BOAT_MAR wrecked 
jf @FRANK4_2620 
018A: $BLIP3_FM4 = create_checkpoint_at 565.25 -678.375 -100.0 
0186: $BOAT_BLIP = create_marker_above_car $BOAT_MAR 

:FRANK4_2620
wait 500 
fade 1 1000 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
if 
8119:   not car $BOAT_MAR wrecked 
jf @FRANK4_2665 
0323: enable_boat $BOAT_MAR anchor 0 

:FRANK4_2665
$FLAG_CAR_BLIP_DISPLAYED_FM4 = 1 // $ = int 
if or
0118:   actor $ASUKA dead 
0118:   actor $MARIA dead 
jf @FRANK4_2700 
jump @FRANK4_4243 

:FRANK4_2700
if or
8057:   not player $PLAYER_CHAR 1 565.25 -678.375 -2.0 575.25 -688.375 4.0 
80A4:   not actor $MARIA 0 565.25 -678.375 -2.0 575.25 -688.375 4.0 
80A4:   not actor $ASUKA 0 565.25 -678.375 -2.0 575.25 -688.375 4.0 
jf @FRANK4_3111 
wait 0 
if 
0119:   car $BOAT_MAR wrecked 
jf @FRANK4_2813 
jump @FRANK4_4243 

:FRANK4_2813
if or
0118:   actor $ASUKA dead 
0118:   actor $MARIA dead 
jf @FRANK4_2841 
jump @FRANK4_4243 

:FRANK4_2841
if 
00DC:   player $PLAYER_CHAR in_car $BOAT_MAR 
jf @FRANK4_2909 
if 
  $FLAG_CAR_BLIP_DISPLAYED_FM4 == 1 // $ == int 
jf @FRANK4_2909 
0164: disable_marker $BLIP3_FM4 
018A: $BLIP3_FM4 = create_checkpoint_at 565.25 -678.375 -100.0 
0164: disable_marker $BOAT_BLIP 
$FLAG_CAR_BLIP_DISPLAYED_FM4 = 0 // $ = int 

:FRANK4_2909
if 
80DC:   not player $PLAYER_CHAR in_car $BOAT_MAR 
jf @FRANK4_2986 
if 
  $FLAG_CAR_BLIP_DISPLAYED_FM4 == 0 // $ == int 
jf @FRANK4_2986 
0164: disable_marker $BOAT_BLIP 
0186: $BOAT_BLIP = create_marker_above_car $BOAT_MAR 
0164: disable_marker $BLIP3_FM4 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_FM4 = 1 // $ = int 

:FRANK4_2986
if 
  $GIRLS_ATTACK_PLAYER == 0 // $ == int 
jf @FRANK4_3104 
if or
8184:   not actor $ASUKA health > 96 
8184:   not actor $MARIA health > 96 
jf @FRANK4_3104 
if 
8118:   not actor $ASUKA dead 
jf @FRANK4_3063 
01CA: actor $ASUKA kill_player $PLAYER_CHAR 
01B2: give_actor $ASUKA weapon 3 ammo 200 

:FRANK4_3063
if 
8118:   not actor $MARIA dead 
jf @FRANK4_3097 
01CA: actor $MARIA kill_player $PLAYER_CHAR 
01B2: give_actor $MARIA weapon 3 ammo 200 

:FRANK4_3097
$GIRLS_ATTACK_PLAYER = 1 // $ = int 

:FRANK4_3104
jump @FRANK4_2700 

:FRANK4_3111
if 
8119:   not car $BOAT_MAR wrecked 
jf @FRANK4_3139 
0323: enable_boat $BOAT_MAR anchor 1 
02D4: car $BOAT_MAR turn_off_engine 

:FRANK4_3139
00BE: text_clear_all 
0164: disable_marker $BLIP3_FM4 
01BD: $BREAKOUT_TIMER_START = current_time_in_ms 
$BREAKOUT_DIFF = 0 // $ = int 

:FRANK4_3158
if and
83EE:   not player $PLAYER_CHAR controllable 
  5000 > $BREAKOUT_DIFF // int > $ 
jf @FRANK4_3265 
wait 0 
if 
0119:   car $BOAT_MAR wrecked 
jf @FRANK4_3209 
jump @FRANK4_4243 

:FRANK4_3209
if or
0118:   actor $ASUKA dead 
0118:   actor $MARIA dead 
jf @FRANK4_3237 
jump @FRANK4_4243 

:FRANK4_3237
01BD: $BREAKOUT_TIMER = current_time_in_ms 
0084: $BREAKOUT_DIFF = $BREAKOUT_TIMER // $ = $ int 
0060: $BREAKOUT_DIFF -= $BREAKOUT_TIMER_START // $ -= $ int 
jump @FRANK4_3158 

:FRANK4_3265
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1000 

:FRANK4_3285
if 
  fading 
jf @FRANK4_3309 
wait 0 
jump @FRANK4_3285 

:FRANK4_3309
044C: change_to_island 2 
if 
8119:   not car $BOAT_MAR wrecked 
jf @FRANK4_3359 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @FRANK4_3359 
012A: put_player $PLAYER_CHAR at 515.0625 -650.875 16.0 and_remove_from_car 

:FRANK4_3359
0055: put_player $PLAYER_CHAR at 515.0625 -650.875 16.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
03AF: set_streaming 0 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'MARIAH' 
02F3: load_object #CUTOBJ03 'ASUKAH' 
0247: request_model #YAKUZA 
0247: request_model #BLISTA 
038B: load_requested_models 

:FRANK4_3435
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @FRANK4_3472 
wait 0 
jump @FRANK4_3435 

:FRANK4_3472
if or
8248:   not model #YAKUZA available 
8248:   not model #BLISTA available 
jf @FRANK4_3503 
wait 0 
jump @FRANK4_3472 

:FRANK4_3503
009B: destroy_actor_instantly $MARIA 
009B: destroy_actor_instantly $ASUKA 
02E4: load_cutscene_data 'S5_LRQC' 
0244: set_cutscene_pos 523.0625 -636.9375 15.5625 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_MARIA = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MARIA 'MARIA' 
02E5: $CS_ASUKA = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $CS_ASUKA 'ASUKA' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_MARIAHEAD from_head #CUTOBJ02 and_body $CS_MARIA 
02F5: set_head_anim $CS_MARIAHEAD 'MARIA' 
02F4: create_cutscene_actor $CS_ASUKAHEAD from_head #CUTOBJ03 and_body $CS_ASUKA 
02F5: set_head_anim $CS_ASUKAHEAD 'ASUKA' 
fade 1 1000 
0055: put_player $PLAYER_CHAR at 515.0625 -650.875 16.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
00A5: $FRANK4_CAR1 = create_car #YAKUZA at 500.0 -659.375 -100.0 
00A5: $FRANK4_CAR2 = create_car #BLISTA at 486.5 -643.5625 -100.0 
0249: release_model #YAKUZA 
0249: release_model #BLISTA 
01C3: mark_car_as_no_longer_needed $FRANK4_CAR1 
01C3: mark_car_as_no_longer_needed $FRANK4_CAR2 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:FRANK4_3762
if 
  12345 > $CS_TIME // int > $ 
jf @FRANK4_3797 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_3762 

:FRANK4_3797
00BC: text_highpriority 'LRQC_1' time 5000 1  // Asuka and I are gonna have to talk, uh,

:FRANK4_3812
if 
  14476 > $CS_TIME // int > $ 
jf @FRANK4_3847 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_3812 

:FRANK4_3847
00BC: text_highpriority 'LRQC_2' time 5000 1  // Why don't you go cruise around?

:FRANK4_3862
if 
  16021 > $CS_TIME // int > $ 
jf @FRANK4_3897 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_3862 

:FRANK4_3897
00BC: text_highpriority 'LRQC_3' time 5000 1  // You'll need a place to lie low.

:FRANK4_3912
if 
  17946 > $CS_TIME // int > $ 
jf @FRANK4_3947 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_3912 

:FRANK4_3947
00BC: text_highpriority 'LRQC_4' time 5000 1  // There's a warehouse at the edge of Belleville that should suit your needs.

:FRANK4_3962
if 
  21438 > $CS_TIME // int > $ 
jf @FRANK4_3997 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_3962 

:FRANK4_3997
00BC: text_highpriority 'LRQC_5' time 5000 1  // Come back here to my Condo when you are ready,

:FRANK4_4012
if 
  23312 > $CS_TIME // int > $ 
jf @FRANK4_4047 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_4012 

:FRANK4_4047
00BC: text_highpriority 'LRQC_6' time 5000 1  // and we can have a little chat.

:FRANK4_4062
if 
  25177 > $CS_TIME // int > $ 
jf @FRANK4_4097 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_4062 

:FRANK4_4097
00BE: text_clear_all 

:FRANK4_4099
if 
  28000 > $CS_TIME // int > $ 
jf @FRANK4_4134 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @FRANK4_4099 

:FRANK4_4134
fade 0 1000 

:FRANK4_4141
if 
82E9:   not cutscene_reached_end 
jf @FRANK4_4165 
wait 0 
jump @FRANK4_4141 

:FRANK4_4165
00BE: text_clear_all 

:FRANK4_4167
if 
  fading 
jf @FRANK4_4191 
wait 0 
jump @FRANK4_4167 

:FRANK4_4191
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1000 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
01B7: release_weather 
jump @FRANK4_4260 

:FRANK4_4243
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:FRANK4_4260
$FLAG_FRANKIE_MISSION4_PASSED = 1 // $ = int 
$FLAG_INDUSTRIAL_PASSED = 1 // $ = int 
0394: play_music 1 
034A: portland_complete 
$BRIDGE_IS_DAMAGED = 1 // $ = int 
03B6: replace_model_at 525.3125 -927.0625 71.8125 radius 20.0 from #NBBRIDGFK2 to #NBBRIDGCABLS01 
03B6: replace_model_at 706.375 -935.8125 67.0625 radius 20.0 from #NBBRIDGFK2 to #NBBRIDGCABLS01 
03B6: replace_model_at 529.0 -920.0625 43.5 radius 20.0 from #DAMGBRIDGERDB to #NBBRIDGERDB 
03B6: replace_model_at 702.75 -939.9375 38.6875 radius 20.0 from #DAMGBRIDGERDB to #NBBRIDGERDB 
03B6: replace_model_at 529.0 -942.9375 43.5 radius 20.0 from #DAMGBBRIDGERDA to #NBBRIDGERDA 
03B6: replace_model_at 702.75 -919.9375 38.6875 radius 20.0 from #DAMGBBRIDGERDA to #NBBRIDGERDA 
03B6: replace_model_at 525.3125 -927.0625 71.8125 radius 20.0 from #LODRIDGFK2 to #LODRIDGCABLS01 
03B6: replace_model_at 706.375 -935.8125 67.0625 radius 20.0 from #LODRIDGFK2 to #LODRIDGCABLS01 
03B6: replace_model_at 521.125 -922.9375 43.5 radius 20.0 from #LODGBRIDGERDB to #LODRIDGERDB 
03B6: replace_model_at 702.75 -939.9375 38.6875 radius 20.0 from #LODGBRIDGERDB to #LODRIDGERDB 
03B6: replace_model_at 529.0 -940.0625 43.5 radius 20.0 from #LODGBBRIDGERDA to #LODRIDGERDA 
03B6: replace_model_at 702.75 -919.9375 38.6875 radius 20.0 from #LODGBBRIDGERDA to #LODRIDGERDA 
0363: toggle_model_render_at 1027.25 -933.75 15.0 radius 50.0 object #INDHELIX_BARRIER 0 
03B6: replace_model_at 1027.25 -933.75 15.0 radius 50.0 from #INDHELIX_BARRIER to #LOD_LAND014 
0108: destroy_object $SUBWAY_GATE_INDUSTRIAL 
0108: destroy_object $TUNNEL_GATE_INDUSTRIAL 
if 
  $AMMU2_BLIP_ADDED == 0 // $ == int 
jf @FRANK4_4610 
02A8: $COM_AMMU_NATION2 = create_marker 20 at 345.5 -713.5 26.0625 
02A8: $COM_SPRAYSHOP2 = create_marker 18 at 379.0 -493.75 25.1875 
$AMMU2_BLIP_ADDED = 1 // $ = int 

:FRANK4_4610
01E7: remove_forbidden_for_cars_cube 619.5625 -911.5 45.0 834.25 -954.5 32.0 
01E7: remove_forbidden_for_cars_cube 659.5625 200.0 -20.0 945.75 147.5 5.0 
01E7: remove_forbidden_for_cars_cube 529.5625 106.5 -30.0 581.375 65.6875 0.0 
0318: set_latest_mission_passed 'FM4'  // 'LAST REQUESTS'
030C: progress_made += 1 
014C: set_parked_car_generator $COM_CAR23 cars_to_generate_to 101 
0164: disable_marker $FRANKIE_CONTACT_BLIP 
0164: disable_marker $LUIGI_CONTACT_BLIP 
0164: disable_marker $TONI_CONTACT_BLIP 
0164: disable_marker $JOEY_CONTACT_BLIP 
01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 20000 
start_new_script @NONAME_41 
0164: disable_marker $ASUKA_CONTACT_BLIP 
02A7: $ASUKA_CONTACT_BLIP = create_icon_marker_and_sphere 1 at 523.6875 -643.0 16.0625 
return 

:FRANK4_4768
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_FRANKIE_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_FM4 
0164: disable_marker $BLIP2_FM4 
0164: disable_marker $BLIP3_FM4 
0164: disable_marker $BOAT_BLIP 
01B7: release_weather 
0249: release_model #REEFER 
0249: release_model #CHEETAH 
0249: release_model #YAKUZA 
0249: release_model #BLISTA 
034F: destroy_actor_with_fade $MARIA // The actor fades away like a ghost 
034F: destroy_actor_with_fade $ASUKA // The actor fades away like a ghost 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
mission_cleanup 
return 

//-------------Mission 40---------------
// Originally: Turismo

:DIABLO1
gosub @DIABLO1_36 
if 
  wasted_or_busted 
jf @DIABLO1_27 
gosub @DIABLO1_10288 

:DIABLO1_27
gosub @DIABLO1_10440 
terminate_this_script 

:DIABLO1_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_DIABLO_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'DIABLO1' 
$GAME_TIMER_START_D1 = 0 // $ = int 
$GAME_TIMER_END_D1 = 0 // $ = int 
$PLAYER_CPCOUNTER = 0 // $ = int 
$CAR1_CPCOUNTER = 0 // $ = int 
$CAR2_CPCOUNTER = 0 // $ = int 
$CAR3_CPCOUNTER = 0 // $ = int 
$BEHIND_CAR1 = 0 // $ = int 
$BEHIND_CAR2 = 0 // $ = int 
$BEHIND_CAR3 = 0 // $ = int 
$POSITION = 0 // $ = int 
$TIMERA_RESET_FLAG_D1 = 0 // $ = int 
$TIMERB_RESET_FLAG_D1 = 0 // $ = int 
$TIMERC_RESET_FLAG_D1 = 0 // $ = int 
$TIMERC_STARTED = 0 // $ = int 
$TIMERC_CURRENT = 0 // $ = int 
$TIMERC = 0 // $ = int 
$TIMERD = 0 // $ = int 
$TIMERD_STARTED = 0 // $ = int 
$TIMERD_CURRENT = 0 // $ = int 
$TIMERD_RESET_FLAG = 0 // $ = int 
$AI_CAR1_LOCATE_SIZE = 7.0 // $ = float 
$AI_CAR2_LOCATE_SIZE = 7.0 // $ = float 
$AI_CAR3_LOCATE_SIZE = 7.0 // $ = float 
$TIMERE_RESET_FLAG = 0 // $ = int 
$TIMERF_RESET_FLAG = 0 // $ = int 
$CAR1_STUCK_X = 0.0 // $ = float 
$CAR1_STUCK_Y = 0.0 // $ = float 
$CAR1_STUCK_Z = 0.0 // $ = float 
$CAR2_STUCK_X = 0.0 // $ = float 
$CAR2_STUCK_Y = 0.0 // $ = float 
$CAR2_STUCK_Z = 0.0 // $ = float 
$CAR3_STUCK_X = 0.0 // $ = float 
$CAR3_STUCK_Y = 0.0 // $ = float 
$CAR3_STUCK_Z = 0.0 // $ = float 
$CP2_X_D1 = 1050.813 // $ = float 
$CP2_Y_D1 = -929.5 // $ = float 
$CP2_Z_D1 = 14.375 // $ = float 
$CP3_X_D1 = 1314.0 // $ = float 
$CP3_Y_D1 = -945.0 // $ = float 
$CP3_Z_D1 = 14.75 // $ = float 
$CP4_X_D1 = 1092.0 // $ = float 
$CP4_Y_D1 = -1061.0 // $ = float 
$CP4_Z_D1 = 14.25 // $ = float 
$CP5_X_D1 = 842.0 // $ = float 
$CP5_Y_D1 = -1009.0 // $ = float 
$CP5_Z_D1 = 4.375 // $ = float 
$CP6_X_D1 = 855.0 // $ = float 
$CP6_Y_D1 = -768.75 // $ = float 
$CP6_Z_D1 = 14.5625 // $ = float 
$CP7_X_D1 = 1004.0 // $ = float 
$CP7_Y_D1 = -822.0 // $ = float 
$CP7_Z_D1 = 14.5 // $ = float 
$CP8_X_D1 = 1126.0 // $ = float 
$CP8_Y_D1 = -602.0 // $ = float 
$CP8_Z_D1 = 14.375 // $ = float 
$CP9_X_D1 = 1196.0 // $ = float 
$CP9_Y_D1 = -254.0 // $ = float 
$CP9_Z_D1 = 24.375 // $ = float 
$CP10_X_D1 = 1116.0 // $ = float 
$CP10_Y_D1 = -14.0 // $ = float 
$CP10_Z_D1 = 6.0 // $ = float 
$CP11_X_D1 = 934.0 // $ = float 
$CP11_Y_D1 = -38.6875 // $ = float 
$CP11_Z_D1 = 7.0 // $ = float 
$CP12_X_D1 = 876.0 // $ = float 
$CP12_Y_D1 = -131.0 // $ = float 
$CP12_Z_D1 = 4.5 // $ = float 
$CP13_X_D1 = 870.0 // $ = float 
$CP13_Y_D1 = -453.0 // $ = float 
$CP13_Z_D1 = 14.375 // $ = float 
$CP14_X_D1 = 1049.0 // $ = float 
$CP14_Y_D1 = -473.0 // $ = float 
$CP14_Z_D1 = 14.375 // $ = float 
$CP15_X_D1 = 1337.0 // $ = float 
$CP15_Y_D1 = -490.0 // $ = float 
$CP15_Z_D1 = 46.0 // $ = float 
$CP16_X_D1 = 1337.0 // $ = float 
$CP16_Y_D1 = -215.0 // $ = float 
$CP16_Z_D1 = 45.375 // $ = float 
$CP17_X_D1 = 1048.0 // $ = float 
$CP17_Y_D1 = -249.0 // $ = float 
$CP17_Z_D1 = 5.0 // $ = float 
$CP18_X_D1 = 980.0 // $ = float 
$CP18_Y_D1 = -565.0 // $ = float 
$CP18_Z_D1 = 14.5 // $ = float 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 890.25 -309.0625 0.0 1038.063 -132.875 10.0 
TIMERA = 0 // @ = int 
02E4: load_cutscene_data 'EL_PH1' 
0244: set_cutscene_pos 938.25 -229.5 4.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:DIABLO1_811
if 
  2000 > $CS_TIME // int > $ 
jf @DIABLO1_846 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO1_811 

:DIABLO1_846
00BC: text_highpriority 'DIAB1_B' time 10000 1  // This is El Burro of the Diablos.

:DIABLO1_861
if 
  4731 > $CS_TIME // int > $ 
jf @DIABLO1_896 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO1_861 

:DIABLO1_896
00BC: text_highpriority 'DIAB1_D' time 10000 1  // You're new in Liberty, but already you are gaining a reputation on the streets.

:DIABLO1_911
if 
  10501 > $CS_TIME // int > $ 
jf @DIABLO1_946 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO1_911 

:DIABLO1_946
00BC: text_highpriority 'DIAB1_E' time 10000 1  // There's a street race starting by the old school hall near the Callahan Bridge.

:DIABLO1_961
if 
  15111 > $CS_TIME // int > $ 
jf @DIABLO1_996 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO1_961 

:DIABLO1_996
00BC: text_highpriority 'DIAB1_F' time 10000 1  // Get yourself some wheels and first through all the checkpoints wins the prize.

:DIABLO1_1011
if 
  20500 > $CS_TIME // int > $ 
jf @DIABLO1_1046 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO1_1011 

:DIABLO1_1046
fade 0 1500 

:DIABLO1_1053
if 
82E9:   not cutscene_reached_end 
jf @DIABLO1_1077 
wait 0 
jump @DIABLO1_1053 

:DIABLO1_1077
00BE: text_clear_all 
03AF: set_streaming 1 

:DIABLO1_1083
if 
  fading 
jf @DIABLO1_1107 
wait 0 
jump @DIABLO1_1083 

:DIABLO1_1107
02EA: end_cutscene 
03DE: set_pedestrians_density_multiplier_to 1.0 
wait 500 
fade 1 1500 
0247: request_model #GANG05 
0247: request_model #GANG06 
0247: request_model #CHEETAH 

:DIABLO1_1138
if or
8248:   not model #CHEETAH available 
8248:   not model #GANG05 available 
8248:   not model #GANG06 available 
jf @DIABLO1_1172 
wait 0 
jump @DIABLO1_1138 

:DIABLO1_1172
01E8: create_forbidden_for_cars_cube 1034.0 -956.0 12.0 1063.0 -847.0 20.0 
00A5: $CAR1_D1 = create_car #CHEETAH at 1048.125 -858.625 13.75 
020A: set_car $CAR1_D1 door_status_to 2 
02AC: set_car $CAR1_D1 immunities 1 1 1 0 1 
039C: set_car $CAR1_D1 watertight 1 
03AB: set_car $CAR1_D1 strong 1 
03ED: set_car $CAR1_D1 not_damaged_when_upside_down 1 
00A5: $CAR2_D1 = create_car #CHEETAH at 1053.313 -859.3125 13.75 
020A: set_car $CAR2_D1 door_status_to 2 
02AC: set_car $CAR2_D1 immunities 1 1 1 0 1 
039C: set_car $CAR2_D1 watertight 1 
03AB: set_car $CAR2_D1 strong 1 
03ED: set_car $CAR2_D1 not_damaged_when_upside_down 1 
00A5: $CAR3_D1 = create_car #CHEETAH at 1058.625 -859.25 13.75 
020A: set_car $CAR3_D1 door_status_to 2 
02AC: set_car $CAR3_D1 immunities 1 1 1 0 1 
039C: set_car $CAR3_D1 watertight 1 
03AB: set_car $CAR3_D1 strong 1 
03ED: set_car $CAR3_D1 not_damaged_when_upside_down 1 
0129: $PED_CAR1_DRIVER_D1 = create_actor 4 #GANG05 in_car $CAR1_D1 driverseat 
0129: $PED_CAR2_DRIVER_D1 = create_actor 4 #GANG06 in_car $CAR2_D1 driverseat 
0129: $PED_CAR3_DRIVER_D1 = create_actor 4 #GANG05 in_car $CAR3_D1 driverseat 
039E: set_actor $PED_CAR1_DRIVER_D1 locked_while_in_vehicle 1 
039E: set_actor $PED_CAR2_DRIVER_D1 locked_while_in_vehicle 1 
039E: set_actor $PED_CAR3_DRIVER_D1 locked_while_in_vehicle 1 
0175: set_car $CAR1_D1 z_angle_to 180.0 
0175: set_car $CAR2_D1 z_angle_to 180.0 
0175: set_car $CAR3_D1 z_angle_to 180.0 
00A9: set_car $CAR1_D1 to_normal_driver 
00A9: set_car $CAR2_D1 to_normal_driver 
00A9: set_car $CAR3_D1 to_normal_driver 
00AE: set_vehicle $CAR1_D1 traffic_behavior_to 2 
00AD: set_car $CAR1_D1 max_speed_to 50.0 
00AE: set_vehicle $CAR2_D1 traffic_behavior_to 2 
00AD: set_car $CAR2_D1 max_speed_to 50.0 
00AE: set_vehicle $CAR3_D1 traffic_behavior_to 2 
00AD: set_car $CAR3_D1 max_speed_to 50.0 
02AA: set_car $CAR1_D1 immune_to_nonplayer 1 
02AA: set_car $CAR2_D1 immune_to_nonplayer 1 
02AA: set_car $CAR3_D1 immune_to_nonplayer 1 
018A: $BLIP_CHASE_D1 = create_checkpoint_at 1042.938 -858.6875 13.75 
00BC: text_highpriority 'DIAB1_4' time 5000 1  // ~g~Get a fast car and get to the starting grid.

:DIABLO1_1560
if 
80FA:   not player $PLAYER_CHAR stopped 1 1042.938 -858.6875 13.75 radius 2.0 2.0 2.0 
jf @DIABLO1_1850 
wait 0 
if 
00F9:   player $PLAYER_CHAR stopped 1 1042.938 -858.6875 13.75 radius 2.0 2.0 2.0 
jf @DIABLO1_1651 
00BC: text_highpriority 'YD1_G' time 5000 1  // ~r~This is a CAR RACE. You need a CAR fool!

:DIABLO1_1651
if 
0119:   car $CAR1_D1 wrecked 
jf @DIABLO1_1674 
jump @DIABLO1_10288 

:DIABLO1_1674
if 
0119:   car $CAR2_D1 wrecked 
jf @DIABLO1_1697 
jump @DIABLO1_10288 

:DIABLO1_1697
if 
0119:   car $CAR3_D1 wrecked 
jf @DIABLO1_1720 
jump @DIABLO1_10288 

:DIABLO1_1720
0227: $TIMERC = car $CAR1_D1 health 
if 
  1000 > $TIMERC // int > $ 
jf @DIABLO1_1761 
$TIMERC = 9 // $ = int 
jump @DIABLO1_1850 

:DIABLO1_1761
0227: $TIMERC = car $CAR2_D1 health 
if 
  1000 > $TIMERC // int > $ 
jf @DIABLO1_1802 
$TIMERC = 9 // $ = int 
jump @DIABLO1_1850 

:DIABLO1_1802
0227: $TIMERC = car $CAR3_D1 health 
if 
  1000 > $TIMERC // int > $ 
jf @DIABLO1_1843 
$TIMERC = 9 // $ = int 
jump @DIABLO1_1850 

:DIABLO1_1843
jump @DIABLO1_1560 

:DIABLO1_1850
02AA: set_car $CAR1_D1 immune_to_nonplayer 0 
02AA: set_car $CAR2_D1 immune_to_nonplayer 0 
02AA: set_car $CAR3_D1 immune_to_nonplayer 0 
if 
  $TIMERC == 9 // $ == int 
jf @DIABLO1_1911 
00BA: text_styled 'DIAB1_1' 1200 ms 4  // ~g~3..2..1.. GO GO GO!
jump @DIABLO1_2074 

:DIABLO1_1911
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
00BA: text_styled 'YD1_3' 1100 ms 4  // ~r~3
018C: play_sound 97 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'YD1_2' 1100 ms 4  // ~r~2
018C: play_sound 98 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'YD1_1' 1100 ms 4  // ~r~1
018C: play_sound 99 at 0.0 0.0 0.0 
wait 1000 
00BA: text_styled 'YD1GO' 800 ms 4  // ~g~GO!!
018C: play_sound 100 at 0.0 0.0 0.0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 

:DIABLO1_2074
if 
0119:   car $CAR1_D1 wrecked 
jf @DIABLO1_2097 
jump @DIABLO1_10288 

:DIABLO1_2097
if 
0119:   car $CAR2_D1 wrecked 
jf @DIABLO1_2120 
jump @DIABLO1_10288 

:DIABLO1_2120
if 
0119:   car $CAR3_D1 wrecked 
jf @DIABLO1_2143 
jump @DIABLO1_10288 

:DIABLO1_2143
$TIMERC = 0 // $ = int 
0164: disable_marker $BLIP_CHASE_D1 
0161: $BLIP_CAR1_D1 = create_marker_above_car $CAR1_D1 color 0 display 1 
0161: $BLIP_CAR2_D1 = create_marker_above_car $CAR2_D1 color 0 display 1 
0161: $BLIP_CAR3_D1 = create_marker_above_car $CAR3_D1 color 0 display 1 
0086: $PLAYER_X_D1 = $CP2_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP2_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP2_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP3_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP3_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP3_Z_D1 // $ = $ float 
0086: $CAR1_X_D1 = $CP2_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP2_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP2_Z_D1 // $ = $ float 
0086: $CAR2_X_D1 = $CP2_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP2_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP2_Z_D1 // $ = $ float 
0086: $CAR3_X_D1 = $CP2_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP2_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP2_Z_D1 // $ = $ float 
018A: $BLIP_CHASE_D1 = create_checkpoint_at $PLAYER_X_D1 $PLAYER_Y_D1 $PLAYER_Z_D1 
0167: $SECOND_BLIP = create_marker_at $BLIP_2ND_X $BLIP_2ND_Y $BLIP_2ND_Z color 5 display 2 
0168: set_marker $SECOND_BLIP size 2 
0166: set_marker $SECOND_BLIP brightness_to 1 
00A7: car $CAR1_D1 drive_to $CAR1_X_D1 $CAR1_Y_D1 $CAR1_Z_D1 
00A7: car $CAR2_D1 drive_to $CAR2_X_D1 $CAR2_Y_D1 $CAR2_Z_D1 
00A7: car $CAR3_D1 drive_to $CAR3_X_D1 $CAR3_Y_D1 $CAR3_Z_D1 
01BD: $GAME_TIMER_START_D1 = current_time_in_ms 
01BD: $GAME_TIMER_END_D1 = current_time_in_ms 
0060: $GAME_TIMER_END_D1 -= $GAME_TIMER_START_D1 // $ -= $ int 
$GAME_TIMER_END_D1 /= 1000 // $ /= int 
03C4: set_status_text_to $GAME_TIMER_END_D1 0 'DIAB1_5'  // RACE TIME:

:DIABLO1_2440
wait 0 
01BD: $GAME_TIMER_END_D1 = current_time_in_ms 
0060: $GAME_TIMER_END_D1 -= $GAME_TIMER_START_D1 // $ -= $ int 
$GAME_TIMER_END_D1 /= 1000 // $ /= int 
$POSITION = 0 // $ = int 
0058: $POSITION += $BEHIND_CAR1 // $ += $ int 
0058: $POSITION += $BEHIND_CAR2 // $ += $ int 
0058: $POSITION += $BEHIND_CAR3 // $ += $ int 
if 
  $POSITION == 0 // $ == int 
jf @DIABLO1_2528 
00BC: text_highpriority 'FIRST' time 100 1  // ~g~1st

:DIABLO1_2528
if 
  $POSITION == 1 // $ == int 
jf @DIABLO1_2560 
00BC: text_highpriority 'SECOND' time 100 1  // ~g~2nd

:DIABLO1_2560
if 
  $POSITION == 2 // $ == int 
jf @DIABLO1_2592 
00BC: text_highpriority 'THIRD' time 100 1  // ~g~3rd

:DIABLO1_2592
if 
  $POSITION == 3 // $ == int 
jf @DIABLO1_2624 
00BC: text_highpriority 'FOURTH' time 100 1  // ~g~4th

:DIABLO1_2624
if 
  $PLAYER_CPCOUNTER == 17 // $ == int 
jf @DIABLO1_2673 
024F: create_corona 5.5 6 0 with_color 100 0 0 at_point $PLAYER_X_D1 $PLAYER_Y_D1 $PLAYER_Z_D1 
jump @DIABLO1_2697 

:DIABLO1_2673
024F: create_corona 5.5 6 0 with_color 0 0 100 at_point $PLAYER_X_D1 $PLAYER_Y_D1 $PLAYER_Z_D1 

:DIABLO1_2697
if 
00F7:   player $PLAYER_CHAR 0 $PLAYER_X_D1 $PLAYER_Y_D1 $PLAYER_Z_D1 radius 6.0 6.0 6.0 
jf @DIABLO1_3943 
$PLAYER_CPCOUNTER += 1 // $ += int 
0164: disable_marker $BLIP_CHASE_D1 
0164: disable_marker $SECOND_BLIP 
if 
  $PLAYER_CPCOUNTER == 1 // $ == int 
jf @DIABLO1_2816 
0086: $PLAYER_X_D1 = $CP3_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP3_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP3_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP4_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP4_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP4_Z_D1 // $ = $ float 

:DIABLO1_2816
if 
  $PLAYER_CPCOUNTER == 2 // $ == int 
jf @DIABLO1_2882 
0086: $PLAYER_X_D1 = $CP4_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP4_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP4_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP5_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP5_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP5_Z_D1 // $ = $ float 

:DIABLO1_2882
if 
  $PLAYER_CPCOUNTER == 3 // $ == int 
jf @DIABLO1_2948 
0086: $PLAYER_X_D1 = $CP5_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP5_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP5_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP6_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP6_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP6_Z_D1 // $ = $ float 

:DIABLO1_2948
if 
  $PLAYER_CPCOUNTER == 4 // $ == int 
jf @DIABLO1_3014 
0086: $PLAYER_X_D1 = $CP6_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP6_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP6_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP7_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP7_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP7_Z_D1 // $ = $ float 

:DIABLO1_3014
if 
  $PLAYER_CPCOUNTER == 5 // $ == int 
jf @DIABLO1_3080 
0086: $PLAYER_X_D1 = $CP7_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP7_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP7_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP8_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP8_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP8_Z_D1 // $ = $ float 

:DIABLO1_3080
if 
  $PLAYER_CPCOUNTER == 6 // $ == int 
jf @DIABLO1_3146 
0086: $PLAYER_X_D1 = $CP8_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP8_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP8_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP9_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP9_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP9_Z_D1 // $ = $ float 

:DIABLO1_3146
if 
  $PLAYER_CPCOUNTER == 7 // $ == int 
jf @DIABLO1_3212 
0086: $PLAYER_X_D1 = $CP9_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP9_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP9_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP10_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP10_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP10_Z_D1 // $ = $ float 

:DIABLO1_3212
if 
  $PLAYER_CPCOUNTER == 8 // $ == int 
jf @DIABLO1_3278 
0086: $PLAYER_X_D1 = $CP10_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP10_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP10_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP11_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP11_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP11_Z_D1 // $ = $ float 

:DIABLO1_3278
if 
  $PLAYER_CPCOUNTER == 9 // $ == int 
jf @DIABLO1_3344 
0086: $PLAYER_X_D1 = $CP11_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP11_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP11_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP12_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP12_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP12_Z_D1 // $ = $ float 

:DIABLO1_3344
if 
  $PLAYER_CPCOUNTER == 10 // $ == int 
jf @DIABLO1_3410 
0086: $PLAYER_X_D1 = $CP12_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP12_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP12_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP13_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP13_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP13_Z_D1 // $ = $ float 

:DIABLO1_3410
if 
  $PLAYER_CPCOUNTER == 11 // $ == int 
jf @DIABLO1_3476 
0086: $PLAYER_X_D1 = $CP13_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP13_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP13_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP14_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP14_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP14_Z_D1 // $ = $ float 

:DIABLO1_3476
if 
  $PLAYER_CPCOUNTER == 12 // $ == int 
jf @DIABLO1_3542 
0086: $PLAYER_X_D1 = $CP14_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP14_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP14_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP15_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP15_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP15_Z_D1 // $ = $ float 

:DIABLO1_3542
if 
  $PLAYER_CPCOUNTER == 13 // $ == int 
jf @DIABLO1_3608 
0086: $PLAYER_X_D1 = $CP15_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP15_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP15_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP16_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP16_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP16_Z_D1 // $ = $ float 

:DIABLO1_3608
if 
  $PLAYER_CPCOUNTER == 14 // $ == int 
jf @DIABLO1_3674 
0086: $PLAYER_X_D1 = $CP16_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP16_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP16_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP17_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP17_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP17_Z_D1 // $ = $ float 

:DIABLO1_3674
if 
  $PLAYER_CPCOUNTER == 15 // $ == int 
jf @DIABLO1_3740 
0086: $PLAYER_X_D1 = $CP17_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP17_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP17_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP18_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP18_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP18_Z_D1 // $ = $ float 

:DIABLO1_3740
if 
  $PLAYER_CPCOUNTER == 16 // $ == int 
jf @DIABLO1_3806 
0086: $PLAYER_X_D1 = $CP18_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP18_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP18_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP2_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP2_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP2_Z_D1 // $ = $ float 

:DIABLO1_3806
if 
  $PLAYER_CPCOUNTER == 17 // $ == int 
jf @DIABLO1_3872 
0086: $PLAYER_X_D1 = $CP2_X_D1 // $ = $ float 
0086: $PLAYER_Y_D1 = $CP2_Y_D1 // $ = $ float 
0086: $PLAYER_Z_D1 = $CP2_Z_D1 // $ = $ float 
0086: $BLIP_2ND_X = $CP2_X_D1 // $ = $ float 
0086: $BLIP_2ND_Y = $CP2_Y_D1 // $ = $ float 
0086: $BLIP_2ND_Z = $CP2_Z_D1 // $ = $ float 

:DIABLO1_3872
if 
  $PLAYER_CPCOUNTER == 18 // $ == int 
jf @DIABLO1_3897 
jump @DIABLO1_10305 

:DIABLO1_3897
0167: $SECOND_BLIP = create_marker_at $BLIP_2ND_X $BLIP_2ND_Y $BLIP_2ND_Z color 5 display 2 
0166: set_marker $SECOND_BLIP brightness_to 1 
0168: set_marker $SECOND_BLIP size 2 
018A: $BLIP_CHASE_D1 = create_checkpoint_at $PLAYER_X_D1 $PLAYER_Y_D1 $PLAYER_Z_D1 

:DIABLO1_3943
if 
8119:   not car $CAR1_D1 wrecked 
jf @DIABLO1_5882 
0227: $CAR1_HEALTH = car $CAR1_D1 health 
if 
  500 > $CAR1_HEALTH // int > $ 
jf @DIABLO1_3994 
0224: set_car $CAR1_D1 health_to 1000 

:DIABLO1_3994
if 
803A:   not  $PLAYER_CPCOUNTER == $CAR1_CPCOUNTER // $ == $ int 
jf @DIABLO1_4060 
if 
001C:   $CAR1_CPCOUNTER > $PLAYER_CPCOUNTER // $ > $ int 
jf @DIABLO1_4046 
$BEHIND_CAR1 = 1 // $ = int 
jump @DIABLO1_4053 

:DIABLO1_4046
$BEHIND_CAR1 = 0 // $ = int 

:DIABLO1_4053
jump @DIABLO1_4272 

:DIABLO1_4060
00AA: store_car $CAR1_D1 position_to $CAR1_X $CAR1_Y $CAR1_Z 
0086: $DIFFERENCE_X_FLOAT_D = $CAR1_X // $ = $ float 
0061: $DIFFERENCE_X_FLOAT_D -= $PLAYER_X_D1 // $ -= $ float 
0086: $DIFFERENCE_Y_FLOAT_D = $CAR1_Y // $ = $ float 
0061: $DIFFERENCE_Y_FLOAT_D -= $PLAYER_Y_D1 // $ -= $ float 
0069: $DIFFERENCE_X_FLOAT_D *= $DIFFERENCE_X_FLOAT_D // $ *= $ float 
0069: $DIFFERENCE_Y_FLOAT_D *= $DIFFERENCE_Y_FLOAT_D // $ *= $ float 
0086: $SUM_DIFFERENCE_D_XY = $DIFFERENCE_X_FLOAT_D // $ = $ float 
0059: $SUM_DIFFERENCE_D_XY += $DIFFERENCE_Y_FLOAT_D // $ += $ float 
01FB: $CAR1_DISTANCE_FROM_CP = square_root $SUM_DIFFERENCE_D_XY 
0054: store_player $PLAYER_CHAR position_to $PLAYERS_X $PLAYERS_Y $PLAYERS_Z 
0086: $DIFFERENCE_X_FLOAT_D = $PLAYERS_X // $ = $ float 
0061: $DIFFERENCE_X_FLOAT_D -= $PLAYER_X_D1 // $ -= $ float 
0086: $DIFFERENCE_Y_FLOAT_D = $PLAYERS_Y // $ = $ float 
0061: $DIFFERENCE_Y_FLOAT_D -= $PLAYER_Y_D1 // $ -= $ float 
0069: $DIFFERENCE_X_FLOAT_D *= $DIFFERENCE_X_FLOAT_D // $ *= $ float 
0069: $DIFFERENCE_Y_FLOAT_D *= $DIFFERENCE_Y_FLOAT_D // $ *= $ float 
0086: $SUM_DIFFERENCE_D_XY = $DIFFERENCE_X_FLOAT_D // $ = $ float 
0059: $SUM_DIFFERENCE_D_XY += $DIFFERENCE_Y_FLOAT_D // $ += $ float 
01FB: $PLAYERS_DISTANCE_FROM_CP = square_root $SUM_DIFFERENCE_D_XY 
if 
0024:   $CAR1_DISTANCE_FROM_CP > $PLAYERS_DISTANCE_FROM_CP // $ > $ float 
jf @DIABLO1_4265 
$BEHIND_CAR1 = 0 // $ = int 
jump @DIABLO1_4272 

:DIABLO1_4265
$BEHIND_CAR1 = 1 // $ = int 

:DIABLO1_4272
if 
01AF:   car $CAR1_D1 0 $CAR1_STUCK_X $CAR1_STUCK_Y $CAR1_STUCK_Z radius 4.0 4.0 4.0 
jf @DIABLO1_4534 
if 
  $TIMERD_RESET_FLAG == 0 // $ == int 
jf @DIABLO1_4338 
01BD: $TIMERD_STARTED = current_time_in_ms 
$TIMERD_RESET_FLAG = 1 // $ = int 

:DIABLO1_4338
if 
  $TIMERD_RESET_FLAG == 1 // $ == int 
jf @DIABLO1_4534 
01BD: $TIMERD_CURRENT = current_time_in_ms 
0084: $TIMERD = $TIMERD_CURRENT // $ = $ int 
0060: $TIMERD -= $TIMERD_STARTED // $ -= $ int 
if 
  $TIMERD > 8000 // $ > int 
jf @DIABLO1_4534 
if 
82CA:   not car $CAR1_D1 bounding_sphere_visible 
jf @DIABLO1_4534 
00AA: store_car $CAR1_D1 position_to $CAR1_X $CAR1_Y $CAR1_Z 
02C1: set $CAR1_X $CAR1_Y $CAR1_Z to_car_path_coords_closest_to $CAR1_X $CAR1_Y $CAR1_Z 
if 
838A:   not car_in_cube $CAR1_X $CAR1_Y $CAR1_Z 4.0 4.0 4.0 
jf @DIABLO1_4534 
if 
80C2:   not sphere_onscreen $CAR1_X $CAR1_Y $CAR1_Z 4.0 
jf @DIABLO1_4534 
00AB: put_car $CAR1_D1 at $CAR1_X $CAR1_Y $CAR1_Z 
039F: car $CAR1_D1 race_to $CAR1_X_D1 $CAR1_Y_D1 
$TIMERD_RESET_FLAG = 0 // $ = int 

:DIABLO1_4534
if 
81AF:   not car $CAR1_D1 0 $CAR1_STUCK_X $CAR1_STUCK_Y $CAR1_STUCK_Z radius 4.0 4.0 4.0 
jf @DIABLO1_4591 
00AA: store_car $CAR1_D1 position_to $CAR1_STUCK_X $CAR1_STUCK_Y $CAR1_STUCK_Z 
$TIMERD_RESET_FLAG = 0 // $ = int 

:DIABLO1_4591
if and
01F4:   car $CAR1_D1 flipped 
01C1:   car $CAR1_D1 stopped 
jf @DIABLO1_4743 
if 
82CA:   not car $CAR1_D1 bounding_sphere_visible 
jf @DIABLO1_4743 
00AA: store_car $CAR1_D1 position_to $CAR1_X $CAR1_Y $CAR1_Z 
02C1: set $CAR1_X $CAR1_Y $CAR1_Z to_car_path_coords_closest_to $CAR1_X $CAR1_Y $CAR1_Z 
if 
838A:   not car_in_cube $CAR1_X $CAR1_Y $CAR1_Z 4.0 4.0 4.0 
jf @DIABLO1_4743 
if 
80C2:   not sphere_onscreen $CAR1_X $CAR1_Y $CAR1_Z 3.0 
jf @DIABLO1_4743 
00AB: put_car $CAR1_D1 at $CAR1_X $CAR1_Y $CAR1_Z 
039F: car $CAR1_D1 race_to $CAR1_X_D1 $CAR1_Y_D1 

:DIABLO1_4743
if 
  $TIMERA_RESET_FLAG_D1 == 1 // $ == int 
jf @DIABLO1_4784 
if 
81C1:   not car $CAR1_D1 stopped 
jf @DIABLO1_4784 
$TIMERA_RESET_FLAG_D1 = 0 // $ = int 

:DIABLO1_4784
if 
01C1:   car $CAR1_D1 stopped 
jf @DIABLO1_4996 
if 
  $TIMERA_RESET_FLAG_D1 == 0 // $ == int 
jf @DIABLO1_4832 
TIMERA = 0 // @ = int 
$TIMERA_RESET_FLAG_D1 = 1 // $ = int 

:DIABLO1_4832
if and
  TIMERA > 5000 // @ > int 
  $TIMERA_RESET_FLAG_D1 == 1 // $ == int 
jf @DIABLO1_4996 
if 
82CA:   not car $CAR1_D1 bounding_sphere_visible 
jf @DIABLO1_4996 
00AA: store_car $CAR1_D1 position_to $CAR1_X $CAR1_Y $CAR1_Z 
02C1: set $CAR1_X $CAR1_Y $CAR1_Z to_car_path_coords_closest_to $CAR1_X $CAR1_Y $CAR1_Z 
if 
838A:   not car_in_cube $CAR1_X $CAR1_Y $CAR1_Z 4.0 4.0 4.0 
jf @DIABLO1_4996 
if 
80C2:   not sphere_onscreen $CAR1_X $CAR1_Y $CAR1_Z 4.0 
jf @DIABLO1_4996 
00AB: put_car $CAR1_D1 at $CAR1_X $CAR1_Y $CAR1_Z 
039F: car $CAR1_D1 race_to $CAR1_X_D1 $CAR1_Y_D1 
$TIMERA_RESET_FLAG_D1 = 0 // $ = int 

:DIABLO1_4996
if 
01AF:   car $CAR1_D1 0 $CAR1_X_D1 $CAR1_Y_D1 $CAR1_Z_D1 radius $AI_CAR1_LOCATE_SIZE $AI_CAR1_LOCATE_SIZE $AI_CAR1_LOCATE_SIZE 
jf @DIABLO1_5875 
$CAR1_CPCOUNTER += 1 // $ += int 
if 
  $CAR1_CPCOUNTER == 1 // $ == int 
jf @DIABLO1_5081 
0086: $CAR1_X_D1 = $CP3_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP3_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP3_Z_D1 // $ = $ float 

:DIABLO1_5081
if 
  $CAR1_CPCOUNTER == 2 // $ == int 
jf @DIABLO1_5143 
0086: $CAR1_X_D1 = $CP4_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP4_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP4_Z_D1 // $ = $ float 
01E7: remove_forbidden_for_cars_cube 1034.0 -956.0 12.0 1063.0 -847.0 20.0 

:DIABLO1_5143
if 
  $CAR1_CPCOUNTER == 3 // $ == int 
jf @DIABLO1_5185 
0086: $CAR1_X_D1 = $CP5_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP5_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP5_Z_D1 // $ = $ float 

:DIABLO1_5185
if 
  $CAR1_CPCOUNTER == 4 // $ == int 
jf @DIABLO1_5227 
0086: $CAR1_X_D1 = $CP6_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP6_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP6_Z_D1 // $ = $ float 

:DIABLO1_5227
if 
  $CAR1_CPCOUNTER == 5 // $ == int 
jf @DIABLO1_5269 
0086: $CAR1_X_D1 = $CP7_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP7_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP7_Z_D1 // $ = $ float 

:DIABLO1_5269
if 
  $CAR1_CPCOUNTER == 6 // $ == int 
jf @DIABLO1_5311 
0086: $CAR1_X_D1 = $CP8_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP8_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP8_Z_D1 // $ = $ float 

:DIABLO1_5311
if 
  $CAR1_CPCOUNTER == 7 // $ == int 
jf @DIABLO1_5353 
0086: $CAR1_X_D1 = $CP9_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP9_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP9_Z_D1 // $ = $ float 

:DIABLO1_5353
if 
  $CAR1_CPCOUNTER == 8 // $ == int 
jf @DIABLO1_5395 
0086: $CAR1_X_D1 = $CP10_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP10_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP10_Z_D1 // $ = $ float 

:DIABLO1_5395
if 
  $CAR1_CPCOUNTER == 9 // $ == int 
jf @DIABLO1_5437 
0086: $CAR1_X_D1 = $CP11_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP11_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP11_Z_D1 // $ = $ float 

:DIABLO1_5437
if 
  $CAR1_CPCOUNTER == 10 // $ == int 
jf @DIABLO1_5479 
0086: $CAR1_X_D1 = $CP12_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP12_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP12_Z_D1 // $ = $ float 

:DIABLO1_5479
if 
  $CAR1_CPCOUNTER == 11 // $ == int 
jf @DIABLO1_5521 
0086: $CAR1_X_D1 = $CP13_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP13_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP13_Z_D1 // $ = $ float 

:DIABLO1_5521
if 
  $CAR1_CPCOUNTER == 12 // $ == int 
jf @DIABLO1_5563 
0086: $CAR1_X_D1 = $CP14_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP14_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP14_Z_D1 // $ = $ float 

:DIABLO1_5563
if 
  $CAR1_CPCOUNTER == 13 // $ == int 
jf @DIABLO1_5605 
0086: $CAR1_X_D1 = $CP15_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP15_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP15_Z_D1 // $ = $ float 

:DIABLO1_5605
if 
  $CAR1_CPCOUNTER == 14 // $ == int 
jf @DIABLO1_5647 
0086: $CAR1_X_D1 = $CP16_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP16_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP16_Z_D1 // $ = $ float 

:DIABLO1_5647
if 
  $CAR1_CPCOUNTER == 15 // $ == int 
jf @DIABLO1_5689 
0086: $CAR1_X_D1 = $CP17_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP17_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP17_Z_D1 // $ = $ float 

:DIABLO1_5689
if 
  $CAR1_CPCOUNTER == 16 // $ == int 
jf @DIABLO1_5731 
0086: $CAR1_X_D1 = $CP18_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP18_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP18_Z_D1 // $ = $ float 

:DIABLO1_5731
if 
  $CAR1_CPCOUNTER == 17 // $ == int 
jf @DIABLO1_5781 
0086: $CAR1_X_D1 = $CP2_X_D1 // $ = $ float 
0086: $CAR1_Y_D1 = $CP2_Y_D1 // $ = $ float 
0086: $CAR1_Z_D1 = $CP2_Z_D1 // $ = $ float 
$AI_CAR1_LOCATE_SIZE = 6.0 // $ = float 

:DIABLO1_5781
if 
  $CAR1_CPCOUNTER == 18 // $ == int 
jf @DIABLO1_5821 
00BC: text_highpriority 'DIAB1_3' time 5000 1  // ~r~You couldn't win a raffle, LOSER!
jump @DIABLO1_10288 

:DIABLO1_5821
if 
  $AI_CAR1_LOCATE_SIZE == 7.0 // $ == float 
jf @DIABLO1_5861 
00A7: car $CAR1_D1 drive_to $CAR1_X_D1 $CAR1_Y_D1 $CAR1_Z_D1 
jump @DIABLO1_5875 

:DIABLO1_5861
02C2: car $CAR1_D1 drive_to_point $CAR1_X_D1 $CAR1_Y_D1 $CAR1_Z_D1 

:DIABLO1_5875
jump @DIABLO1_6059 

:DIABLO1_5882
if 
82BF:   not car $CAR1_D1 sunk 
jf @DIABLO1_5912 
$BEHIND_CAR1 = 0 // $ = int 
$CAR1_CPCOUNTER = 0 // $ = int 

:DIABLO1_5912
if 
02BF:   car $CAR1_D1 sunk 
jf @DIABLO1_6059 
if 
82CA:   not car $CAR1_D1 bounding_sphere_visible 
jf @DIABLO1_6059 
00AA: store_car $CAR1_D1 position_to $CAR1_X $CAR1_Y $CAR1_Z 
02C1: set $CAR1_X $CAR1_Y $CAR1_Z to_car_path_coords_closest_to $CAR1_X $CAR1_Y $CAR1_Z 
if 
838A:   not car_in_cube $CAR1_X $CAR1_Y $CAR1_Z 4.0 4.0 4.0 
jf @DIABLO1_6059 
if 
80C2:   not sphere_onscreen $CAR1_X $CAR1_Y $CAR1_Z 3.0 
jf @DIABLO1_6059 
00AB: put_car $CAR1_D1 at $CAR1_X $CAR1_Y $CAR1_Z 
039F: car $CAR1_D1 race_to $CAR1_X_D1 $CAR1_Y_D1 

:DIABLO1_6059
if 
8119:   not car $CAR2_D1 wrecked 
jf @DIABLO1_7978 
0227: $CAR2_HEALTH = car $CAR2_D1 health 
if 
  500 > $CAR2_HEALTH // int > $ 
jf @DIABLO1_6110 
0224: set_car $CAR2_D1 health_to 1000 

:DIABLO1_6110
if 
803A:   not  $PLAYER_CPCOUNTER == $CAR2_CPCOUNTER // $ == $ int 
jf @DIABLO1_6176 
if 
001C:   $CAR2_CPCOUNTER > $PLAYER_CPCOUNTER // $ > $ int 
jf @DIABLO1_6162 
$BEHIND_CAR2 = 1 // $ = int 
jump @DIABLO1_6169 

:DIABLO1_6162
$BEHIND_CAR2 = 0 // $ = int 

:DIABLO1_6169
jump @DIABLO1_6388 

:DIABLO1_6176
00AA: store_car $CAR2_D1 position_to $CAR2_X $CAR2_Y $CAR2_Z 
0086: $DIFFERENCE_X_FLOAT_D = $CAR2_X // $ = $ float 
0061: $DIFFERENCE_X_FLOAT_D -= $PLAYER_X_D1 // $ -= $ float 
0086: $DIFFERENCE_Y_FLOAT_D = $CAR2_Y // $ = $ float 
0061: $DIFFERENCE_Y_FLOAT_D -= $PLAYER_Y_D1 // $ -= $ float 
0069: $DIFFERENCE_X_FLOAT_D *= $DIFFERENCE_X_FLOAT_D // $ *= $ float 
0069: $DIFFERENCE_Y_FLOAT_D *= $DIFFERENCE_Y_FLOAT_D // $ *= $ float 
0086: $SUM_DIFFERENCE_D_XY = $DIFFERENCE_X_FLOAT_D // $ = $ float 
0059: $SUM_DIFFERENCE_D_XY += $DIFFERENCE_Y_FLOAT_D // $ += $ float 
01FB: $CAR2_DISTANCE_FROM_CP = square_root $SUM_DIFFERENCE_D_XY 
0054: store_player $PLAYER_CHAR position_to $PLAYERS_X $PLAYERS_Y $PLAYERS_Z 
0086: $DIFFERENCE_X_FLOAT_D = $PLAYERS_X // $ = $ float 
0061: $DIFFERENCE_X_FLOAT_D -= $PLAYER_X_D1 // $ -= $ float 
0086: $DIFFERENCE_Y_FLOAT_D = $PLAYERS_Y // $ = $ float 
0061: $DIFFERENCE_Y_FLOAT_D -= $PLAYER_Y_D1 // $ -= $ float 
0069: $DIFFERENCE_X_FLOAT_D *= $DIFFERENCE_X_FLOAT_D // $ *= $ float 
0069: $DIFFERENCE_Y_FLOAT_D *= $DIFFERENCE_Y_FLOAT_D // $ *= $ float 
0086: $SUM_DIFFERENCE_D_XY = $DIFFERENCE_X_FLOAT_D // $ = $ float 
0059: $SUM_DIFFERENCE_D_XY += $DIFFERENCE_Y_FLOAT_D // $ += $ float 
01FB: $PLAYERS_DISTANCE_FROM_CP = square_root $SUM_DIFFERENCE_D_XY 
if 
0024:   $CAR2_DISTANCE_FROM_CP > $PLAYERS_DISTANCE_FROM_CP // $ > $ float 
jf @DIABLO1_6381 
$BEHIND_CAR2 = 0 // $ = int 
jump @DIABLO1_6388 

:DIABLO1_6381
$BEHIND_CAR2 = 1 // $ = int 

:DIABLO1_6388
if 
01AF:   car $CAR2_D1 0 $CAR2_STUCK_X $CAR2_STUCK_Y $CAR2_STUCK_Z radius 4.0 4.0 4.0 
jf @DIABLO1_6650 
if 
  $TIMERE_RESET_FLAG == 0 // $ == int 
jf @DIABLO1_6454 
01BD: $TIMERE_STARTED = current_time_in_ms 
$TIMERE_RESET_FLAG = 1 // $ = int 

:DIABLO1_6454
if 
  $TIMERE_RESET_FLAG == 1 // $ == int 
jf @DIABLO1_6650 
01BD: $TIMERE_CURRENT = current_time_in_ms 
0084: $TIMERE = $TIMERE_CURRENT // $ = $ int 
0060: $TIMERE -= $TIMERE_STARTED // $ -= $ int 
if 
  $TIMERE > 8000 // $ > int 
jf @DIABLO1_6650 
if 
82CA:   not car $CAR2_D1 bounding_sphere_visible 
jf @DIABLO1_6650 
00AA: store_car $CAR2_D1 position_to $CAR2_X $CAR2_Y $CAR2_Z 
02C1: set $CAR2_X $CAR2_Y $CAR2_Z to_car_path_coords_closest_to $CAR2_X $CAR2_Y $CAR2_Z 
if 
838A:   not car_in_cube $CAR2_X $CAR2_Y $CAR2_Z 4.0 4.0 4.0 
jf @DIABLO1_6650 
if 
80C2:   not sphere_onscreen $CAR2_X $CAR2_Y $CAR2_Z 4.0 
jf @DIABLO1_6650 
00AB: put_car $CAR2_D1 at $CAR2_X $CAR2_Y $CAR2_Z 
039F: car $CAR2_D1 race_to $CAR2_X_D1 $CAR2_Y_D1 
$TIMERE_RESET_FLAG = 0 // $ = int 

:DIABLO1_6650
if 
81AF:   not car $CAR2_D1 0 $CAR2_STUCK_X $CAR2_STUCK_Y $CAR2_STUCK_Z radius 4.0 4.0 4.0 
jf @DIABLO1_6707 
00AA: store_car $CAR2_D1 position_to $CAR2_STUCK_X $CAR2_STUCK_Y $CAR2_STUCK_Z 
$TIMERE_RESET_FLAG = 0 // $ = int 

:DIABLO1_6707
if and
01F4:   car $CAR2_D1 flipped 
01C1:   car $CAR2_D1 stopped 
jf @DIABLO1_6859 
if 
82CA:   not car $CAR2_D1 bounding_sphere_visible 
jf @DIABLO1_6859 
00AA: store_car $CAR2_D1 position_to $CAR2_X $CAR2_Y $CAR2_Z 
02C1: set $CAR2_X $CAR2_Y $CAR2_Z to_car_path_coords_closest_to $CAR2_X $CAR2_Y $CAR2_Z 
if 
838A:   not car_in_cube $CAR2_X $CAR2_Y $CAR2_Z 4.0 4.0 4.0 
jf @DIABLO1_6859 
if 
80C2:   not sphere_onscreen $CAR2_X $CAR2_Y $CAR2_Z 3.0 
jf @DIABLO1_6859 
00AB: put_car $CAR2_D1 at $CAR2_X $CAR2_Y $CAR2_Z 
039F: car $CAR2_D1 race_to $CAR2_X_D1 $CAR2_Y_D1 

:DIABLO1_6859
if 
  $TIMERB_RESET_FLAG_D1 == 1 // $ == int 
jf @DIABLO1_6900 
if 
81C1:   not car $CAR2_D1 stopped 
jf @DIABLO1_6900 
$TIMERB_RESET_FLAG_D1 = 0 // $ = int 

:DIABLO1_6900
if 
01C1:   car $CAR2_D1 stopped 
jf @DIABLO1_7112 
if 
  $TIMERB_RESET_FLAG_D1 == 0 // $ == int 
jf @DIABLO1_6948 
TIMERB = 0 // @ = int 
$TIMERB_RESET_FLAG_D1 = 1 // $ = int 

:DIABLO1_6948
if and
  TIMERB > 5000 // @ > int 
  $TIMERB_RESET_FLAG_D1 == 1 // $ == int 
jf @DIABLO1_7112 
if 
82CA:   not car $CAR2_D1 bounding_sphere_visible 
jf @DIABLO1_7112 
00AA: store_car $CAR2_D1 position_to $CAR2_X $CAR2_Y $CAR2_Z 
02C1: set $CAR2_X $CAR2_Y $CAR2_Z to_car_path_coords_closest_to $CAR2_X $CAR2_Y $CAR2_Z 
if 
838A:   not car_in_cube $CAR2_X $CAR2_Y $CAR2_Z 4.0 4.0 4.0 
jf @DIABLO1_7112 
if 
80C2:   not sphere_onscreen $CAR2_X $CAR2_Y $CAR2_Z 4.0 
jf @DIABLO1_7112 
00AB: put_car $CAR2_D1 at $CAR2_X $CAR2_Y $CAR2_Z 
039F: car $CAR2_D1 race_to $CAR2_X_D1 $CAR2_Y_D1 
$TIMERB_RESET_FLAG_D1 = 0 // $ = int 

:DIABLO1_7112
if 
01AF:   car $CAR2_D1 0 $CAR2_X_D1 $CAR2_Y_D1 $CAR2_Z_D1 radius $AI_CAR2_LOCATE_SIZE $AI_CAR2_LOCATE_SIZE $AI_CAR2_LOCATE_SIZE 
jf @DIABLO1_7971 
$CAR2_CPCOUNTER += 1 // $ += int 
if 
  $CAR2_CPCOUNTER == 1 // $ == int 
jf @DIABLO1_7197 
0086: $CAR2_X_D1 = $CP3_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP3_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP3_Z_D1 // $ = $ float 

:DIABLO1_7197
if 
  $CAR2_CPCOUNTER == 2 // $ == int 
jf @DIABLO1_7239 
0086: $CAR2_X_D1 = $CP4_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP4_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP4_Z_D1 // $ = $ float 

:DIABLO1_7239
if 
  $CAR2_CPCOUNTER == 3 // $ == int 
jf @DIABLO1_7281 
0086: $CAR2_X_D1 = $CP5_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP5_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP5_Z_D1 // $ = $ float 

:DIABLO1_7281
if 
  $CAR2_CPCOUNTER == 4 // $ == int 
jf @DIABLO1_7323 
0086: $CAR2_X_D1 = $CP6_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP6_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP6_Z_D1 // $ = $ float 

:DIABLO1_7323
if 
  $CAR2_CPCOUNTER == 5 // $ == int 
jf @DIABLO1_7365 
0086: $CAR2_X_D1 = $CP7_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP7_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP7_Z_D1 // $ = $ float 

:DIABLO1_7365
if 
  $CAR2_CPCOUNTER == 6 // $ == int 
jf @DIABLO1_7407 
0086: $CAR2_X_D1 = $CP8_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP8_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP8_Z_D1 // $ = $ float 

:DIABLO1_7407
if 
  $CAR2_CPCOUNTER == 7 // $ == int 
jf @DIABLO1_7449 
0086: $CAR2_X_D1 = $CP9_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP9_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP9_Z_D1 // $ = $ float 

:DIABLO1_7449
if 
  $CAR2_CPCOUNTER == 8 // $ == int 
jf @DIABLO1_7491 
0086: $CAR2_X_D1 = $CP10_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP10_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP10_Z_D1 // $ = $ float 

:DIABLO1_7491
if 
  $CAR2_CPCOUNTER == 9 // $ == int 
jf @DIABLO1_7533 
0086: $CAR2_X_D1 = $CP11_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP11_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP11_Z_D1 // $ = $ float 

:DIABLO1_7533
if 
  $CAR2_CPCOUNTER == 10 // $ == int 
jf @DIABLO1_7575 
0086: $CAR2_X_D1 = $CP12_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP12_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP12_Z_D1 // $ = $ float 

:DIABLO1_7575
if 
  $CAR2_CPCOUNTER == 11 // $ == int 
jf @DIABLO1_7617 
0086: $CAR2_X_D1 = $CP13_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP13_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP13_Z_D1 // $ = $ float 

:DIABLO1_7617
if 
  $CAR2_CPCOUNTER == 12 // $ == int 
jf @DIABLO1_7659 
0086: $CAR2_X_D1 = $CP14_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP14_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP14_Z_D1 // $ = $ float 

:DIABLO1_7659
if 
  $CAR2_CPCOUNTER == 13 // $ == int 
jf @DIABLO1_7701 
0086: $CAR2_X_D1 = $CP15_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP15_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP15_Z_D1 // $ = $ float 

:DIABLO1_7701
if 
  $CAR2_CPCOUNTER == 14 // $ == int 
jf @DIABLO1_7743 
0086: $CAR2_X_D1 = $CP16_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP16_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP16_Z_D1 // $ = $ float 

:DIABLO1_7743
if 
  $CAR2_CPCOUNTER == 15 // $ == int 
jf @DIABLO1_7785 
0086: $CAR2_X_D1 = $CP17_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP17_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP17_Z_D1 // $ = $ float 

:DIABLO1_7785
if 
  $CAR2_CPCOUNTER == 16 // $ == int 
jf @DIABLO1_7827 
0086: $CAR2_X_D1 = $CP18_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP18_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP18_Z_D1 // $ = $ float 

:DIABLO1_7827
if 
  $CAR2_CPCOUNTER == 17 // $ == int 
jf @DIABLO1_7877 
0086: $CAR2_X_D1 = $CP2_X_D1 // $ = $ float 
0086: $CAR2_Y_D1 = $CP2_Y_D1 // $ = $ float 
0086: $CAR2_Z_D1 = $CP2_Z_D1 // $ = $ float 
$AI_CAR2_LOCATE_SIZE = 6.0 // $ = float 

:DIABLO1_7877
if 
  $CAR2_CPCOUNTER == 18 // $ == int 
jf @DIABLO1_7917 
00BC: text_highpriority 'DIAB1_3' time 5000 1  // ~r~You couldn't win a raffle, LOSER!
jump @DIABLO1_10288 

:DIABLO1_7917
if 
  $AI_CAR2_LOCATE_SIZE == 7.0 // $ == float 
jf @DIABLO1_7957 
00A7: car $CAR2_D1 drive_to $CAR2_X_D1 $CAR2_Y_D1 $CAR2_Z_D1 
jump @DIABLO1_7971 

:DIABLO1_7957
02C2: car $CAR2_D1 drive_to_point $CAR2_X_D1 $CAR2_Y_D1 $CAR2_Z_D1 

:DIABLO1_7971
jump @DIABLO1_8155 

:DIABLO1_7978
if 
82BF:   not car $CAR2_D1 sunk 
jf @DIABLO1_8008 
$BEHIND_CAR2 = 0 // $ = int 
$CAR2_CPCOUNTER = 0 // $ = int 

:DIABLO1_8008
if 
02BF:   car $CAR2_D1 sunk 
jf @DIABLO1_8155 
if 
82CA:   not car $CAR2_D1 bounding_sphere_visible 
jf @DIABLO1_8155 
00AA: store_car $CAR2_D1 position_to $CAR2_X $CAR2_Y $CAR2_Z 
02C1: set $CAR2_X $CAR2_Y $CAR2_Z to_car_path_coords_closest_to $CAR2_X $CAR2_Y $CAR2_Z 
if 
838A:   not car_in_cube $CAR2_X $CAR2_Y $CAR2_Z 4.0 4.0 4.0 
jf @DIABLO1_8155 
if 
80C2:   not sphere_onscreen $CAR2_X $CAR2_Y $CAR2_Z 3.0 
jf @DIABLO1_8155 
00AB: put_car $CAR2_D1 at $CAR2_X $CAR2_Y $CAR2_Z 
039F: car $CAR2_D1 race_to $CAR2_X_D1 $CAR2_Y_D1 

:DIABLO1_8155
if 
8119:   not car $CAR3_D1 wrecked 
jf @DIABLO1_10104 
0227: $CAR3_HEALTH = car $CAR3_D1 health 
if 
  500 > $CAR3_HEALTH // int > $ 
jf @DIABLO1_8206 
0224: set_car $CAR3_D1 health_to 1000 

:DIABLO1_8206
if 
803A:   not  $PLAYER_CPCOUNTER == $CAR3_CPCOUNTER // $ == $ int 
jf @DIABLO1_8272 
if 
001C:   $CAR3_CPCOUNTER > $PLAYER_CPCOUNTER // $ > $ int 
jf @DIABLO1_8258 
$BEHIND_CAR3 = 1 // $ = int 
jump @DIABLO1_8265 

:DIABLO1_8258
$BEHIND_CAR3 = 0 // $ = int 

:DIABLO1_8265
jump @DIABLO1_8484 

:DIABLO1_8272
00AA: store_car $CAR3_D1 position_to $CAR3_X $CAR3_Y $CAR3_Z 
0086: $DIFFERENCE_X_FLOAT_D = $CAR3_X // $ = $ float 
0061: $DIFFERENCE_X_FLOAT_D -= $PLAYER_X_D1 // $ -= $ float 
0086: $DIFFERENCE_Y_FLOAT_D = $CAR3_Y // $ = $ float 
0061: $DIFFERENCE_Y_FLOAT_D -= $PLAYER_Y_D1 // $ -= $ float 
0069: $DIFFERENCE_X_FLOAT_D *= $DIFFERENCE_X_FLOAT_D // $ *= $ float 
0069: $DIFFERENCE_Y_FLOAT_D *= $DIFFERENCE_Y_FLOAT_D // $ *= $ float 
0086: $SUM_DIFFERENCE_D_XY = $DIFFERENCE_X_FLOAT_D // $ = $ float 
0059: $SUM_DIFFERENCE_D_XY += $DIFFERENCE_Y_FLOAT_D // $ += $ float 
01FB: $CAR3_DISTANCE_FROM_CP = square_root $SUM_DIFFERENCE_D_XY 
0054: store_player $PLAYER_CHAR position_to $PLAYERS_X $PLAYERS_Y $PLAYERS_Z 
0086: $DIFFERENCE_X_FLOAT_D = $PLAYERS_X // $ = $ float 
0061: $DIFFERENCE_X_FLOAT_D -= $PLAYER_X_D1 // $ -= $ float 
0086: $DIFFERENCE_Y_FLOAT_D = $PLAYERS_Y // $ = $ float 
0061: $DIFFERENCE_Y_FLOAT_D -= $PLAYER_Y_D1 // $ -= $ float 
0069: $DIFFERENCE_X_FLOAT_D *= $DIFFERENCE_X_FLOAT_D // $ *= $ float 
0069: $DIFFERENCE_Y_FLOAT_D *= $DIFFERENCE_Y_FLOAT_D // $ *= $ float 
0086: $SUM_DIFFERENCE_D_XY = $DIFFERENCE_X_FLOAT_D // $ = $ float 
0059: $SUM_DIFFERENCE_D_XY += $DIFFERENCE_Y_FLOAT_D // $ += $ float 
01FB: $PLAYERS_DISTANCE_FROM_CP = square_root $SUM_DIFFERENCE_D_XY 
if 
0024:   $CAR3_DISTANCE_FROM_CP > $PLAYERS_DISTANCE_FROM_CP // $ > $ float 
jf @DIABLO1_8477 
$BEHIND_CAR3 = 0 // $ = int 
jump @DIABLO1_8484 

:DIABLO1_8477
$BEHIND_CAR3 = 1 // $ = int 

:DIABLO1_8484
if 
01AF:   car $CAR3_D1 0 $CAR3_STUCK_X $CAR3_STUCK_Y $CAR3_STUCK_Z radius 4.0 4.0 4.0 
jf @DIABLO1_8746 
if 
  $TIMERF_RESET_FLAG == 0 // $ == int 
jf @DIABLO1_8550 
01BD: $TIMERF_STARTED = current_time_in_ms 
$TIMERF_RESET_FLAG = 1 // $ = int 

:DIABLO1_8550
if 
  $TIMERF_RESET_FLAG == 1 // $ == int 
jf @DIABLO1_8746 
01BD: $TIMERF_CURRENT = current_time_in_ms 
0084: $TIMERF = $TIMERF_CURRENT // $ = $ int 
0060: $TIMERF -= $TIMERF_STARTED // $ -= $ int 
if 
  $TIMERF > 8000 // $ > int 
jf @DIABLO1_8746 
if 
82CA:   not car $CAR3_D1 bounding_sphere_visible 
jf @DIABLO1_8746 
00AA: store_car $CAR3_D1 position_to $CAR3_X $CAR3_Y $CAR3_Z 
02C1: set $CAR3_X $CAR3_Y $CAR3_Z to_car_path_coords_closest_to $CAR3_X $CAR3_Y $CAR3_Z 
if 
838A:   not car_in_cube $CAR3_X $CAR3_Y $CAR3_Z 4.0 4.0 4.0 
jf @DIABLO1_8746 
if 
80C2:   not sphere_onscreen $CAR3_X $CAR3_Y $CAR3_Z 4.0 
jf @DIABLO1_8746 
00AB: put_car $CAR3_D1 at $CAR3_X $CAR3_Y $CAR3_Z 
039F: car $CAR3_D1 race_to $CAR3_X_D1 $CAR3_Y_D1 
$TIMERF_RESET_FLAG = 0 // $ = int 

:DIABLO1_8746
if 
81AF:   not car $CAR3_D1 0 $CAR3_STUCK_X $CAR3_STUCK_Y $CAR3_STUCK_Z radius 4.0 4.0 4.0 
jf @DIABLO1_8803 
00AA: store_car $CAR3_D1 position_to $CAR3_STUCK_X $CAR3_STUCK_Y $CAR3_STUCK_Z 
$TIMERF_RESET_FLAG = 0 // $ = int 

:DIABLO1_8803
if and
01F4:   car $CAR3_D1 flipped 
01C1:   car $CAR3_D1 stopped 
jf @DIABLO1_8955 
if 
82CA:   not car $CAR3_D1 bounding_sphere_visible 
jf @DIABLO1_8955 
00AA: store_car $CAR3_D1 position_to $CAR3_X $CAR3_Y $CAR3_Z 
02C1: set $CAR3_X $CAR3_Y $CAR3_Z to_car_path_coords_closest_to $CAR3_X $CAR3_Y $CAR3_Z 
if 
838A:   not car_in_cube $CAR3_X $CAR3_Y $CAR3_Z 4.0 4.0 4.0 
jf @DIABLO1_8955 
if 
80C2:   not sphere_onscreen $CAR3_X $CAR3_Y $CAR3_Z 3.0 
jf @DIABLO1_8955 
00AB: put_car $CAR3_D1 at $CAR3_X $CAR3_Y $CAR3_Z 
039F: car $CAR3_D1 race_to $CAR3_X_D1 $CAR3_Y_D1 

:DIABLO1_8955
if 
  $TIMERC_RESET_FLAG_D1 == 1 // $ == int 
jf @DIABLO1_8996 
if 
81C1:   not car $CAR3_D1 stopped 
jf @DIABLO1_8996 
$TIMERC_RESET_FLAG_D1 = 0 // $ = int 

:DIABLO1_8996
if 
01C1:   car $CAR3_D1 stopped 
jf @DIABLO1_9238 
if 
  $TIMERC_RESET_FLAG_D1 == 0 // $ == int 
jf @DIABLO1_9042 
01BD: $TIMERC_STARTED = current_time_in_ms 
$TIMERC_RESET_FLAG_D1 = 1 // $ = int 

:DIABLO1_9042
if 
  $TIMERC_RESET_FLAG_D1 == 1 // $ == int 
jf @DIABLO1_9238 
01BD: $TIMERC_CURRENT = current_time_in_ms 
0084: $TIMERC = $TIMERC_CURRENT // $ = $ int 
0060: $TIMERC -= $TIMERC_STARTED // $ -= $ int 
if 
  $TIMERC > 5000 // $ > int 
jf @DIABLO1_9238 
if 
82CA:   not car $CAR3_D1 bounding_sphere_visible 
jf @DIABLO1_9238 
00AA: store_car $CAR3_D1 position_to $CAR3_X $CAR3_Y $CAR3_Z 
02C1: set $CAR3_X $CAR3_Y $CAR3_Z to_car_path_coords_closest_to $CAR3_X $CAR3_Y $CAR3_Z 
if 
838A:   not car_in_cube $CAR3_X $CAR3_Y $CAR3_Z 4.0 4.0 4.0 
jf @DIABLO1_9238 
if 
80C2:   not sphere_onscreen $CAR3_X $CAR3_Y $CAR3_Z 4.0 
jf @DIABLO1_9238 
00AB: put_car $CAR3_D1 at $CAR3_X $CAR3_Y $CAR3_Z 
039F: car $CAR3_D1 race_to $CAR3_X_D1 $CAR3_Y_D1 
$TIMERC_RESET_FLAG_D1 = 0 // $ = int 

:DIABLO1_9238
if 
01AF:   car $CAR3_D1 0 $CAR3_X_D1 $CAR3_Y_D1 $CAR3_Z_D1 radius $AI_CAR3_LOCATE_SIZE $AI_CAR3_LOCATE_SIZE $AI_CAR3_LOCATE_SIZE 
jf @DIABLO1_10097 
$CAR3_CPCOUNTER += 1 // $ += int 
if 
  $CAR3_CPCOUNTER == 1 // $ == int 
jf @DIABLO1_9323 
0086: $CAR3_X_D1 = $CP3_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP3_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP3_Z_D1 // $ = $ float 

:DIABLO1_9323
if 
  $CAR3_CPCOUNTER == 2 // $ == int 
jf @DIABLO1_9365 
0086: $CAR3_X_D1 = $CP4_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP4_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP4_Z_D1 // $ = $ float 

:DIABLO1_9365
if 
  $CAR3_CPCOUNTER == 3 // $ == int 
jf @DIABLO1_9407 
0086: $CAR3_X_D1 = $CP5_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP5_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP5_Z_D1 // $ = $ float 

:DIABLO1_9407
if 
  $CAR3_CPCOUNTER == 4 // $ == int 
jf @DIABLO1_9449 
0086: $CAR3_X_D1 = $CP6_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP6_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP6_Z_D1 // $ = $ float 

:DIABLO1_9449
if 
  $CAR3_CPCOUNTER == 5 // $ == int 
jf @DIABLO1_9491 
0086: $CAR3_X_D1 = $CP7_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP7_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP7_Z_D1 // $ = $ float 

:DIABLO1_9491
if 
  $CAR3_CPCOUNTER == 6 // $ == int 
jf @DIABLO1_9533 
0086: $CAR3_X_D1 = $CP8_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP8_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP8_Z_D1 // $ = $ float 

:DIABLO1_9533
if 
  $CAR3_CPCOUNTER == 7 // $ == int 
jf @DIABLO1_9575 
0086: $CAR3_X_D1 = $CP9_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP9_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP9_Z_D1 // $ = $ float 

:DIABLO1_9575
if 
  $CAR3_CPCOUNTER == 8 // $ == int 
jf @DIABLO1_9617 
0086: $CAR3_X_D1 = $CP10_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP10_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP10_Z_D1 // $ = $ float 

:DIABLO1_9617
if 
  $CAR3_CPCOUNTER == 9 // $ == int 
jf @DIABLO1_9659 
0086: $CAR3_X_D1 = $CP11_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP11_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP11_Z_D1 // $ = $ float 

:DIABLO1_9659
if 
  $CAR3_CPCOUNTER == 10 // $ == int 
jf @DIABLO1_9701 
0086: $CAR3_X_D1 = $CP12_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP12_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP12_Z_D1 // $ = $ float 

:DIABLO1_9701
if 
  $CAR3_CPCOUNTER == 11 // $ == int 
jf @DIABLO1_9743 
0086: $CAR3_X_D1 = $CP13_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP13_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP13_Z_D1 // $ = $ float 

:DIABLO1_9743
if 
  $CAR3_CPCOUNTER == 12 // $ == int 
jf @DIABLO1_9785 
0086: $CAR3_X_D1 = $CP14_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP14_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP14_Z_D1 // $ = $ float 

:DIABLO1_9785
if 
  $CAR3_CPCOUNTER == 13 // $ == int 
jf @DIABLO1_9827 
0086: $CAR3_X_D1 = $CP15_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP15_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP15_Z_D1 // $ = $ float 

:DIABLO1_9827
if 
  $CAR3_CPCOUNTER == 14 // $ == int 
jf @DIABLO1_9869 
0086: $CAR3_X_D1 = $CP16_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP16_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP16_Z_D1 // $ = $ float 

:DIABLO1_9869
if 
  $CAR3_CPCOUNTER == 15 // $ == int 
jf @DIABLO1_9911 
0086: $CAR3_X_D1 = $CP17_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP17_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP17_Z_D1 // $ = $ float 

:DIABLO1_9911
if 
  $CAR3_CPCOUNTER == 16 // $ == int 
jf @DIABLO1_9953 
0086: $CAR3_X_D1 = $CP18_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP18_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP18_Z_D1 // $ = $ float 

:DIABLO1_9953
if 
  $CAR3_CPCOUNTER == 17 // $ == int 
jf @DIABLO1_10003 
0086: $CAR3_X_D1 = $CP2_X_D1 // $ = $ float 
0086: $CAR3_Y_D1 = $CP2_Y_D1 // $ = $ float 
0086: $CAR3_Z_D1 = $CP2_Z_D1 // $ = $ float 
$AI_CAR3_LOCATE_SIZE = 6.0 // $ = float 

:DIABLO1_10003
if 
  $CAR3_CPCOUNTER == 18 // $ == int 
jf @DIABLO1_10043 
00BC: text_highpriority 'DIAB1_3' time 5000 1  // ~r~You couldn't win a raffle, LOSER!
jump @DIABLO1_10288 

:DIABLO1_10043
if 
  $AI_CAR3_LOCATE_SIZE == 7.0 // $ == float 
jf @DIABLO1_10083 
00A7: car $CAR3_D1 drive_to $CAR3_X_D1 $CAR3_Y_D1 $CAR3_Z_D1 
jump @DIABLO1_10097 

:DIABLO1_10083
02C2: car $CAR3_D1 drive_to_point $CAR3_X_D1 $CAR3_Y_D1 $CAR3_Z_D1 

:DIABLO1_10097
jump @DIABLO1_10281 

:DIABLO1_10104
if 
82BF:   not car $CAR3_D1 sunk 
jf @DIABLO1_10134 
$BEHIND_CAR3 = 0 // $ = int 
$CAR3_CPCOUNTER = 0 // $ = int 

:DIABLO1_10134
if 
02BF:   car $CAR3_D1 sunk 
jf @DIABLO1_10281 
if 
82CA:   not car $CAR3_D1 bounding_sphere_visible 
jf @DIABLO1_10281 
00AA: store_car $CAR3_D1 position_to $CAR3_X $CAR3_Y $CAR3_Z 
02C1: set $CAR3_X $CAR3_Y $CAR3_Z to_car_path_coords_closest_to $CAR3_X $CAR3_Y $CAR3_Z 
if 
838A:   not car_in_cube $CAR3_X $CAR3_Y $CAR3_Z 4.0 4.0 4.0 
jf @DIABLO1_10281 
if 
80C2:   not sphere_onscreen $CAR3_X $CAR3_Y $CAR3_Z 3.0 
jf @DIABLO1_10281 
00AB: put_car $CAR3_D1 at $CAR3_X $CAR3_Y $CAR3_Z 
039F: car $CAR3_D1 race_to $CAR3_X_D1 $CAR3_Y_D1 

:DIABLO1_10281
jump @DIABLO1_2440 

:DIABLO1_10288
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:DIABLO1_10305
01BD: $GAME_TIMER_END_D1 = current_time_in_ms 
0060: $GAME_TIMER_END_D1 -= $GAME_TIMER_START_D1 // $ -= $ int 
$GAME_TIMER_END_D1 /= 1000 // $ /= int 
0109: player $PLAYER_CHAR money += 10000 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
01E5: text_1number_highpriority 'DIAB1_2' $GAME_TIMER_END_D1 time 5000 1  // ~g~Congratulations you won, with an incredible time of ~1~ seconds.
03E2: register_el_burro_time $GAME_TIMER_END_D1 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
if 
  $FLAG_DIABLO1_PASSED_BEFORE == 0 // $ == int 
jf @DIABLO1_10438 
0318: set_latest_mission_passed 'DIAB1'  // 'TURISMO'
030C: progress_made += 1 
$FLAG_DIABLO_MISSION1_PASSED = 1 // $ = int 
start_new_script @NONAME_38 
$FLAG_DIABLO1_PASSED_BEFORE = 1 // $ = int 

:DIABLO1_10438
return 

:DIABLO1_10440
01E7: remove_forbidden_for_cars_cube 1034.0 -956.0 12.0 1063.0 -847.0 20.0 
0164: disable_marker $BLIP_CAR1_D1 
0164: disable_marker $BLIP_CAR2_D1 
0164: disable_marker $BLIP_CAR3_D1 
0164: disable_marker $BLIP_CHASE_D1 
0164: disable_marker $SECOND_BLIP 
0249: release_model #GANG05 
0249: release_model #GANG06 
0249: release_model #CHEETAH 
0151: remove_status_text $GAME_TIMER_END_D1 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_DIABLO_MISSION = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 41---------------
// Originally: I Scream, You Scream

:DIABLO2
gosub @DIABLO2_36 
if 
  wasted_or_busted 
jf @DIABLO2_27 
gosub @DIABLO2_3418 

:DIABLO2_27
gosub @DIABLO2_3501 
terminate_this_script 

:DIABLO2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_DIABLO_MISSION = 1 // $ = int 
script_name 'DIABLO2' 
wait 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 890.25 -309.0625 0.0 1038.063 -132.875 10.0 
02E4: load_cutscene_data 'EL_PH2' 
0244: set_cutscene_pos 938.25 -229.5 4.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:DIABLO2_150
if 
  2000 > $CS_TIME // int > $ 
jf @DIABLO2_185 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO2_150 

:DIABLO2_185
00BC: text_highpriority 'DIAB2_A' time 10000 1  // I started my exotic entertainment business with nothing but the sizeable contents of my leather pants!

:DIABLO2_200
if 
  9115 > $CS_TIME // int > $ 
jf @DIABLO2_235 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO2_200 

:DIABLO2_235
00BC: text_highpriority 'DIAB2_B' time 10000 1  // A gang of no-goods has threatened to remove my starring member if I don't pay them a cut.

:DIABLO2_250
if 
  15149 > $CS_TIME // int > $ 
jf @DIABLO2_285 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO2_250 

:DIABLO2_285
00BC: text_highpriority 'DIAB2_C' time 10000 1  // They threaten the wrong man, amigo.

:DIABLO2_300
if 
  18028 > $CS_TIME // int > $ 
jf @DIABLO2_335 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO2_300 

:DIABLO2_335
00BC: text_highpriority 'DIAB2_D' time 10000 1  // They have a weakness for the icecream.

:DIABLO2_350
if 
  20605 > $CS_TIME // int > $ 
jf @DIABLO2_385 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO2_350 

:DIABLO2_385
00BC: text_highpriority 'DIAB2_E' time 10000 1  // Pick up the bomb I've hidden in Harwood,

:DIABLO2_400
if 
  22985 > $CS_TIME // int > $ 
jf @DIABLO2_435 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO2_400 

:DIABLO2_435
00BC: text_highpriority 'DIAB2_F' time 10000 1  // hijack the regular icecream van on its rounds.

:DIABLO2_450
if 
  26130 > $CS_TIME // int > $ 
jf @DIABLO2_485 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO2_450 

:DIABLO2_485
00BC: text_highpriority 'DIAB2_G' time 10000 1  // and lure these fools to their doom with the jeengle-jeengle.

:DIABLO2_500
if 
  30784 > $CS_TIME // int > $ 
jf @DIABLO2_535 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO2_500 

:DIABLO2_535
00BC: text_highpriority 'DIAB2_H' time 10000 1  // They hide in a warehouse on Atlantic Quay.

:DIABLO2_550
if 
  33726 > $CS_TIME // int > $ 
jf @DIABLO2_587 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO2_550 

:DIABLO2_587
00BE: text_clear_all 

:DIABLO2_589
if 
  34000 > $CS_TIME // int > $ 
jf @DIABLO2_626 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO2_589 

:DIABLO2_626
fade 0 1500 

:DIABLO2_633
if 
82E9:   not cutscene_reached_end 
jf @DIABLO2_657 
wait 0 
jump @DIABLO2_633 

:DIABLO2_657
00BE: text_clear_all 

:DIABLO2_659
if 
  fading 
jf @DIABLO2_683 
wait 0 
jump @DIABLO2_659 

:DIABLO2_683
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
$OJECTIVE_CREAMED_GUY1_DONE_BEFORE = 0 // $ = int 
$OJECTIVE_CREAMED_GUY2_DONE_BEFORE = 0 // $ = int 
$OJECTIVE_CREAMED_GUY3_DONE_BEFORE = 0 // $ = int 
$OJECTIVE_CREAMED_GUY4_DONE_BEFORE = 0 // $ = int 
$OJECTIVE_CREAMED_GUYS_PASSED = 0 // $ = int 
$CREAMERS_SPOTTED_YOU = 0 // $ = int 
$REMOVED_ICE_CREAM_BLIP = 0 // $ = int 
0247: request_model #MRWHOOP 
0247: request_model #GANG01 
0247: request_model #LI_MAN1 

:DIABLO2_763
if or
8248:   not model #MRWHOOP available 
8248:   not model #GANG01 available 
8248:   not model #LI_MAN1 available 
jf @DIABLO2_797 
wait 0 
jump @DIABLO2_763 

:DIABLO2_797
wait 2000 
0213: $BRIEFCASE_DIABLO2 = create_pickup #BRIEFCASE type 3 at 934.875 -69.75 8.0625 
03DC: $BLIP1_DIABLO2 = create_marker_above_pickup $BRIEFCASE_DIABLO2 
00BB: text_lowpriority 'DIAB2_1' time 5000 1  // ~g~Pick up the briefcase in Harwood.

:DIABLO2_844
if 
8214:   not pickup $BRIEFCASE_DIABLO2 picked_up 
jf @DIABLO2_871 
wait 0 
jump @DIABLO2_844 

:DIABLO2_871
0164: disable_marker $BLIP1_DIABLO2 
00A5: $ICECREAM_VAN1 = create_car #MRWHOOP at 1381.0 -382.0 -100.0 
0129: $ICECREAM_MAN1 = create_actor 4 #LI_MAN1 in_car $ICECREAM_VAN1 driverseat 
00AE: set_vehicle $ICECREAM_VAN1 traffic_behavior_to 0 
0186: $BLIP1_ICECREAM1 = create_marker_above_car $ICECREAM_VAN1 
00BC: text_highpriority 'DIAB2_2' time 5000 1  // ~g~Find an icecream van.

:DIABLO2_934
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #MRWHOOP 
jf @DIABLO2_986 
wait 0 
if 
0119:   car $ICECREAM_VAN1 wrecked 
jf @DIABLO2_979 
jump @DIABLO2_3418 

:DIABLO2_979
jump @DIABLO2_934 

:DIABLO2_986
0164: disable_marker $BLIP1_ICECREAM1 
00DA: $ICECREAMVAN_ANY = player $PLAYER_CHAR car 
if 
8119:   not car $ICECREAMVAN_ANY wrecked 
jf @DIABLO2_1031 
0242: set_car $ICECREAMVAN_ANY bomb_status_to 3 
037F: give_player_detonator 
01B8: set_player $PLAYER_CHAR armed_weapon_to 12 

:DIABLO2_1031
00BC: text_highpriority 'DIAB2_3' time 5000 1  // ~g~Park the icecream van down at Atlantic Quays.
$FLAG_CAR_BLIP_DISPLAYED_DM2 = 1 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:DIABLO2_1060
if or
81AC:   not car $ICECREAMVAN_ANY stopped $BLOB_FLAG 1215.875 -1128.688 11.1875 1210.375 -1123.25 14.1875 
80DC:   not player $PLAYER_CHAR in_car $ICECREAMVAN_ANY 
8383:   not player $ICECREAMVAN_ANY car_horn_activated == true 
jf @DIABLO2_1474 
wait 0 
if 
0119:   car $ICECREAMVAN_ANY wrecked 
jf @DIABLO2_1137 
jump @DIABLO2_3418 

:DIABLO2_1137
if and
01AC:   car $ICECREAMVAN_ANY stopped 0 1215.875 -1128.688 11.1875 1210.375 -1123.25 14.1875 
00DC:   player $PLAYER_CHAR in_car $ICECREAMVAN_ANY 
jf @DIABLO2_1318 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @DIABLO2_1219 
00BC: text_highpriority 'DIAB2_6' time 1000 1  // ~g~Press the ~w~~k~~VEHICLE_HORN~ button ~g~to activate the Icecream jingle.

:DIABLO2_1219
if 
  $CONTROLMODE == 1 // $ == int 
jf @DIABLO2_1252 
00BC: text_highpriority 'DIAB2_4' time 1000 1  // ~g~Press the ~w~~k~~VEHICLE_HORN~ button ~g~to activate the Icecream jingle.

:DIABLO2_1252
if 
  $CONTROLMODE == 2 // $ == int 
jf @DIABLO2_1285 
00BC: text_highpriority 'DIAB2_7' time 1000 1  // ~g~Press the ~w~~k~~VEHICLE_HORN~ button ~g~to activate the Icecream jingle.

:DIABLO2_1285
if 
  $CONTROLMODE == 3 // $ == int 
jf @DIABLO2_1318 
00BC: text_highpriority 'DIAB2_6' time 1000 1  // ~g~Press the ~w~~k~~VEHICLE_HORN~ button ~g~to activate the Icecream jingle.

:DIABLO2_1318
if 
00DC:   player $PLAYER_CHAR in_car $ICECREAMVAN_ANY 
jf @DIABLO2_1388 
if 
  $FLAG_CAR_BLIP_DISPLAYED_DM2 == 1 // $ == int 
jf @DIABLO2_1388 
018A: $BLIP2_DIABLO2 = create_checkpoint_at 1219.688 -1137.188 -100.0 
$BLOB_FLAG = 1 // $ = int 
0164: disable_marker $BLIP1_ICECREAM1 
$FLAG_CAR_BLIP_DISPLAYED_DM2 = 0 // $ = int 

:DIABLO2_1388
if 
80DC:   not player $PLAYER_CHAR in_car $ICECREAMVAN_ANY 
jf @DIABLO2_1467 
if 
  $FLAG_CAR_BLIP_DISPLAYED_DM2 == 0 // $ == int 
jf @DIABLO2_1467 
0186: $BLIP1_ICECREAM1 = create_marker_above_car $ICECREAMVAN_ANY 
$BLOB_FLAG = 0 // $ = int 
0164: disable_marker $BLIP2_DIABLO2 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_DM2 = 1 // $ = int 

:DIABLO2_1467
jump @DIABLO2_1060 

:DIABLO2_1474
0395: clear_area 1 at 1190.5 -1141.188 11.5625 range 2.0 
009A: $CREAMED_GUY1 = create_actor 7 #GANG01 at 1190.5 -1141.188 11.5625 
0395: clear_area 1 at 1192.5 -1141.188 11.5625 range 2.0 
009A: $CREAMED_GUY2 = create_actor 7 #GANG01 at 1192.5 -1141.188 11.5625 
0395: clear_area 1 at 1194.5 -1141.188 11.5625 range 2.0 
009A: $CREAMED_GUY3 = create_actor 7 #GANG01 at 1194.5 -1141.188 11.5625 
0395: clear_area 1 at 1196.5 -1141.188 11.5625 range 2.0 
009A: $CREAMED_GUY4 = create_actor 7 #GANG01 at 1196.5 -1141.188 11.5625 
01B2: give_actor $CREAMED_GUY1 weapon 3 ammo 160 
01B2: give_actor $CREAMED_GUY2 weapon 3 ammo 160 
01B2: give_actor $CREAMED_GUY3 weapon 3 ammo 160 
01B2: give_actor $CREAMED_GUY4 weapon 3 ammo 160 
0243: set_actor $CREAMED_GUY1 ped_stats_to 16 
0243: set_actor $CREAMED_GUY2 ped_stats_to 16 
0243: set_actor $CREAMED_GUY3 ped_stats_to 16 
0243: set_actor $CREAMED_GUY4 ped_stats_to 16 
00BC: text_highpriority 'DIAB2_5' time 5000 1  // ~g~Exit the van then use the remote to detonate the Icecream van.
wait 2000 
0395: clear_area 1 at 1205.563 -1141.063 11.5625 range 10.0 
if 
8118:   not actor $CREAMED_GUY1 dead 
jf @DIABLO2_1741 
0211: actor $CREAMED_GUY1 walk_to 1205.563 -1141.063 

:DIABLO2_1741
if 
8118:   not actor $CREAMED_GUY2 dead 
jf @DIABLO2_1768 
0211: actor $CREAMED_GUY2 walk_to 1205.563 -1141.063 

:DIABLO2_1768
if 
8118:   not actor $CREAMED_GUY3 dead 
jf @DIABLO2_1795 
0211: actor $CREAMED_GUY3 walk_to 1205.563 -1141.063 

:DIABLO2_1795
if 
8118:   not actor $CREAMED_GUY4 dead 
jf @DIABLO2_1822 
0211: actor $CREAMED_GUY4 walk_to 1205.563 -1141.063 

:DIABLO2_1822
if 
   not $OJECTIVE_CREAMED_GUYS_PASSED == 4 // $ == int 
jf @DIABLO2_2806 
wait 0 
if and
0119:   car $ICECREAMVAN_ANY wrecked 
  $REMOVED_ICE_CREAM_BLIP == 0 // $ == int 
jf @DIABLO2_1879 
0164: disable_marker $BLIP1_ICECREAM1 
$REMOVED_ICE_CREAM_BLIP = 1 // $ = int 

:DIABLO2_1879
if and
0118:   actor $CREAMED_GUY1 dead 
0118:   actor $CREAMED_GUY2 dead 
0118:   actor $CREAMED_GUY3 dead 
0118:   actor $CREAMED_GUY4 dead 
jf @DIABLO2_1917 
jump @DIABLO2_3435 

:DIABLO2_1917
if and
0118:   actor $CREAMED_GUY1 dead 
  $OJECTIVE_CREAMED_GUY1_DONE_BEFORE == 0 // $ == int 
jf @DIABLO2_1954 
$OJECTIVE_CREAMED_GUYS_PASSED += 1 // $ += int 
$OJECTIVE_CREAMED_GUY1_DONE_BEFORE = 1 // $ = int 

:DIABLO2_1954
if and
0118:   actor $CREAMED_GUY2 dead 
  $OJECTIVE_CREAMED_GUY2_DONE_BEFORE == 0 // $ == int 
jf @DIABLO2_1991 
$OJECTIVE_CREAMED_GUYS_PASSED += 1 // $ += int 
$OJECTIVE_CREAMED_GUY2_DONE_BEFORE = 1 // $ = int 

:DIABLO2_1991
if and
0118:   actor $CREAMED_GUY3 dead 
  $OJECTIVE_CREAMED_GUY3_DONE_BEFORE == 0 // $ == int 
jf @DIABLO2_2028 
$OJECTIVE_CREAMED_GUYS_PASSED += 1 // $ += int 
$OJECTIVE_CREAMED_GUY3_DONE_BEFORE = 1 // $ = int 

:DIABLO2_2028
if and
0118:   actor $CREAMED_GUY4 dead 
  $OJECTIVE_CREAMED_GUY4_DONE_BEFORE == 0 // $ == int 
jf @DIABLO2_2065 
$OJECTIVE_CREAMED_GUYS_PASSED += 1 // $ += int 
$OJECTIVE_CREAMED_GUY4_DONE_BEFORE = 1 // $ = int 

:DIABLO2_2065
00AA: store_car $ICECREAMVAN_ANY position_to $ICECREAMX $ICECREAMY $ICECREAMZ 
if and
0126:   actor $CREAMED_GUY1 objective_passed 
  $OJECTIVE_CREAMED_GUY1_DONE_BEFORE == 0 // $ == int 
jf @DIABLO2_2127 
0211: actor $CREAMED_GUY1 walk_to $ICECREAMX $ICECREAMY 
$OJECTIVE_CREAMED_GUYS_PASSED += 1 // $ += int 
$OJECTIVE_CREAMED_GUY1_DONE_BEFORE = 1 // $ = int 

:DIABLO2_2127
if and
0126:   actor $CREAMED_GUY2 objective_passed 
  $OJECTIVE_CREAMED_GUY2_DONE_BEFORE == 0 // $ == int 
jf @DIABLO2_2175 
0211: actor $CREAMED_GUY2 walk_to $ICECREAMX $ICECREAMY 
$OJECTIVE_CREAMED_GUYS_PASSED += 1 // $ += int 
$OJECTIVE_CREAMED_GUY2_DONE_BEFORE = 1 // $ = int 

:DIABLO2_2175
if and
0126:   actor $CREAMED_GUY3 objective_passed 
  $OJECTIVE_CREAMED_GUY3_DONE_BEFORE == 0 // $ == int 
jf @DIABLO2_2223 
0211: actor $CREAMED_GUY3 walk_to $ICECREAMX $ICECREAMY 
$OJECTIVE_CREAMED_GUYS_PASSED += 1 // $ += int 
$OJECTIVE_CREAMED_GUY3_DONE_BEFORE = 1 // $ = int 

:DIABLO2_2223
if and
0126:   actor $CREAMED_GUY4 objective_passed 
  $OJECTIVE_CREAMED_GUY4_DONE_BEFORE == 0 // $ == int 
jf @DIABLO2_2271 
0211: actor $CREAMED_GUY4 walk_to $ICECREAMX $ICECREAMY 
$OJECTIVE_CREAMED_GUYS_PASSED += 1 // $ += int 
$OJECTIVE_CREAMED_GUY4_DONE_BEFORE = 1 // $ = int 

:DIABLO2_2271
if 
8118:   not actor $CREAMED_GUY1 dead 
jf @DIABLO2_2332 
if 
00FB:   player $PLAYER_CHAR 0 $CREAMED_GUY1 radius 8.0 8.0 2.0 
jf @DIABLO2_2332 
01CA: actor $CREAMED_GUY1 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY1 search_threat 1 

:DIABLO2_2332
if 
8118:   not actor $CREAMED_GUY2 dead 
jf @DIABLO2_2393 
if 
00FB:   player $PLAYER_CHAR 0 $CREAMED_GUY2 radius 8.0 8.0 2.0 
jf @DIABLO2_2393 
01CA: actor $CREAMED_GUY2 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY2 search_threat 1 

:DIABLO2_2393
if 
8118:   not actor $CREAMED_GUY3 dead 
jf @DIABLO2_2454 
if 
00FB:   player $PLAYER_CHAR 0 $CREAMED_GUY3 radius 8.0 8.0 2.0 
jf @DIABLO2_2454 
01CA: actor $CREAMED_GUY3 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY3 search_threat 1 

:DIABLO2_2454
if 
8118:   not actor $CREAMED_GUY4 dead 
jf @DIABLO2_2515 
if 
00FB:   player $PLAYER_CHAR 0 $CREAMED_GUY4 radius 8.0 8.0 2.0 
jf @DIABLO2_2515 
01CA: actor $CREAMED_GUY4 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY4 search_threat 1 

:DIABLO2_2515
if 
8118:   not actor $CREAMED_GUY1 dead 
jf @DIABLO2_2539 
0226: $CREAMED_GUY1_HEALTH = actor $CREAMED_GUY1 health 

:DIABLO2_2539
if 
8118:   not actor $CREAMED_GUY2 dead 
jf @DIABLO2_2563 
0226: $CREAMED_GUY2_HEALTH = actor $CREAMED_GUY2 health 

:DIABLO2_2563
if 
8118:   not actor $CREAMED_GUY3 dead 
jf @DIABLO2_2587 
0226: $CREAMED_GUY3_HEALTH = actor $CREAMED_GUY3 health 

:DIABLO2_2587
if 
8118:   not actor $CREAMED_GUY4 dead 
jf @DIABLO2_2611 
0226: $CREAMED_GUY4_HEALTH = actor $CREAMED_GUY4 health 

:DIABLO2_2611
if or
  100 > $CREAMED_GUY1_HEALTH // int > $ 
  100 > $CREAMED_GUY2_HEALTH // int > $ 
  100 > $CREAMED_GUY3_HEALTH // int > $ 
  100 > $CREAMED_GUY4_HEALTH // int > $ 
jf @DIABLO2_2799 
if 
  $CREAMERS_SPOTTED_YOU == 0 // $ == int 
jf @DIABLO2_2799 
if 
8118:   not actor $CREAMED_GUY1 dead 
jf @DIABLO2_2699 
01CA: actor $CREAMED_GUY1 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY1 search_threat 1 

:DIABLO2_2699
if 
8118:   not actor $CREAMED_GUY2 dead 
jf @DIABLO2_2730 
01CA: actor $CREAMED_GUY2 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY2 search_threat 1 

:DIABLO2_2730
if 
8118:   not actor $CREAMED_GUY3 dead 
jf @DIABLO2_2761 
01CA: actor $CREAMED_GUY3 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY3 search_threat 1 

:DIABLO2_2761
if 
8118:   not actor $CREAMED_GUY4 dead 
jf @DIABLO2_2792 
01CA: actor $CREAMED_GUY4 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY4 search_threat 1 

:DIABLO2_2792
$CREAMERS_SPOTTED_YOU = 1 // $ = int 

:DIABLO2_2799
jump @DIABLO2_1822 

:DIABLO2_2806
if or
8118:   not actor $CREAMED_GUY1 dead 
8118:   not actor $CREAMED_GUY2 dead 
8118:   not actor $CREAMED_GUY3 dead 
8118:   not actor $CREAMED_GUY4 dead 
jf @DIABLO2_3411 
wait 0 
if and
0119:   car $ICECREAMVAN_ANY wrecked 
  $REMOVED_ICE_CREAM_BLIP == 0 // $ == int 
jf @DIABLO2_2876 
0164: disable_marker $BLIP1_ICECREAM1 
$REMOVED_ICE_CREAM_BLIP = 1 // $ = int 

:DIABLO2_2876
if 
8118:   not actor $CREAMED_GUY1 dead 
jf @DIABLO2_2900 
0226: $CREAMED_GUY1_HEALTH = actor $CREAMED_GUY1 health 

:DIABLO2_2900
if 
8118:   not actor $CREAMED_GUY2 dead 
jf @DIABLO2_2924 
0226: $CREAMED_GUY2_HEALTH = actor $CREAMED_GUY2 health 

:DIABLO2_2924
if 
8118:   not actor $CREAMED_GUY3 dead 
jf @DIABLO2_2948 
0226: $CREAMED_GUY3_HEALTH = actor $CREAMED_GUY3 health 

:DIABLO2_2948
if 
8118:   not actor $CREAMED_GUY4 dead 
jf @DIABLO2_2972 
0226: $CREAMED_GUY4_HEALTH = actor $CREAMED_GUY4 health 

:DIABLO2_2972
if or
  100 > $CREAMED_GUY1_HEALTH // int > $ 
  100 > $CREAMED_GUY2_HEALTH // int > $ 
  100 > $CREAMED_GUY3_HEALTH // int > $ 
  100 > $CREAMED_GUY4_HEALTH // int > $ 
jf @DIABLO2_3160 
if 
  $CREAMERS_SPOTTED_YOU == 0 // $ == int 
jf @DIABLO2_3160 
if 
8118:   not actor $CREAMED_GUY1 dead 
jf @DIABLO2_3060 
01CA: actor $CREAMED_GUY1 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY1 search_threat 1 

:DIABLO2_3060
if 
8118:   not actor $CREAMED_GUY2 dead 
jf @DIABLO2_3091 
01CA: actor $CREAMED_GUY2 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY2 search_threat 1 

:DIABLO2_3091
if 
8118:   not actor $CREAMED_GUY3 dead 
jf @DIABLO2_3122 
01CA: actor $CREAMED_GUY3 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY3 search_threat 1 

:DIABLO2_3122
if 
8118:   not actor $CREAMED_GUY4 dead 
jf @DIABLO2_3153 
01CA: actor $CREAMED_GUY4 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY4 search_threat 1 

:DIABLO2_3153
$CREAMERS_SPOTTED_YOU = 1 // $ = int 

:DIABLO2_3160
if 
8118:   not actor $CREAMED_GUY1 dead 
jf @DIABLO2_3221 
if 
00FB:   player $PLAYER_CHAR 0 $CREAMED_GUY1 radius 8.0 8.0 2.0 
jf @DIABLO2_3221 
01CA: actor $CREAMED_GUY1 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY1 search_threat 1 

:DIABLO2_3221
if 
8118:   not actor $CREAMED_GUY2 dead 
jf @DIABLO2_3282 
if 
00FB:   player $PLAYER_CHAR 0 $CREAMED_GUY2 radius 8.0 8.0 2.0 
jf @DIABLO2_3282 
01CA: actor $CREAMED_GUY2 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY2 search_threat 1 

:DIABLO2_3282
if 
8118:   not actor $CREAMED_GUY3 dead 
jf @DIABLO2_3343 
if 
00FB:   player $PLAYER_CHAR 0 $CREAMED_GUY3 radius 8.0 8.0 2.0 
jf @DIABLO2_3343 
01CA: actor $CREAMED_GUY3 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY3 search_threat 1 

:DIABLO2_3343
if 
8118:   not actor $CREAMED_GUY4 dead 
jf @DIABLO2_3404 
if 
00FB:   player $PLAYER_CHAR 0 $CREAMED_GUY4 radius 8.0 8.0 2.0 
jf @DIABLO2_3404 
01CA: actor $CREAMED_GUY4 kill_player $PLAYER_CHAR 
011A: set_actor $CREAMED_GUY4 search_threat 1 

:DIABLO2_3404
jump @DIABLO2_2806 

:DIABLO2_3411
jump @DIABLO2_3435 

:DIABLO2_3418
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:DIABLO2_3435
$FLAG_DIABLO_MISSION2_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 6000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 8000 
0318: set_latest_mission_passed 'DIAB2'  // 'I SCREAM, YOU SCREAM'
030C: progress_made += 1 
start_new_script @NONAME_39 
return 

:DIABLO2_3501
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_DIABLO_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_ICECREAM1 
0164: disable_marker $BLIP1_DIABLO2 
0164: disable_marker $BLIP2_DIABLO2 
0215: destroy_pickup $BRIEFCASE_DIABLO2 
0249: release_model #MRWHOOP 
0249: release_model #GANG01 
0249: release_model #LI_MAN1 
017A: set_player $PLAYER_CHAR weapon 12 ammo_to 0 
mission_cleanup 
return 

//-------------Mission 42---------------
// Originally: Trial By Fire

:DIABLO3
gosub @DIABLO3_36 
if 
  wasted_or_busted 
jf @DIABLO3_27 
gosub @DIABLO3_1770 

:DIABLO3_27
gosub @DIABLO3_1859 
terminate_this_script 

:DIABLO3_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_DIABLO_MISSION = 1 // $ = int 
script_name 'DIABLO3' 
wait 0 
0247: request_model #GANG03 
0247: request_model #GANG04 
$TRAID_THREAT_CLEARED_D3 = 0 // $ = int 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 890.25 -309.0625 0.0 1038.063 -132.875 10.0 
02E4: load_cutscene_data 'EL_PH4' 
0244: set_cutscene_pos 938.25 -229.5 4.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:DIABLO3_165
if 
  2000 > $CS_TIME // int > $ 
jf @DIABLO3_200 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO3_165 

:DIABLO3_200
00BC: text_highpriority 'DIAB3_A' time 10000 1  // Some insolent Triads stole my beautiful car last night,

:DIABLO3_215
if 
  5553 > $CS_TIME // int > $ 
jf @DIABLO3_250 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO3_215 

:DIABLO3_250
00BC: text_highpriority 'DIAB3_B' time 10000 1  // wrecked it and left it burning.

:DIABLO3_265
if 
  7767 > $CS_TIME // int > $ 
jf @DIABLO3_300 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO3_265 

:DIABLO3_300
00BC: text_highpriority 'DIAB3_C' time 10000 1  // Some of my most precious donkey memorabilia was in the trunk -

:DIABLO3_315
if 
  11105 > $CS_TIME // int > $ 
jf @DIABLO3_350 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO3_315 

:DIABLO3_350
00BC: text_highpriority 'DIAB3_D' time 10000 1  // real collectibles that are irreplaceable my friend.

:DIABLO3_365
if 
  14603 > $CS_TIME // int > $ 
jf @DIABLO3_400 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO3_365 

:DIABLO3_400
00BC: text_highpriority 'DIAB3_E' time 10000 1  // I've hidden a throbbing weapon on the edge of Chinatown.

:DIABLO3_415
if 
  17813 > $CS_TIME // int > $ 
jf @DIABLO3_450 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO3_415 

:DIABLO3_450
00BC: text_highpriority 'DIAB3_F' time 10000 1  // Take it and teach these Triad vandals to fear El Burro's well-endowed wrath.

:DIABLO3_465
if 
  22948 > $CS_TIME // int > $ 
jf @DIABLO3_500 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO3_465 

:DIABLO3_500
00BC: text_highpriority 'DIAB3_G' time 10000 1  // Arriba!

:DIABLO3_515
if 
  23775 > $CS_TIME // int > $ 
jf @DIABLO3_550 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO3_515 

:DIABLO3_550
00BE: text_clear_all 

:DIABLO3_552
if 
  26333 > $CS_TIME // int > $ 
jf @DIABLO3_587 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO3_552 

:DIABLO3_587
fade 0 1500 

:DIABLO3_594
if 
82E9:   not cutscene_reached_end 
jf @DIABLO3_618 
wait 0 
jump @DIABLO3_594 

:DIABLO3_618
00BE: text_clear_all 

:DIABLO3_620
if 
  fading 
jf @DIABLO3_644 
wait 0 
jump @DIABLO3_620 

:DIABLO3_644
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
015C: set_zone_gang_info 'CHINA' 1 30 0 650 0 0 0 0 0 0 
015C: set_zone_gang_info 'CHINA' 0 30 0 650 0 0 0 0 0 0 
$ALL_GANG_CREATED_BEFORE = 0 // $ = int 
$COUNTER_DIABLO3 = 0 // $ = int 
$DEAD_BURN_MAN1 = 0 // $ = int 
$DEAD_BURN_MAN2 = 0 // $ = int 
$DEAD_BURN_MAN3 = 0 // $ = int 
$DEAD_BURN_MAN4 = 0 // $ = int 
$DEAD_BURN_MAN5 = 0 // $ = int 
$DEAD_BURN_MAN6 = 0 // $ = int 
$GIVEN_MONEY_BEFORE = 0 // $ = int 
if 
042A:   ped_threat_exists 8 1 
jf @DIABLO3_818 
03F2: pedgroup 8 remove_threat 1 
$TRAID_THREAT_CLEARED_D3 = 1 // $ = int 

:DIABLO3_818
0297: clear_rampage_kills 
032B: $FLAMETHROWER_DIABLO3 = create_weapon_pickup #FLAME 3 ammo 0 at 879.1875 -810.0 -100.0 
02A8: $BLIP1_DIABLO3 = create_marker 20 at 879.1875 -810.0 -100.0 

:DIABLO3_857
if or
8248:   not model #GANG03 available 
8248:   not model #GANG04 available 
jf @DIABLO3_887 
wait 0 
jump @DIABLO3_857 

:DIABLO3_887
if 
8214:   not pickup $FLAMETHROWER_DIABLO3 picked_up 
jf @DIABLO3_914 
wait 0 
jump @DIABLO3_887 

:DIABLO3_914
0164: disable_marker $BLIP1_DIABLO3 
01F9: init_rampage 'DIAB3_1' 9 151000 25 #GANG03 #GANG04 -1 -1 0  // KILL 25 TRIADS

:DIABLO3_948
wait 0 
01FA: $CURRENTSTATUS = rampage_status 
if 
  $CURRENTSTATUS == 2 // $ == int 
jf @DIABLO3_982 
jump @DIABLO3_1787 

:DIABLO3_982
if 
  $CURRENTSTATUS == 3 // $ == int 
jf @DIABLO3_1007 
jump @DIABLO3_1770 

:DIABLO3_1007
if 
0056:   player $PLAYER_CHAR 0 1038.0 -781.0 838.0 -915.0 
jf @DIABLO3_1758 
if 
  $ALL_GANG_CREATED_BEFORE == 0 // $ == int 
jf @DIABLO3_1264 
009A: $BURN_MAN1 = create_actor 8 #GANG03 at 932.0 -846.0 14.5 
01B2: give_actor $BURN_MAN1 weapon 2 ammo 60 
009A: $BURN_MAN2 = create_actor 8 #GANG04 at 933.0 -846.0 14.5 
01B2: give_actor $BURN_MAN2 weapon 2 ammo 60 
01DE: tie_actor $BURN_MAN2 to_actor $BURN_MAN1 
009A: $BURN_MAN3 = create_actor 8 #GANG03 at 934.0 -846.0 14.5 
01B2: give_actor $BURN_MAN3 weapon 2 ammo 60 
01DE: tie_actor $BURN_MAN3 to_actor $BURN_MAN1 
009A: $BURN_MAN4 = create_actor 8 #GANG04 at 935.0 -846.0 14.5 
01B2: give_actor $BURN_MAN4 weapon 2 ammo 60 
01DE: tie_actor $BURN_MAN4 to_actor $BURN_MAN1 
009A: $BURN_MAN5 = create_actor 8 #GANG03 at 936.0 -846.0 14.5 
01B2: give_actor $BURN_MAN5 weapon 2 ammo 60 
01DE: tie_actor $BURN_MAN5 to_actor $BURN_MAN1 
009A: $BURN_MAN6 = create_actor 8 #GANG04 at 937.0 -846.0 14.5 
01B2: give_actor $BURN_MAN6 weapon 2 ammo 60 
01DE: tie_actor $BURN_MAN6 to_actor $BURN_MAN1 
$ALL_GANG_CREATED_BEFORE = 1 // $ = int 

:DIABLO3_1264
if and
0118:   actor $BURN_MAN1 dead 
  $DEAD_BURN_MAN1 == 0 // $ == int 
jf @DIABLO3_1301 
$COUNTER_DIABLO3 += 1 // $ += int 
$DEAD_BURN_MAN1 = 1 // $ = int 

:DIABLO3_1301
if and
0118:   actor $BURN_MAN2 dead 
  $DEAD_BURN_MAN2 == 0 // $ == int 
jf @DIABLO3_1338 
$COUNTER_DIABLO3 += 1 // $ += int 
$DEAD_BURN_MAN2 = 1 // $ = int 

:DIABLO3_1338
if and
0118:   actor $BURN_MAN3 dead 
  $DEAD_BURN_MAN3 == 0 // $ == int 
jf @DIABLO3_1375 
$COUNTER_DIABLO3 += 1 // $ += int 
$DEAD_BURN_MAN3 = 1 // $ = int 

:DIABLO3_1375
if and
0118:   actor $BURN_MAN4 dead 
  $DEAD_BURN_MAN4 == 0 // $ == int 
jf @DIABLO3_1412 
$COUNTER_DIABLO3 += 1 // $ += int 
$DEAD_BURN_MAN4 = 1 // $ = int 

:DIABLO3_1412
if and
0118:   actor $BURN_MAN5 dead 
  $DEAD_BURN_MAN5 == 0 // $ == int 
jf @DIABLO3_1449 
$COUNTER_DIABLO3 += 1 // $ += int 
$DEAD_BURN_MAN5 = 1 // $ = int 

:DIABLO3_1449
if and
0118:   actor $BURN_MAN6 dead 
  $DEAD_BURN_MAN6 == 0 // $ == int 
jf @DIABLO3_1486 
$COUNTER_DIABLO3 += 1 // $ += int 
$DEAD_BURN_MAN6 = 1 // $ = int 

:DIABLO3_1486
if and
  $COUNTER_DIABLO3 == 6 // $ == int 
  $GIVEN_MONEY_BEFORE == 0 // $ == int 
jf @DIABLO3_1553 
0109: player $PLAYER_CHAR money += 6000 
0054: store_player $PLAYER_CHAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 
018C: play_sound 94 at $PLAYER_X $PLAYER_Y $PLAYER_Z 
$GIVEN_MONEY_BEFORE = 1 // $ = int 

:DIABLO3_1553
if or
02D5:   player $PLAYER_CHAR shooting_in_area 916.0 -863.0 956.0 -830.0 0 
0056:   player $PLAYER_CHAR 0 916.0 -863.0 956.0 -830.0 
jf @DIABLO3_1758 
if 
  $DEAD_BURN_MAN1 == 0 // $ == int 
jf @DIABLO3_1628 
01CA: actor $BURN_MAN1 kill_player $PLAYER_CHAR 

:DIABLO3_1628
if 
  $DEAD_BURN_MAN2 == 0 // $ == int 
jf @DIABLO3_1654 
01CA: actor $BURN_MAN2 kill_player $PLAYER_CHAR 

:DIABLO3_1654
if 
  $DEAD_BURN_MAN3 == 0 // $ == int 
jf @DIABLO3_1680 
01CA: actor $BURN_MAN3 kill_player $PLAYER_CHAR 

:DIABLO3_1680
if 
  $DEAD_BURN_MAN4 == 0 // $ == int 
jf @DIABLO3_1706 
01CA: actor $BURN_MAN4 kill_player $PLAYER_CHAR 

:DIABLO3_1706
if 
  $DEAD_BURN_MAN5 == 0 // $ == int 
jf @DIABLO3_1732 
01CA: actor $BURN_MAN5 kill_player $PLAYER_CHAR 

:DIABLO3_1732
if 
  $DEAD_BURN_MAN6 == 0 // $ == int 
jf @DIABLO3_1758 
01CA: actor $BURN_MAN6 kill_player $PLAYER_CHAR 

:DIABLO3_1758
01FA: $CURRENTSTATUS = rampage_status 
jump @DIABLO3_948 

:DIABLO3_1770
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:DIABLO3_1787
$FLAG_DIABLO_MISSION3_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10000 
0318: set_latest_mission_passed 'DIAB3'  // 'TRIAL BY FIRE'
030C: progress_made += 1 
03F1: pedtype 8 add_threat 1 
start_new_script @NONAME_40 
return 

:DIABLO3_1859
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_DIABLO_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_DIABLO3 
0215: destroy_pickup $FLAMETHROWER_DIABLO3 
0249: release_model #GANG03 
0249: release_model #GANG04 
015C: set_zone_gang_info 'CHINA' 1 20 0 200 0 0 0 0 0 20 
015C: set_zone_gang_info 'CHINA' 0 10 0 300 0 0 0 0 0 10 
if 
  $TRAID_THREAT_CLEARED_D3 == 1 // $ == int 
jf @DIABLO3_1977 
03F1: pedtype 8 add_threat 1 

:DIABLO3_1977
mission_cleanup 
return 

//-------------Mission 43---------------
// Originally: Big'N'Veiny

:DIABLO4
gosub @DIABLO4_36 
if 
  wasted_or_busted 
jf @DIABLO4_27 
gosub @DIABLO4_2759 

:DIABLO4_27
gosub @DIABLO4_2944 
terminate_this_script 

:DIABLO4_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_DIABLO_MISSION = 1 // $ = int 
script_name 'DIABLO4' 
$AUDIO_LOOP_DIABLO4 = 0 // $ = int 
$NUMEATEN_DIABLO4_TOTAL = 0 // $ = int 
$FOUND_PERV_BEFORE = 0 // $ = int 
$EATEN_ALL_THE_PORN = 0 // $ = int 
wait 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube 890.25 -309.0625 0.0 1038.063 -132.875 10.0 
02E4: load_cutscene_data 'EL_PH3' 
0244: set_cutscene_pos 938.25 -229.5 4.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:DIABLO4_178
if 
  2000 > $CS_TIME // int > $ 
jf @DIABLO4_213 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO4_178 

:DIABLO4_213
00BC: text_highpriority 'DIAB4_A' time 10000 1  // A thieving opportunist has stolen a van of my latest publication hot off the press!

:DIABLO4_228
if 
  7326 > $CS_TIME // int > $ 
jf @DIABLO4_263 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO4_228 

:DIABLO4_263
00BC: text_highpriority 'DIAB4_B' time 10000 1  // But that SPANKED-up idiot has left the rear doors open

:DIABLO4_278
if 
  10740 > $CS_TIME // int > $ 
jf @DIABLO4_313 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO4_278 

:DIABLO4_313
00BC: text_highpriority 'DIAB4_C' time 10000 1  // and now my beautifully produced,

:DIABLO4_328
if 
  12550 > $CS_TIME // int > $ 
jf @DIABLO4_363 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO4_328 

:DIABLO4_363
00BC: text_highpriority 'DIAB4_D' time 10000 1  // tastefully photographed adult literature is being dropped all over Liberty!

:DIABLO4_378
if 
  17195 > $CS_TIME // int > $ 
jf @DIABLO4_413 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO4_378 

:DIABLO4_413
00BC: text_highpriority 'DIAB4_E' time 10000 1  // Take the van and follow that trail of Donkey Does Dallas volumes 1, 2 and 3

:DIABLO4_428
if 
  22417 > $CS_TIME // int > $ 
jf @DIABLO4_463 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO4_428 

:DIABLO4_463
00BC: text_highpriority 'DIAB4_F' time 10000 1  // collecting it as you go.

:DIABLO4_478
if 
  24124 > $CS_TIME // int > $ 
jf @DIABLO4_513 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO4_478 

:DIABLO4_513
00BC: text_highpriority 'DIAB4_G' time 10000 1  // When you've followed the trail to that thieving SPANK-head, waste him!

:DIABLO4_528
if 
  28426 > $CS_TIME // int > $ 
jf @DIABLO4_563 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO4_528 

:DIABLO4_563
00BC: text_highpriority 'DIAB4_H' time 10000 1  // Then deliver my donkey derby to XXX Mags in the Red Light District.

:DIABLO4_578
if 
  33574 > $CS_TIME // int > $ 
jf @DIABLO4_615 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO4_578 

:DIABLO4_615
00BE: text_clear_all 

:DIABLO4_617
if 
  34000 > $CS_TIME // int > $ 
jf @DIABLO4_654 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @DIABLO4_617 

:DIABLO4_654
fade 0 1500 

:DIABLO4_661
if 
82E9:   not cutscene_reached_end 
jf @DIABLO4_685 
wait 0 
jump @DIABLO4_661 

:DIABLO4_685
00BE: text_clear_all 

:DIABLO4_687
if 
  fading 
jf @DIABLO4_711 
wait 0 
jump @DIABLO4_687 

:DIABLO4_711
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
03CF: load_wav 'EL3_A' 

:DIABLO4_740
if 
83D0:   not wav_loaded 
jf @DIABLO4_764 
wait 0 
jump @DIABLO4_740 

:DIABLO4_764
$NUMEATEN_DIABLO4 = 0 // $ = int 
if 
  $FLAG_ASUKA_MISSION1_PASSED == 1 // $ == int 
jf @DIABLO4_797 
0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 3 

:DIABLO4_797
0247: request_model #RUMPO 
0247: request_model #MALE02 
023C: load_special_actor 1 'DONKY' 

:DIABLO4_818
if or
8248:   not model #RUMPO available 
8248:   not model #MALE02 available 
jf @DIABLO4_849 
wait 0 
jump @DIABLO4_818 

:DIABLO4_849
0395: clear_area 1 at 918.1875 -269.6875 5.0 range 5.0 
00A5: $DIABLO_COLLECT_PORN_VAN = create_car #RUMPO at 918.1875 -269.6875 -100.0 
0186: $BLIP1_PORN_VAN = create_marker_above_car $DIABLO_COLLECT_PORN_VAN 
if 
0119:   car $DIABLO_COLLECT_PORN_VAN wrecked 
jf @DIABLO4_913 
jump @DIABLO4_2759 

:DIABLO4_913
if 
80DC:   not player $PLAYER_CHAR in_car $DIABLO_COLLECT_PORN_VAN 
jf @DIABLO4_966 
wait 0 
if 
0119:   car $DIABLO_COLLECT_PORN_VAN wrecked 
jf @DIABLO4_959 
jump @DIABLO4_2759 

:DIABLO4_959
jump @DIABLO4_913 

:DIABLO4_966
02C3: create_donkey_mags 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
if 
01AD:   car $DIABLO_COLLECT_PORN_VAN 0 918.1875 -269.6875 10.0 10.0 
jf @DIABLO4_1058 
015F: set_camera_position 914.25 -157.6875 6.375 rotation 0.0 0.0 0.0 
0160: point_camera 914.0625 -156.8125 6.0 switchstyle 1 
jump @DIABLO4_1091 

:DIABLO4_1058
015F: set_camera_position 914.25 -157.6875 6.375 rotation 0.0 0.0 0.0 
0160: point_camera 914.0625 -156.8125 6.0 switchstyle 2 

:DIABLO4_1091
wait 4000 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0164: disable_marker $BLIP1_PORN_VAN 
00A5: $PORN_VAN = create_car #RUMPO at 1577.063 -679.0 -100.0 
0175: set_car $PORN_VAN z_angle_to 309.0 
009A: $PORN_MAN = create_actor 12 #MALE02 at 1574.0 -681.0625 -100.0 
0187: $BLIP3_PORNMAN = create_marker_above_actor $PORN_MAN 
018B: set_marker $BLIP3_PORNMAN display 1 
$COUNTER_DIABLO4 = 26000 // $ = int 
014E: set_timer_to $COUNTER_DIABLO4 
if 
0119:   car $DIABLO_COLLECT_PORN_VAN wrecked 
jf @DIABLO4_1215 
jump @DIABLO4_2759 

:DIABLO4_1215
$FLAG_CAR_BLIP_DISPLAYED_DM4 = 1 // $ = int 

:DIABLO4_1222
if 
8118:   not actor $PORN_MAN dead 
jf @DIABLO4_1649 
wait 0 
if 
0119:   car $DIABLO_COLLECT_PORN_VAN wrecked 
jf @DIABLO4_1280 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @DIABLO4_2759 

:DIABLO4_1280
if 
8118:   not actor $PORN_MAN dead 
jf @DIABLO4_1342 
if and
00E9:   player $PLAYER_CHAR 0 $PORN_MAN radius 30.0 30.0 
  $FOUND_PERV_BEFORE == 0 // $ == int 
jf @DIABLO4_1342 
014F: stop_timer $COUNTER_DIABLO4 
$FOUND_PERV_BEFORE = 1 // $ = int 

:DIABLO4_1342
if 
  $COUNTER_DIABLO4 == 0 // $ == int 
jf @DIABLO4_1367 
jump @DIABLO4_2759 

:DIABLO4_1367
02C5: $NUMEATEN_DIABLO4 = donkey_mags_picked_up 
if and
  $NUMEATEN_DIABLO4 > 0 // $ > int 
00DC:   player $PLAYER_CHAR in_car $DIABLO_COLLECT_PORN_VAN 
jf @DIABLO4_1415 
$COUNTER_DIABLO4 += 1300 // $ += int 
02D9: donkey_mags_picked_up = none 
$NUMEATEN_DIABLO4_TOTAL += 1 // $ += int 

:DIABLO4_1415
if and
  $NUMEATEN_DIABLO4_TOTAL > 0 // $ > int 
  $AUDIO_LOOP_DIABLO4 == 0 // $ == int 
jf @DIABLO4_1449 
03D1: play_wav 
$AUDIO_LOOP_DIABLO4 = 1 // $ = int 

:DIABLO4_1449
if 
00DC:   player $PLAYER_CHAR in_car $DIABLO_COLLECT_PORN_VAN 
jf @DIABLO4_1508 
if 
  $FLAG_CAR_BLIP_DISPLAYED_DM4 == 1 // $ == int 
jf @DIABLO4_1508 
0164: disable_marker $BLIP1_PORN_VAN 
03D5: remove_text 'IN_VEH'  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_DM4 = 0 // $ = int 

:DIABLO4_1508
if 
80DC:   not player $PLAYER_CHAR in_car $DIABLO_COLLECT_PORN_VAN 
jf @DIABLO4_1575 
if 
  $FLAG_CAR_BLIP_DISPLAYED_DM4 == 0 // $ == int 
jf @DIABLO4_1575 
0186: $BLIP1_PORN_VAN = create_marker_above_car $DIABLO_COLLECT_PORN_VAN 
00BC: text_highpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_DM4 = 1 // $ = int 

:DIABLO4_1575
if and
  $NUMEATEN_DIABLO4_TOTAL == 106 // $ == int 
  $EATEN_ALL_THE_PORN == 0 // $ == int 
jf @DIABLO4_1642 
0109: player $PLAYER_CHAR money += 10000 
0054: store_player $PLAYER_CHAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 
018C: play_sound 94 at $PLAYER_X $PLAYER_Y $PLAYER_Z 
$EATEN_ALL_THE_PORN = 1 // $ = int 

:DIABLO4_1642
jump @DIABLO4_1222 

:DIABLO4_1649
0164: disable_marker $BLIP3_PORNMAN 
0164: disable_marker $BLIP1_PORN_VAN 
018A: $BLIP2_PORN_SHOP = create_checkpoint_at 973.875 -428.25 -100.0 
0164: disable_marker $BLIP2_PORN_SHOP 
014F: stop_timer $COUNTER_DIABLO4 
02C6: remove_pickup_items_from_ground 
00BC: text_highpriority 'DIAB4_1' time 5000 1  // ~g~Take the van to the back of XXX Magazines.
if 
0119:   car $DIABLO_COLLECT_PORN_VAN wrecked 
jf @DIABLO4_1723 
jump @DIABLO4_2759 

:DIABLO4_1723
if 
00DC:   player $PLAYER_CHAR in_car $DIABLO_COLLECT_PORN_VAN 
jf @DIABLO4_1756 
$FLAG_CAR_BLIP_DISPLAYED_DM4 = 1 // $ = int 
jump @DIABLO4_1763 

:DIABLO4_1756
$FLAG_CAR_BLIP_DISPLAYED_DM4 = 0 // $ = int 

:DIABLO4_1763
if 
81AC:   not car $DIABLO_COLLECT_PORN_VAN stopped 1 976.5 -422.75 14.5 970.75 -433.375 16.875 
jf @DIABLO4_1993 
wait 0 
if 
0119:   car $DIABLO_COLLECT_PORN_VAN wrecked 
jf @DIABLO4_1841 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @DIABLO4_2759 

:DIABLO4_1841
if 
00DC:   player $PLAYER_CHAR in_car $DIABLO_COLLECT_PORN_VAN 
jf @DIABLO4_1914 
if 
  $FLAG_CAR_BLIP_DISPLAYED_DM4 == 1 // $ == int 
jf @DIABLO4_1914 
018A: $BLIP2_PORN_SHOP = create_checkpoint_at 973.875 -428.25 -100.0 
0164: disable_marker $BLIP1_PORN_VAN 
03D5: remove_text 'IN_VEH'  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_DM4 = 0 // $ = int 

:DIABLO4_1914
if 
80DC:   not player $PLAYER_CHAR in_car $DIABLO_COLLECT_PORN_VAN 
jf @DIABLO4_1986 
if 
  $FLAG_CAR_BLIP_DISPLAYED_DM4 == 0 // $ == int 
jf @DIABLO4_1986 
0186: $BLIP1_PORN_VAN = create_marker_above_car $DIABLO_COLLECT_PORN_VAN 
0164: disable_marker $BLIP2_PORN_SHOP 
00BD: text_mediumpriority 'IN_VEH' time 5000 1  // ~g~Hey! Get back in the vehicle!
$FLAG_CAR_BLIP_DISPLAYED_DM4 = 1 // $ = int 

:DIABLO4_1986
jump @DIABLO4_1763 

:DIABLO4_1993
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
03DE: set_pedestrians_density_multiplier_to 0.0 

:DIABLO4_2016
if 
823D:   not special_actor 1 loaded 
jf @DIABLO4_2042 
wait 0 
jump @DIABLO4_2016 

:DIABLO4_2042
wait 1000 
043C: set_game_sounds_disable_on_fade 0 
0169: set_fade_color 0 0 0 
fade 0 1000 
wait 1000 
0395: clear_area 1 at 988.875 -444.6875 14.875 range 10.0 
009A: $PERVERT1 = create_actor 4 #SPECIAL01 at 988.6875 -444.5 14.0625 
0173: set_actor $PERVERT1 z_angle_to 180.0 
009A: $PERVERT2 = create_actor 4 #SPECIAL01 at 987.6875 -444.25 13.875 
0173: set_actor $PERVERT2 z_angle_to 140.0 
009A: $PERVERT3 = create_actor 4 #SPECIAL01 at 986.875 -444.875 13.875 
0173: set_actor $PERVERT3 z_angle_to 140.0 
009A: $PERVERT4 = create_actor 4 #MALE02 at 990.375 -441.875 14.0625 
0173: set_actor $PERVERT4 z_angle_to 83.0 
009A: $PERVERT5 = create_actor 4 #MALE02 at 991.0625 -440.6875 13.875 
0173: set_actor $PERVERT5 z_angle_to 128.0 
009A: $PERVERT6 = create_actor 4 #MALE02 at 992.0625 -439.0625 13.875 
0173: set_actor $PERVERT6 z_angle_to 141.0 
009A: $PERVERT7 = create_actor 4 #MALE02 at 992.0 -437.6875 13.875 
0173: set_actor $PERVERT7 z_angle_to 180.0 
009A: $PERVERT8 = create_actor 4 #MALE02 at 992.0625 -436.0625 13.875 
0173: set_actor $PERVERT8 z_angle_to 180.0 
015F: set_camera_position 982.6875 -448.5 16.0 rotation 0.0 0.0 0.0 
0160: point_camera 982.6875 -447.625 16.4375 switchstyle 2 
0372: set_actor $PERVERT1 anim 3 wait_state_time 10000 ms 
0372: set_actor $PERVERT3 anim 3 wait_state_time 10000 ms 
0372: set_actor $PERVERT2 anim 3 wait_state_time 10000 ms 
01DE: tie_actor $PERVERT1 to_actor $PERVERT3 
01DE: tie_actor $PERVERT2 to_actor $PERVERT3 
fade 1 1000 
wait 2000 
015F: set_camera_position 986.5625 -448.5 16.0 rotation 0.0 0.0 0.0 
0160: point_camera 986.5 -447.625 16.4375 switchstyle 1 
wait 3000 
if 
8118:   not actor $PERVERT3 dead 
jf @DIABLO4_2469 
015F: set_camera_position 988.0625 -445.8125 16.25 rotation 0.0 0.0 0.0 
0159: camera_on_ped $PERVERT3 mode 15 switchstyle 1 

:DIABLO4_2469
wait 3000 
0395: clear_area 1 at 978.875 -444.375 14.875 range 3.0 
if 
8118:   not actor $PERVERT3 dead 
jf @DIABLO4_2517 
0211: actor $PERVERT3 walk_to 935.5625 -445.75 

:DIABLO4_2517
wait 4000 
03DE: set_pedestrians_density_multiplier_to 1.0 
015F: set_camera_position 994.5 -451.375 18.0 rotation 0.0 0.0 0.0 
0160: point_camera 994.0 -450.5625 17.6875 switchstyle 1 
wait 6000 
if 
8118:   not actor $PERVERT3 dead 
jf @DIABLO4_2588 
009C: set_actor $PERVERT3 wander_direction 90 

:DIABLO4_2588
if 
8118:   not actor $PERVERT2 dead 
jf @DIABLO4_2611 
009C: set_actor $PERVERT2 wander_direction 90 

:DIABLO4_2611
if 
8118:   not actor $PERVERT1 dead 
jf @DIABLO4_2634 
009C: set_actor $PERVERT1 wander_direction 90 

:DIABLO4_2634
if 
8119:   not car $DIABLO_COLLECT_PORN_VAN wrecked 
jf @DIABLO4_2752 
if 
00DC:   player $PLAYER_CHAR in_car $DIABLO_COLLECT_PORN_VAN 
jf @DIABLO4_2714 
0395: clear_area 1 at 978.25 -442.6875 13.875 range 1.0 
012A: put_player $PLAYER_CHAR at 978.25 -442.6875 13.875 and_remove_from_car 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
jump @DIABLO4_2752 

:DIABLO4_2714
0395: clear_area 1 at 978.25 -442.6875 13.875 range 1.0 
0055: put_player $PLAYER_CHAR at 978.25 -442.6875 13.875 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 

:DIABLO4_2752
jump @DIABLO4_2776 

:DIABLO4_2759
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:DIABLO4_2776
$FLAG_DIABLO_MISSION4_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 20000 
0107: $DONKEYMAG1 = create_object #DONKEYMAG at 895.1875 -308.1875 7.375 
01C7: remove_object_from_mission_cleanup_list $DONKEYMAG1 
0107: $DONKEYMAG2 = create_object #DONKEYMAG at 896.0625 -308.5625 7.375 
01C7: remove_object_from_mission_cleanup_list $DONKEYMAG2 
0107: $DONKEYMAG3 = create_object #DONKEYMAG at 890.0625 -309.5625 7.375 
01C7: remove_object_from_mission_cleanup_list $DONKEYMAG3 
0177: set_object $DONKEYMAG1 z_angle_to 260.0 
0177: set_object $DONKEYMAG2 z_angle_to 280.0 
0177: set_object $DONKEYMAG3 z_angle_to 190.0 
$FLAG_DIABLO_MISSION1_PASSED = 0 // $ = int 
0164: disable_marker $DIABLO_CONTACT_BLIP 
start_new_script @NONAME_37 
0318: set_latest_mission_passed 'DIAB4'  // 'BIG'N'VEINY'
030C: progress_made += 1 
return 

:DIABLO4_2944
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_DIABLO_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_PORN_VAN 
0164: disable_marker $BLIP2_PORN_SHOP 
0164: disable_marker $BLIP3_PORNMAN 
0249: release_model #GANG01 
0249: release_model #MALE02 
0249: release_model #RUMPO 
014F: stop_timer $COUNTER_DIABLO4 
02C6: remove_pickup_items_from_ground 
043C: set_game_sounds_disable_on_fade 1 
0296: unload_special_actor 1 
if 
  $FLAG_ASUKA_MISSION1_PASSED == 1 // $ == int 
jf @DIABLO4_3027 
0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 4 

:DIABLO4_3027
mission_cleanup 
return 

//-------------Mission 44---------------
// Originally: Sayonara Salvatore

:ASUKA1
gosub @ASUKA1_36 
if 
  wasted_or_busted 
jf @ASUKA1_27 
gosub @ASUKA1_18292 

:ASUKA1_27
gosub @ASUKA1_19077 
terminate_this_script 

:ASUKA1_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'ASUKA1' 
$HOURS_A1 = 0 // $ = int 
$MINS_A1 = 0 // $ = int 
$TIME_LEFT_A1 = 0 // $ = int 
$MAFIA_8_FLAG = 0 // $ = int 
$MAFIA_9_FLAG = 0 // $ = int 
$MAFIA_10_FLAG = 0 // $ = int 
$MAFIA_11_FLAG = 0 // $ = int 
$MAFIA_12_FLAG = 0 // $ = int 
$MAFIA_13_FLAG = 0 // $ = int 
$FRANKIE_FLAG = 0 // $ = int 
$SET_BEAMER_1_KILL_PLAYER = 0 // $ = int 
$SET_BEAMER_2_KILL_PLAYER = 0 // $ = int 
$SET_BEAMER_3_KILL_PLAYER = 0 // $ = int 
$BEAMER1_HEALTH = 0 // $ = int 
$BEAMER2_HEALTH = 0 // $ = int 
$BEAMER3_HEALTH = 0 // $ = int 
$GARAGE_DOOR_CLOSE = 0 // $ = int 
$TIMERA_RESET_FLAG_A1 = 0 // $ = int 
$TIMERB_RESET_FLAG_A1 = 0 // $ = int 
$TIMERC_RESET_FLAG_A1 = 0 // $ = int 
$TIMERC_STARTED_A1 = 0 // $ = int 
$TIMERC_CURRENT_A1 = 0 // $ = int 
$TIMERC_A1 = 0 // $ = int 
$DOOR_CRASH_FLAG = 0 // $ = int 
$SPOTTED_PRINT = 0 // $ = int 
$FRANKIES_RIDE = 0 // $ = int 
$BEAMER_1_DEAD_FLAG = 0 // $ = int 
$BEAMER_2_DEAD_FLAG = 0 // $ = int 
$BEAMER_3_DEAD_FLAG = 0 // $ = int 
$ENTER_CAR_FLAG = 0 // $ = int 
$FUCKERS_CAR = -1 // $ = int 
$FRANKIE_EXISTS_FLAG = 0 // $ = int 
$MAFIA_5_KILL_PLAYER_FLAG = 0 // $ = int 
$MAFIA_7_KILL_PLAYER_FLAG = 0 // $ = int 
$MAFIA_8_KILL_PLAYER_FLAG = 0 // $ = int 
$MAFIA_9_KILL_PLAYER_FLAG = 0 // $ = int 
$MAFIA_10_KILL_PLAYER_FLAG = 0 // $ = int 
$MAFIA_11_KILL_PLAYER_FLAG = 0 // $ = int 
$MAFIA_12_KILL_PLAYER_FLAG = 0 // $ = int 
$MAFIA_13_KILL_PLAYER_FLAG = 0 // $ = int 
$MAFIA_15_KILL_PLAYER_FLAG = 0 // $ = int 
$TIMERX_RESET_FLAG = 0 // $ = int 
$TIMERY_RESET_FLAG = 0 // $ = int 
$TIMERZ_RESET_FLAG = 0 // $ = int 
$BEAMER1_STUCK_X = 0.0 // $ = float 
$BEAMER1_STUCK_Y = 0.0 // $ = float 
$BEAMER1_STUCK_Z = 0.0 // $ = float 
$BEAMER2_STUCK_X = 0.0 // $ = float 
$BEAMER2_STUCK_Y = 0.0 // $ = float 
$BEAMER2_STUCK_Z = 0.0 // $ = float 
$BEAMER3_STUCK_X = 0.0 // $ = float 
$BEAMER3_STUCK_Y = 0.0 // $ = float 
$BEAMER3_STUCK_Z = 0.0 // $ = float 
023C: load_special_actor 1 'ASUKA' 
023C: load_special_actor 2 'MARIA' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'ASUKAH' 
02F3: load_object #CUTOBJ03 'MARIAH' 
0247: request_model #CONDO_IVY 
0247: request_model #KMRICNDO01 
038B: load_requested_models 

:ASUKA1_520
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ01 available 
jf @ASUKA1_565 
wait 0 
jump @ASUKA1_520 

:ASUKA1_565
if or
8248:   not model #CONDO_IVY available 
8248:   not model #KMRICNDO01 available 
jf @ASUKA1_596 
wait 0 
jump @ASUKA1_565 

:ASUKA1_596
02E4: load_cutscene_data 'A1_SS0' 
0244: set_cutscene_pos 523.0625 -636.9375 15.5625 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_ASUKA = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_ASUKA 'ASUKA' 
02E5: $CS_MARIA = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MARIA 'MARIA' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_ASUKAHEAD from_head #CUTOBJ02 and_body $CS_ASUKA 
02F5: set_head_anim $CS_ASUKAHEAD 'ASUKA' 
02F4: create_cutscene_actor $CS_MARIAHEAD from_head #CUTOBJ03 and_body $CS_MARIA 
02F5: set_head_anim $CS_MARIAHEAD 'MARIA' 
0395: clear_area 1 at 523.5625 -639.375 16.5625 range 1.0 
0055: put_player $PLAYER_CHAR at 523.5625 -639.375 16.0 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
fade 1 1500 
02E7: start_cutscene 
03AD: set_rubbish 0 
02E8: $CS_TIME = cutscenetime 

:ASUKA1_805
if 
  5353 > $CS_TIME // int > $ 
jf @ASUKA1_840 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA1_805 

:ASUKA1_840
00BC: text_highpriority 'AM1_A' time 15000 1  // We have certain issues to clear up before we can continue any form of relationship,

:ASUKA1_855
if 
  9624 > $CS_TIME // int > $ 
jf @ASUKA1_890 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA1_855 

:ASUKA1_890
00BC: text_highpriority 'AM1_B' time 15000 1  // business or otherwise. Lets lay our cards on the table.

:ASUKA1_905
if 
  13409 > $CS_TIME // int > $ 
jf @ASUKA1_940 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA1_905 

:ASUKA1_940
00BC: text_highpriority 'AM1_C' time 15000 1  // I am Yakuza and I know you worked for Salvatore Leone's family.

:ASUKA1_955
if 
  17788 > $CS_TIME // int > $ 
jf @ASUKA1_990 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA1_955 

:ASUKA1_990
00BC: text_highpriority 'AM1_D' time 15000 1  // I can give you work with our organization,

:ASUKA1_1005
if 
  20113 > $CS_TIME // int > $ 
jf @ASUKA1_1040 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA1_1005 

:ASUKA1_1040
00BC: text_highpriority 'AM1_E' time 15000 1  // But first you must prove to me that your ties with the Mafia are truly broken.

:ASUKA1_1055
if 
  25303 > $CS_TIME // int > $ 
jf @ASUKA1_1090 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA1_1055 

:ASUKA1_1090
00BF: $HOURS_A1 = current_time_hours, $MINS_A1 = current_time_minutes 
$HOURS_A1 += 3 // $ += int 
if 
  $HOURS_A1 > 23 // $ > int 
jf @ASUKA1_1130 
$HOURS_A1 -= 24 // $ -= int 

:ASUKA1_1130
$MINS_A1 = 30 // $ = int 
if 
  $HOURS_A1 > 9 // $ > int 
jf @ASUKA1_1183 
02FD: text_2numbers_highpriority 'AM1_F' $HOURS_A1 $MINS_A1 time 15000 1  // Salvatore Leone will be leaving Luigi's in about three hours time. (~1~:~1~)
jump @ASUKA1_1204 

:ASUKA1_1183
02FD: text_2numbers_highpriority 'AM1_K' $HOURS_A1 $MINS_A1 time 15000 1  // Salvatore Leone will be leaving Luigi's in about three hours time. (0~1~:~1~)

:ASUKA1_1204
if 
  29629 > $CS_TIME // int > $ 
jf @ASUKA1_1239 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA1_1204 

:ASUKA1_1239
00BC: text_highpriority 'AM1_G' time 15000 1  // Make sure he doesn't reach his club alive.

:ASUKA1_1254
if 
  32657 > $CS_TIME // int > $ 
jf @ASUKA1_1289 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA1_1254 

:ASUKA1_1289
00BC: text_highpriority 'AM1_H' time 15000 1  // Meanwhile Maria and I will catch up on old times.

:ASUKA1_1304
if 
  37360 > $CS_TIME // int > $ 
jf @ASUKA1_1341 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA1_1304 

:ASUKA1_1341
00BC: text_highpriority 'AM1_I' time 15000 1  // Oh..Asuka, you've got a massager.

:ASUKA1_1356
if 
  40118 > $CS_TIME // int > $ 
jf @ASUKA1_1393 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA1_1356 

:ASUKA1_1393
00BC: text_highpriority 'AM1_J' time 15000 1  // That's not a massager.

:ASUKA1_1408
if 
  41666 > $CS_TIME // int > $ 
jf @ASUKA1_1445 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA1_1408 

:ASUKA1_1445
fade 0 1500 

:ASUKA1_1452
if 
82E9:   not cutscene_reached_end 
jf @ASUKA1_1476 
wait 0 
jump @ASUKA1_1452 

:ASUKA1_1476
03AF: set_streaming 1 
03AD: set_rubbish 1 
00BE: text_clear_all 

:ASUKA1_1486
if 
  fading 
jf @ASUKA1_1510 
wait 0 
jump @ASUKA1_1486 

:ASUKA1_1510
02EA: end_cutscene 
fade 0 0 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 

:ASUKA1_1532
if 
  fading 
jf @ASUKA1_1556 
wait 0 
jump @ASUKA1_1532 

:ASUKA1_1556
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CONDO_IVY 
0249: release_model #KMRICNDO01 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
023C: load_special_actor 1 'FRANKIE' 
0247: request_model #GANG01 
0247: request_model #GANG02 
0247: request_model #MAFIA 

:ASUKA1_1613
if or
8248:   not model #MAFIA available 
8248:   not model #GANG01 available 
8248:   not model #GANG02 available 
823D:   not special_actor 1 loaded 
jf @ASUKA1_1652 
wait 0 
jump @ASUKA1_1613 

:ASUKA1_1652
$CREATE_CHAR_IN_CLUB_X = 894.0 // $ = float 
$CREATE_CHAR_IN_CLUB_Y = -417.0 // $ = float 
$CREATE_CHAR_IN_CLUB_Z = 15.25 // $ = float 
018A: $MISSION_BLIP_AM1 = create_checkpoint_at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
$BOTTOM_OF_STEPS_X = 885.5 // $ = float 
$BOTTOM_OF_STEPS_Y = -417.0 // $ = float 
$BACK_OF_ALLEY_X = 886.0 // $ = float 
$BACK_OF_ALLEY_Y = -425.75 // $ = float 
$STREET_X = 902.6875 // $ = float 
$STREET_Y = -425.625 // $ = float 
$MAFIA_10_X = 902.6875 // $ = float 
$MAFIA_10_X -= 1.0 // $ -= float 
$MAFIA_10_Y = -425.625 // $ = float 
$MAFIA_10_Y += 3.0 // $ += float 
$MAFIA_11_X = 902.6875 // $ = float 
$MAFIA_11_X += 1.0 // $ += float 
$MAFIA_11_Y = -425.625 // $ = float 
$MAFIA_11_Y += 3.0 // $ += float 
$MAFIA_12_X = 902.6875 // $ = float 
$MAFIA_12_X += 1.0 // $ += float 
$MAFIA_12_Y = -425.625 // $ = float 
$MAFIA_12_Y -= 2.0 // $ -= float 
$MAFIA_13_X = 902.6875 // $ = float 
$MAFIA_13_X -= 1.0 // $ -= float 
$MAFIA_13_Y = -425.625 // $ = float 
$MAFIA_13_Y -= 2.0 // $ -= float 
$MAFIA_8_FLAG = 0 // $ = int 
$MAFIA_9_FLAG = 0 // $ = int 
$MAFIA_10_FLAG = 0 // $ = int 
$MAFIA_11_FLAG = 0 // $ = int 
$MAFIA_12_FLAG = 0 // $ = int 
$MAFIA_13_FLAG = 0 // $ = int 
$KILL_PLAYER_NOW_FLAG = 0 // $ = int 
00BC: text_highpriority 'AM1_5' time 5000 1  // ~g~Get to the Red Light District and wait for Salvatore to leave the club.
if 
  $HOURS_A1 > 9 // $ > int 
jf @ASUKA1_1976 
02FE: text_2numbers_mediumpriority 'AM1_8' $HOURS_A1 $MINS_A1 time 5000 1  // ~g~Salvatore will be leaving Luigi's at about ~1~:~1~
jump @ASUKA1_1997 

:ASUKA1_1976
02FE: text_2numbers_mediumpriority 'AM1_10' $HOURS_A1 $MINS_A1 time 5000 1  // ~g~Salvatore will be leaving Luigi's at about 0~1~:~1~

:ASUKA1_1997
00C1: $TIME_LEFT_A1 = minutes_to_current_time $HOURS_A1 $MINS_A1 

:ASUKA1_2008
if 
   not 1 > $TIME_LEFT_A1 // int > $ 
jf @ASUKA1_2117 
wait 0 
00C1: $TIME_LEFT_A1 = minutes_to_current_time $HOURS_A1 $MINS_A1 
if 
  $GARAGE_DOOR_CLOSE == 0 // $ == int 
jf @ASUKA1_2110 
if 
0121:   player $PLAYER_CHAR in_zone 'REDLIGH'  // Red Light District
jf @ASUKA1_2110 
00BC: text_highpriority 'AM1_6' time 5000 1  // ~g~If you hang around Luigi's club, the Mafia will spot you!
0164: disable_marker $MISSION_BLIP_AM1 
$GARAGE_DOOR_CLOSE = 1 // $ = int 

:ASUKA1_2110
jump @ASUKA1_2008 

:ASUKA1_2117
if 
  $GARAGE_DOOR_CLOSE == 0 // $ == int 
jf @ASUKA1_2186 
if 
0121:   player $PLAYER_CHAR in_zone 'REDLIGH'  // Red Light District
jf @ASUKA1_2186 
00BC: text_highpriority 'AM1_6' time 5000 1  // ~g~If you hang around Luigi's club, the Mafia will spot you!
0164: disable_marker $MISSION_BLIP_AM1 
$GARAGE_DOOR_CLOSE = 1 // $ = int 

:ASUKA1_2186
00C1: $TIME_LEFT_A1 = minutes_to_current_time $HOURS_A1 $MINS_A1 

:ASUKA1_2197
if 
83C6:   not current_island == 1 
jf @ASUKA1_2274 
wait 0 
00C1: $TIME_LEFT_A1 = minutes_to_current_time $HOURS_A1 $MINS_A1 
if 
  1 > $TIME_LEFT_A1 // int > $ 
jf @ASUKA1_2267 
00BC: text_highpriority 'AM1_3' time 5000 1  // ~r~You've missed Salvatore!
jump @ASUKA1_18292 

:ASUKA1_2267
jump @ASUKA1_2197 

:ASUKA1_2274
01E8: create_forbidden_for_cars_cube 905.0 -448.5625 12.0 916.0 -393.0 20.0 
02FA: garage $FRANKIE_GARAGE change_to_type 1 
if 
80E3:   not player $PLAYER_CHAR 0 908.25 -86.0 radius 100.0 100.0 
jf @ASUKA1_2532 
$WORKING_X_A1 = 908.25 // $ = float 
$WORKING_Y_A1 = -86.0 // $ = float 
$WORKING_Z_A1 = 7.0 // $ = float 
00A5: $BEAMER1_A1 = create_car #MAFIA at $WORKING_X_A1 $WORKING_Y_A1 $WORKING_Z_A1 
0174: $BEAMER_HEADING = car $BEAMER1_A1 z_angle 
$BEAMER_HEADING -= 180.0 // $ -= float 
0175: set_car $BEAMER1_A1 z_angle_to $BEAMER_HEADING 
020A: set_car $BEAMER1_A1 door_status_to 3 
02AA: set_car $BEAMER1_A1 immune_to_nonplayer 1 
03ED: set_car $BEAMER1_A1 not_damaged_when_upside_down 1 
$WORKING_Y_A1 += 11.0 // $ += float 
00A5: $BEAMER2_A1 = create_car #MAFIA at $WORKING_X_A1 $WORKING_Y_A1 $WORKING_Z_A1 
0175: set_car $BEAMER2_A1 z_angle_to $BEAMER_HEADING 
020A: set_car $BEAMER2_A1 door_status_to 3 
02AA: set_car $BEAMER2_A1 immune_to_nonplayer 1 
03ED: set_car $BEAMER2_A1 not_damaged_when_upside_down 1 
$WORKING_Y_A1 += 11.0 // $ += float 
00A5: $BEAMER3_A1 = create_car #MAFIA at $WORKING_X_A1 $WORKING_Y_A1 $WORKING_Z_A1 
0175: set_car $BEAMER3_A1 z_angle_to $BEAMER_HEADING 
020A: set_car $BEAMER3_A1 door_status_to 3 
02AA: set_car $BEAMER3_A1 immune_to_nonplayer 1 
03ED: set_car $BEAMER3_A1 not_damaged_when_upside_down 1 
jump @ASUKA1_2726 

:ASUKA1_2532
$WORKING_X_A1 = 1123.625 // $ = float 
$WORKING_Y_A1 = -59.25 // $ = float 
$WORKING_Z_A1 = 7.0 // $ = float 
00A5: $BEAMER3_A1 = create_car #MAFIA at $WORKING_X_A1 $WORKING_Y_A1 $WORKING_Z_A1 
0174: $BEAMER_HEADING = car $BEAMER3_A1 z_angle 
$BEAMER_HEADING -= 180.0 // $ -= float 
0175: set_car $BEAMER3_A1 z_angle_to $BEAMER_HEADING 
020A: set_car $BEAMER3_A1 door_status_to 3 
02AA: set_car $BEAMER3_A1 immune_to_nonplayer 1 
03ED: set_car $BEAMER3_A1 not_damaged_when_upside_down 1 
$WORKING_Y_A1 -= 11.0 // $ -= float 
00A5: $BEAMER2_A1 = create_car #MAFIA at $WORKING_X_A1 $WORKING_Y_A1 $WORKING_Z_A1 
0175: set_car $BEAMER2_A1 z_angle_to $BEAMER_HEADING 
020A: set_car $BEAMER2_A1 door_status_to 3 
02AA: set_car $BEAMER2_A1 immune_to_nonplayer 1 
03ED: set_car $BEAMER2_A1 not_damaged_when_upside_down 1 
$WORKING_Y_A1 -= 11.0 // $ -= float 
00A5: $BEAMER1_A1 = create_car #MAFIA at $WORKING_X_A1 $WORKING_Y_A1 $WORKING_Z_A1 
0175: set_car $BEAMER1_A1 z_angle_to $BEAMER_HEADING 
020A: set_car $BEAMER1_A1 door_status_to 3 
02AA: set_car $BEAMER1_A1 immune_to_nonplayer 1 
03ED: set_car $BEAMER1_A1 not_damaged_when_upside_down 1 

:ASUKA1_2726
0129: $MAFIA_1X = create_actor 7 #GANG02 in_car $BEAMER1_A1 driverseat 
0129: $MAFIA_2X = create_actor 7 #GANG01 in_car $BEAMER2_A1 driverseat 
0129: $MAFIA_3X = create_actor 7 #GANG01 in_car $BEAMER3_A1 driverseat 
01C8: $MAFIA_4X = create_actor 7 #GANG01 in_car $BEAMER3_A1 passenger_seat 0 
01C8: $MAFIA_5X = create_actor 7 #GANG02 in_car $BEAMER3_A1 passenger_seat 1 
01C8: $MAFIA_6X = create_actor 7 #GANG02 in_car $BEAMER1_A1 passenger_seat 0 
01C8: $MAFIA_7X = create_actor 7 #GANG01 in_car $BEAMER1_A1 passenger_seat 1 
01C8: $MAFIA_14X = create_actor 7 #GANG02 in_car $BEAMER2_A1 passenger_seat 0 
011A: set_actor $MAFIA_1X search_threat 1 
011A: set_actor $MAFIA_2X search_threat 1 
011A: set_actor $MAFIA_3X search_threat 1 
011A: set_actor $MAFIA_4X search_threat 1 
011A: set_actor $MAFIA_5X search_threat 1 
011A: set_actor $MAFIA_6X search_threat 1 
011A: set_actor $MAFIA_7X search_threat 1 
011A: set_actor $MAFIA_14X search_threat 1 
0243: set_actor $MAFIA_1X ped_stats_to 16 
0243: set_actor $MAFIA_2X ped_stats_to 16 
0243: set_actor $MAFIA_3X ped_stats_to 16 
0243: set_actor $MAFIA_4X ped_stats_to 16 
0243: set_actor $MAFIA_5X ped_stats_to 16 
0243: set_actor $MAFIA_6X ped_stats_to 16 
0243: set_actor $MAFIA_7X ped_stats_to 16 
0243: set_actor $MAFIA_14X ped_stats_to 16 
01B2: give_actor $MAFIA_1X weapon 3 ammo 999 
01B2: give_actor $MAFIA_2X weapon 3 ammo 999 
01B2: give_actor $MAFIA_3X weapon 3 ammo 999 
01B2: give_actor $MAFIA_4X weapon 3 ammo 999 
01B2: give_actor $MAFIA_5X weapon 3 ammo 999 
01B2: give_actor $MAFIA_6X weapon 3 ammo 999 
01B2: give_actor $MAFIA_7X weapon 3 ammo 999 
01B2: give_actor $MAFIA_14X weapon 3 ammo 999 
$WORKING_X_A1 = 908.0 // $ = float 
$WORKING_Y_A1 = -435.5 // $ = float 
$WORKING_Z_A1 = 14.5 // $ = float 
00A7: car $BEAMER1_A1 drive_to $WORKING_X_A1 $WORKING_Y_A1 $WORKING_Z_A1 
$WORKING_Y_A1 += 7.0 // $ += float 
00A7: car $BEAMER2_A1 drive_to $WORKING_X_A1 $WORKING_Y_A1 $WORKING_Z_A1 
$WORKING_Y_A1 += 7.0 // $ += float 
00A7: car $BEAMER3_A1 drive_to $WORKING_X_A1 $WORKING_Y_A1 $WORKING_Z_A1 
00AE: set_vehicle $BEAMER1_A1 traffic_behavior_to 2 
00AE: set_vehicle $BEAMER2_A1 traffic_behavior_to 2 
00AE: set_vehicle $BEAMER3_A1 traffic_behavior_to 2 
00AD: set_car $BEAMER1_A1 max_speed_to 15.0 
00AD: set_car $BEAMER2_A1 max_speed_to 14.0 
00AD: set_car $BEAMER3_A1 max_speed_to 13.0 
if 
03CA:   object $BACKDOOR exists 
jf @ASUKA1_3175 
0176: $DOOR_POSITION_A1 = object $BACKDOOR z_angle 

:ASUKA1_3175
03CF: load_wav 'A1_A' 
if 
8056:   not player $PLAYER_CHAR 0 873.0 -443.0 927.0 -378.0 
jf @ASUKA1_3367 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASUKA1_3256 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:ASUKA1_3256
0169: set_fade_color 0 0 0 
fade 0 0 
wait 0 
02A3: toggle_widescreen 1 
0395: clear_area 0 at 905.75 -419.9375 8.0 range 8.0 
0247: request_model #INDHIBUILD3 
0247: request_model #LUIGICLUBOUT 
0247: request_model #LUIGIINEERCLUB 
0247: request_model #IND_CUSTOMROAD016 
038B: load_requested_models 
03AF: set_streaming 0 
015F: set_camera_position 881.3125 -425.1875 19.6875 rotation 0.0 0.0 0.0 
0160: point_camera 882.0625 -424.8125 19.125 switchstyle 2 
TIMERB = 0 // @ = int 
$BEAMER1_HEALTH = 1 // $ = int 

:ASUKA1_3367
TIMERA = 0 // @ = int 
$SKIP_FLAG = 0 // $ = int 

:ASUKA1_3381
if or
  3 > $MAFIA_8_FLAG // int > $ 
  3 > $MAFIA_9_FLAG // int > $ 
  3 > $MAFIA_10_FLAG // int > $ 
  3 > $MAFIA_11_FLAG // int > $ 
  3 > $MAFIA_12_FLAG // int > $ 
  3 > $MAFIA_13_FLAG // int > $ 
jf @ASUKA1_8036 
wait 0 
if 
  $BEAMER1_HEALTH == 1 // $ == int 
jf @ASUKA1_3741 
if 
  TIMERB > 30000 // @ > int 
jf @ASUKA1_3567 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03AF: set_streaming 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASUKA1_3524 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:ASUKA1_3524
02EB: restore_camera_with_jumpcut 
0249: release_model #INDHIBUILD3 
0249: release_model #LUIGICLUBOUT 
0249: release_model #LUIGIINEERCLUB 
0249: release_model #IND_CUSTOMROAD016 
fade 1 250 
$SKIP_FLAG = 2 // $ = int 
$BEAMER1_HEALTH = 0 // $ = int 

:ASUKA1_3567
if 
  $SKIP_FLAG == 0 // $ == int 
jf @ASUKA1_3615 
if and
80E1:   not pad 0 key_pressed 16 
80E1:   not pad 0 key_pressed 12 
jf @ASUKA1_3615 
$SKIP_FLAG = 1 // $ = int 

:ASUKA1_3615
if 
  $SKIP_FLAG == 1 // $ == int 
jf @ASUKA1_3741 
if or
00E1:   pad 0 key_pressed 16 
00E1:   pad 0 key_pressed 12 
jf @ASUKA1_3741 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03AF: set_streaming 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASUKA1_3705 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:ASUKA1_3705
02EB: restore_camera_with_jumpcut 
0249: release_model #INDHIBUILD3 
0249: release_model #LUIGICLUBOUT 
0249: release_model #LUIGIINEERCLUB 
0249: release_model #IND_CUSTOMROAD016 
fade 1 250 
$BEAMER1_HEALTH = 0 // $ = int 

:ASUKA1_3741
if 
   not $TIME_LEFT_A1 == 0 // $ == int 
jf @ASUKA1_3770 
00C1: $TIME_LEFT_A1 = minutes_to_current_time $HOURS_A1 $MINS_A1 

:ASUKA1_3770
if 
  $GARAGE_DOOR_CLOSE == 0 // $ == int 
jf @ASUKA1_3839 
if 
0121:   player $PLAYER_CHAR in_zone 'REDLIGH'  // Red Light District
jf @ASUKA1_3839 
00BC: text_highpriority 'AM1_6' time 5000 1  // ~g~If you hang around Luigi's club, the Mafia will spot you!
0164: disable_marker $MISSION_BLIP_AM1 
$GARAGE_DOOR_CLOSE = 1 // $ = int 

:ASUKA1_3839
if 
   not $DOOR_POSITION_A1 == 90.0 // $ == float 
jf @ASUKA1_3931 
$DIFF_HEADING_DOOR = 90.0 // $ = float 
0061: $DIFF_HEADING_DOOR -= $DOOR_POSITION_A1 // $ -= $ float 
if 
  10.0 > $DIFF_HEADING_DOOR // float > $ 
jf @ASUKA1_3908 
$DOOR_POSITION_A1 = 90.0 // $ = float 
jump @ASUKA1_3916 

:ASUKA1_3908
$DOOR_POSITION_A1 += 10.0 // $ += float 

:ASUKA1_3916
0177: set_object $BACKDOOR z_angle_to $DOOR_POSITION_A1 
$DOOR_CRASH_FLAG = 1 // $ = int 

:ASUKA1_3931
if 
  $MAFIA_8_FLAG == 0 // $ == int 
jf @ASUKA1_4009 
009A: $MAFIA_8X = create_actor 7 #GANG02 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
0243: set_actor $MAFIA_8X ped_stats_to 16 
01B2: give_actor $MAFIA_8X weapon 3 ammo 999 
0211: actor $MAFIA_8X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_8_FLAG = 1 // $ = int 
jump @ASUKA1_4039 

:ASUKA1_4009
if 
0118:   actor $MAFIA_8X dead 
jf @ASUKA1_4039 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_8_FLAG = 4 // $ = int 

:ASUKA1_4039
if 
  $MAFIA_8_FLAG == 1 // $ == int 
jf @ASUKA1_4105 
if 
00ED:   actor $MAFIA_8X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_4105 
0211: actor $MAFIA_8X walk_to 887.5625 -418.5 
$MAFIA_8_FLAG = 2 // $ = int 

:ASUKA1_4105
if 
  $MAFIA_8_FLAG == 2 // $ == int 
jf @ASUKA1_4173 
if 
00F0:   actor $MAFIA_8X stopped 0 887.5625 -418.5 radius 0.5 0.5 
jf @ASUKA1_4173 
0173: set_actor $MAFIA_8X z_angle_to 90.0 
009F: set_actor $MAFIA_8X idle 
$MAFIA_8_FLAG = 3 // $ = int 

:ASUKA1_4173
if and
  $MAFIA_8_FLAG > 0 // $ > int 
  4 > $MAFIA_8_FLAG // int > $ 
jf @ASUKA1_4284 
if 
0123:   actor $MAFIA_8X spotted_player $PLAYER_CHAR 
jf @ASUKA1_4284 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_4284 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_4284 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_4284
if and
  $MAFIA_8_FLAG > 0 // $ > int 
  $MAFIA_9_FLAG == 0 // $ == int 
jf @ASUKA1_4525 
if 
0118:   actor $MAFIA_8X dead 
jf @ASUKA1_4410 
009A: $MAFIA_9X = create_actor 7 #GANG01 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
if 
  $BEAMER1_HEALTH == 1 // $ == int 
jf @ASUKA1_4368 
fade 1 400 

:ASUKA1_4368
0243: set_actor $MAFIA_9X ped_stats_to 16 
01B2: give_actor $MAFIA_9X weapon 3 ammo 999 
0211: actor $MAFIA_9X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_9_FLAG = 1 // $ = int 
jump @ASUKA1_4518 

:ASUKA1_4410
if 
80ED:   not actor $MAFIA_8X 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 2.0 2.0 
jf @ASUKA1_4518 
009A: $MAFIA_9X = create_actor 7 #GANG01 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
if 
  $BEAMER1_HEALTH == 1 // $ == int 
jf @ASUKA1_4483 
fade 1 400 

:ASUKA1_4483
0243: set_actor $MAFIA_9X ped_stats_to 16 
01B2: give_actor $MAFIA_9X weapon 3 ammo 999 
0211: actor $MAFIA_9X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_9_FLAG = 1 // $ = int 

:ASUKA1_4518
jump @ASUKA1_4573 

:ASUKA1_4525
if 
  $MAFIA_9_FLAG > 0 // $ > int 
jf @ASUKA1_4573 
if 
0118:   actor $MAFIA_9X dead 
jf @ASUKA1_4573 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_9_FLAG = 4 // $ = int 

:ASUKA1_4573
if 
  $MAFIA_9_FLAG == 1 // $ == int 
jf @ASUKA1_4639 
if 
00ED:   actor $MAFIA_9X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_4639 
0211: actor $MAFIA_9X walk_to 887.5625 -415.25 
$MAFIA_9_FLAG = 2 // $ = int 

:ASUKA1_4639
if 
  $MAFIA_9_FLAG == 2 // $ == int 
jf @ASUKA1_4707 
if 
00F0:   actor $MAFIA_9X stopped 0 887.5625 -415.25 radius 0.5 0.5 
jf @ASUKA1_4707 
0173: set_actor $MAFIA_9X z_angle_to 90.0 
009F: set_actor $MAFIA_9X idle 
$MAFIA_9_FLAG = 3 // $ = int 

:ASUKA1_4707
if and
  $MAFIA_9_FLAG > 0 // $ > int 
  4 > $MAFIA_9_FLAG // int > $ 
jf @ASUKA1_4818 
if 
0123:   actor $MAFIA_9X spotted_player $PLAYER_CHAR 
jf @ASUKA1_4818 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_4818 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_4818 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_4818
if and
  $MAFIA_9_FLAG > 0 // $ > int 
  $MAFIA_10_FLAG == 0 // $ == int 
jf @ASUKA1_5023 
if 
0118:   actor $MAFIA_9X dead 
jf @ASUKA1_4926 
009A: $MAFIA_10X = create_actor 7 #GANG01 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
011A: set_actor $MAFIA_10X search_threat 1 
0243: set_actor $MAFIA_10X ped_stats_to 16 
01B2: give_actor $MAFIA_10X weapon 3 ammo 999 
0211: actor $MAFIA_10X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_10_FLAG = 1 // $ = int 
jump @ASUKA1_5016 

:ASUKA1_4926
if 
80ED:   not actor $MAFIA_9X 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 2.0 2.0 
jf @ASUKA1_5016 
009A: $MAFIA_10X = create_actor 7 #GANG01 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
011A: set_actor $MAFIA_10X search_threat 1 
0243: set_actor $MAFIA_10X ped_stats_to 16 
01B2: give_actor $MAFIA_10X weapon 4 ammo 999 
0211: actor $MAFIA_10X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_10_FLAG = 1 // $ = int 

:ASUKA1_5016
jump @ASUKA1_5071 

:ASUKA1_5023
if 
  $MAFIA_10_FLAG > 0 // $ > int 
jf @ASUKA1_5071 
if 
0118:   actor $MAFIA_10X dead 
jf @ASUKA1_5071 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_10_FLAG = 4 // $ = int 

:ASUKA1_5071
if 
  $MAFIA_10_FLAG == 1 // $ == int 
jf @ASUKA1_5137 
if 
00ED:   actor $MAFIA_10X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_5137 
0211: actor $MAFIA_10X walk_to $MAFIA_10_X $MAFIA_10_Y 
$MAFIA_10_FLAG = 2 // $ = int 

:ASUKA1_5137
if 
  $MAFIA_10_FLAG == 2 // $ == int 
jf @ASUKA1_5205 
if 
00F0:   actor $MAFIA_10X stopped 0 $MAFIA_10_X $MAFIA_10_Y radius 0.5 0.5 
jf @ASUKA1_5205 
0173: set_actor $MAFIA_10X z_angle_to 0.0 
009F: set_actor $MAFIA_10X idle 
$MAFIA_10_FLAG = 3 // $ = int 

:ASUKA1_5205
if and
  $MAFIA_10_FLAG > 0 // $ > int 
  4 > $MAFIA_10_FLAG // int > $ 
jf @ASUKA1_5316 
if 
0123:   actor $MAFIA_10X spotted_player $PLAYER_CHAR 
jf @ASUKA1_5316 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_5316 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_5316 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_5316
if and
  $MAFIA_10_FLAG > 0 // $ > int 
  $MAFIA_11_FLAG == 0 // $ == int 
jf @ASUKA1_5521 
if 
0118:   actor $MAFIA_10X dead 
jf @ASUKA1_5424 
009A: $MAFIA_11X = create_actor 7 #GANG02 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
011A: set_actor $MAFIA_11X search_threat 1 
0243: set_actor $MAFIA_11X ped_stats_to 16 
01B2: give_actor $MAFIA_11X weapon 4 ammo 999 
0211: actor $MAFIA_11X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_11_FLAG = 1 // $ = int 
jump @ASUKA1_5514 

:ASUKA1_5424
if 
80ED:   not actor $MAFIA_10X 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 2.0 2.0 
jf @ASUKA1_5514 
009A: $MAFIA_11X = create_actor 7 #GANG01 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
011A: set_actor $MAFIA_11X search_threat 1 
0243: set_actor $MAFIA_11X ped_stats_to 16 
01B2: give_actor $MAFIA_11X weapon 4 ammo 999 
0211: actor $MAFIA_11X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_11_FLAG = 1 // $ = int 

:ASUKA1_5514
jump @ASUKA1_5569 

:ASUKA1_5521
if 
  $MAFIA_11_FLAG > 0 // $ > int 
jf @ASUKA1_5569 
if 
0118:   actor $MAFIA_11X dead 
jf @ASUKA1_5569 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_11_FLAG = 4 // $ = int 

:ASUKA1_5569
if 
  $MAFIA_11_FLAG == 1 // $ == int 
jf @ASUKA1_5635 
if 
00ED:   actor $MAFIA_11X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_5635 
0211: actor $MAFIA_11X walk_to $MAFIA_11_X $MAFIA_11_Y 
$MAFIA_11_FLAG = 2 // $ = int 

:ASUKA1_5635
if 
  $MAFIA_11_FLAG == 2 // $ == int 
jf @ASUKA1_5703 
if 
00F0:   actor $MAFIA_11X stopped 0 $MAFIA_11_X $MAFIA_11_Y radius 0.5 0.5 
jf @ASUKA1_5703 
0173: set_actor $MAFIA_11X z_angle_to 0.0 
009F: set_actor $MAFIA_11X idle 
$MAFIA_11_FLAG = 3 // $ = int 

:ASUKA1_5703
if and
  $MAFIA_11_FLAG > 0 // $ > int 
  4 > $MAFIA_11_FLAG // int > $ 
jf @ASUKA1_5814 
if 
0123:   actor $MAFIA_11X spotted_player $PLAYER_CHAR 
jf @ASUKA1_5814 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_5814 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_5814 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_5814
if and
  $MAFIA_11_FLAG > 0 // $ > int 
  $MAFIA_12_FLAG == 0 // $ == int 
jf @ASUKA1_6019 
if 
0118:   actor $MAFIA_11X dead 
jf @ASUKA1_5922 
009A: $MAFIA_12X = create_actor 7 #GANG01 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
011A: set_actor $MAFIA_12X search_threat 1 
0243: set_actor $MAFIA_12X ped_stats_to 16 
01B2: give_actor $MAFIA_12X weapon 3 ammo 999 
0211: actor $MAFIA_12X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_12_FLAG = 1 // $ = int 
jump @ASUKA1_6012 

:ASUKA1_5922
if 
80ED:   not actor $MAFIA_11X 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 2.0 2.0 
jf @ASUKA1_6012 
009A: $MAFIA_12X = create_actor 7 #GANG01 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
011A: set_actor $MAFIA_12X search_threat 1 
0243: set_actor $MAFIA_12X ped_stats_to 16 
01B2: give_actor $MAFIA_12X weapon 4 ammo 999 
0211: actor $MAFIA_12X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_12_FLAG = 1 // $ = int 

:ASUKA1_6012
jump @ASUKA1_6067 

:ASUKA1_6019
if 
  $MAFIA_12_FLAG > 0 // $ > int 
jf @ASUKA1_6067 
if 
0118:   actor $MAFIA_12X dead 
jf @ASUKA1_6067 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_12_FLAG = 4 // $ = int 

:ASUKA1_6067
if 
  $MAFIA_12_FLAG == 1 // $ == int 
jf @ASUKA1_6133 
if 
00ED:   actor $MAFIA_12X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_6133 
0211: actor $MAFIA_12X walk_to $MAFIA_12_X $MAFIA_12_Y 
$MAFIA_12_FLAG = 2 // $ = int 

:ASUKA1_6133
if 
  $MAFIA_12_FLAG == 2 // $ == int 
jf @ASUKA1_6201 
if 
00F0:   actor $MAFIA_12X stopped 0 $MAFIA_12_X $MAFIA_12_Y radius 0.5 0.5 
jf @ASUKA1_6201 
0173: set_actor $MAFIA_12X z_angle_to 180.0 
009F: set_actor $MAFIA_12X idle 
$MAFIA_12_FLAG = 3 // $ = int 

:ASUKA1_6201
if and
  $MAFIA_12_FLAG > 0 // $ > int 
  4 > $MAFIA_12_FLAG // int > $ 
jf @ASUKA1_6312 
if 
0123:   actor $MAFIA_12X spotted_player $PLAYER_CHAR 
jf @ASUKA1_6312 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_6312 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_6312 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_6312
if and
  $MAFIA_12_FLAG > 0 // $ > int 
  $MAFIA_13_FLAG == 0 // $ == int 
jf @ASUKA1_6517 
if 
0118:   actor $MAFIA_12X dead 
jf @ASUKA1_6420 
009A: $MAFIA_13X = create_actor 7 #GANG02 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
011A: set_actor $MAFIA_13X search_threat 1 
0243: set_actor $MAFIA_13X ped_stats_to 16 
01B2: give_actor $MAFIA_13X weapon 4 ammo 999 
0211: actor $MAFIA_13X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_13_FLAG = 1 // $ = int 
jump @ASUKA1_6510 

:ASUKA1_6420
if 
80ED:   not actor $MAFIA_12X 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 2.0 2.0 
jf @ASUKA1_6510 
009A: $MAFIA_13X = create_actor 7 #GANG01 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
011A: set_actor $MAFIA_13X search_threat 1 
0243: set_actor $MAFIA_13X ped_stats_to 16 
01B2: give_actor $MAFIA_13X weapon 4 ammo 999 
0211: actor $MAFIA_13X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_13_FLAG = 1 // $ = int 

:ASUKA1_6510
jump @ASUKA1_6565 

:ASUKA1_6517
if 
  $MAFIA_13_FLAG > 0 // $ > int 
jf @ASUKA1_6565 
if 
0118:   actor $MAFIA_13X dead 
jf @ASUKA1_6565 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_13_FLAG = 4 // $ = int 

:ASUKA1_6565
if 
  $MAFIA_13_FLAG == 1 // $ == int 
jf @ASUKA1_6727 
if 
00ED:   actor $MAFIA_13X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_6727 
0211: actor $MAFIA_13X walk_to $MAFIA_13_X $MAFIA_13_Y 
if 
  $BEAMER1_HEALTH == 1 // $ == int 
jf @ASUKA1_6720 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
03AF: set_streaming 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASUKA1_6691 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:ASUKA1_6691
02EB: restore_camera_with_jumpcut 
0249: release_model #INDHIBUILD3 
0249: release_model #LUIGICLUBOUT 
0249: release_model #LUIGIINEERCLUB 
0249: release_model #IND_CUSTOMROAD016 
$BEAMER1_HEALTH = 0 // $ = int 

:ASUKA1_6720
$MAFIA_13_FLAG = 2 // $ = int 

:ASUKA1_6727
if 
  $MAFIA_13_FLAG == 2 // $ == int 
jf @ASUKA1_6795 
if 
00F0:   actor $MAFIA_13X stopped 0 $MAFIA_13_X $MAFIA_13_Y radius 0.5 0.5 
jf @ASUKA1_6795 
0173: set_actor $MAFIA_13X z_angle_to 180.0 
009F: set_actor $MAFIA_13X idle 
$MAFIA_13_FLAG = 3 // $ = int 

:ASUKA1_6795
if and
  $MAFIA_13_FLAG > 0 // $ > int 
  4 > $MAFIA_13_FLAG // int > $ 
jf @ASUKA1_6906 
if 
0123:   actor $MAFIA_13X spotted_player $PLAYER_CHAR 
jf @ASUKA1_6906 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_6906 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_6906 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_6906
if 
  1 > $FUCKERS_CAR // int > $ 
jf @ASUKA1_6943 
0327: $FUCKERS_CAR = create_random_car_with_actors -1 in_area 900.4375 -431.875 905.75 -419.9375 

:ASUKA1_6943
if 
0119:   car $FUCKERS_CAR wrecked 
jf @ASUKA1_6978 
01C3: mark_car_as_no_longer_needed $FUCKERS_CAR 
$FUCKERS_CAR = -1 // $ = int 
$ENTER_CAR_FLAG = 0 // $ = int 

:ASUKA1_6978
if 
  5 > $ENTER_CAR_FLAG // int > $ 
jf @ASUKA1_7614 
if 
   not $FUCKERS_CAR == -1 // $ == int 
jf @ASUKA1_7614 
if 
003A:   $FUCKERS_CAR == $BEAMER1_A1 // $ == $ int 
jf @ASUKA1_7082 
if 
8119:   not car $BEAMER1_A1 wrecked 
jf @ASUKA1_7070 
02C2: car $BEAMER1_A1 drive_to_point 904.875 -434.0625 15.0 
jump @ASUKA1_7075 

:ASUKA1_7070
00A6: destroy_car $BEAMER1_A1 

:ASUKA1_7075
jump @ASUKA1_7614 

:ASUKA1_7082
if 
003A:   $FUCKERS_CAR == $BEAMER2_A1 // $ == $ int 
jf @ASUKA1_7150 
if 
8119:   not car $BEAMER2_A1 wrecked 
jf @ASUKA1_7138 
02C2: car $BEAMER2_A1 drive_to_point 904.875 -434.0625 15.0 
jump @ASUKA1_7143 

:ASUKA1_7138
00A6: destroy_car $BEAMER2_A1 

:ASUKA1_7143
jump @ASUKA1_7614 

:ASUKA1_7150
if 
003A:   $FUCKERS_CAR == $BEAMER3_A1 // $ == $ int 
jf @ASUKA1_7218 
if 
8119:   not car $BEAMER3_A1 wrecked 
jf @ASUKA1_7206 
02C2: car $BEAMER3_A1 drive_to_point 904.875 -434.0625 15.0 
jump @ASUKA1_7211 

:ASUKA1_7206
00A6: destroy_car $BEAMER3_A1 

:ASUKA1_7211
jump @ASUKA1_7614 

:ASUKA1_7218
if 
  4 > $MAFIA_10_FLAG // int > $ 
jf @ASUKA1_7310 
if 
  $MAFIA_10_FLAG > 1 // $ > int 
jf @ASUKA1_7303 
if 
0203:   actor $MAFIA_10X near_car_on_foot $FUCKERS_CAR radius 4.0 4.0 unknown 0 
jf @ASUKA1_7303 
01D5: actor $MAFIA_10X go_to_and_drive_car $FUCKERS_CAR 
TIMERA = 0 // @ = int 
$ENTER_CAR_FLAG = 10 // $ = int 

:ASUKA1_7303
jump @ASUKA1_7614 

:ASUKA1_7310
if 
  4 > $MAFIA_11_FLAG // int > $ 
jf @ASUKA1_7402 
if 
  $MAFIA_11_FLAG > 1 // $ > int 
jf @ASUKA1_7395 
if 
0203:   actor $MAFIA_11X near_car_on_foot $FUCKERS_CAR radius 4.0 4.0 unknown 0 
jf @ASUKA1_7395 
01D5: actor $MAFIA_11X go_to_and_drive_car $FUCKERS_CAR 
TIMERA = 0 // @ = int 
$ENTER_CAR_FLAG = 11 // $ = int 

:ASUKA1_7395
jump @ASUKA1_7614 

:ASUKA1_7402
if 
  4 > $MAFIA_12_FLAG // int > $ 
jf @ASUKA1_7494 
if 
  $MAFIA_12_FLAG > 1 // $ > int 
jf @ASUKA1_7487 
if 
0203:   actor $MAFIA_12X near_car_on_foot $FUCKERS_CAR radius 4.0 4.0 unknown 0 
jf @ASUKA1_7487 
01D5: actor $MAFIA_12X go_to_and_drive_car $FUCKERS_CAR 
TIMERA = 0 // @ = int 
$ENTER_CAR_FLAG = 12 // $ = int 

:ASUKA1_7487
jump @ASUKA1_7614 

:ASUKA1_7494
if 
  4 > $MAFIA_13_FLAG // int > $ 
jf @ASUKA1_7586 
if 
  $MAFIA_13_FLAG > 1 // $ > int 
jf @ASUKA1_7579 
if 
0203:   actor $MAFIA_13X near_car_on_foot $FUCKERS_CAR radius 4.0 4.0 unknown 0 
jf @ASUKA1_7579 
01D5: actor $MAFIA_13X go_to_and_drive_car $FUCKERS_CAR 
TIMERA = 0 // @ = int 
$ENTER_CAR_FLAG = 13 // $ = int 

:ASUKA1_7579
jump @ASUKA1_7614 

:ASUKA1_7586
if 
0119:   car $FUCKERS_CAR wrecked 
jf @ASUKA1_7614 
01C3: mark_car_as_no_longer_needed $FUCKERS_CAR 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_7614
if 
  $ENTER_CAR_FLAG == 10 // $ == int 
jf @ASUKA1_7672 
if 
00DB:   actor $MAFIA_10X in_car $FUCKERS_CAR 
jf @ASUKA1_7672 
gosub @ASUKA1_25138 
$MAFIA_10_FLAG = 4 // $ = int 
$ENTER_CAR_FLAG = 5 // $ = int 

:ASUKA1_7672
if 
  $ENTER_CAR_FLAG == 11 // $ == int 
jf @ASUKA1_7730 
if 
00DB:   actor $MAFIA_11X in_car $FUCKERS_CAR 
jf @ASUKA1_7730 
gosub @ASUKA1_25138 
$MAFIA_11_FLAG = 4 // $ = int 
$ENTER_CAR_FLAG = 5 // $ = int 

:ASUKA1_7730
if 
  $ENTER_CAR_FLAG == 12 // $ == int 
jf @ASUKA1_7788 
if 
00DB:   actor $MAFIA_12X in_car $FUCKERS_CAR 
jf @ASUKA1_7788 
gosub @ASUKA1_25138 
$MAFIA_12_FLAG = 4 // $ = int 
$ENTER_CAR_FLAG = 5 // $ = int 

:ASUKA1_7788
if 
  $ENTER_CAR_FLAG == 13 // $ == int 
jf @ASUKA1_7846 
if 
00DB:   actor $MAFIA_13X in_car $FUCKERS_CAR 
jf @ASUKA1_7846 
gosub @ASUKA1_25138 
$MAFIA_13_FLAG = 4 // $ = int 
$ENTER_CAR_FLAG = 5 // $ = int 

:ASUKA1_7846
if 
  $ENTER_CAR_FLAG > 9 // $ > int 
jf @ASUKA1_7951 
if 
  TIMERA > 20000 // @ > int 
jf @ASUKA1_7951 
if 
8119:   not car $FUCKERS_CAR wrecked 
jf @ASUKA1_7951 
if 
80DC:   not player $PLAYER_CHAR in_car $FUCKERS_CAR 
jf @ASUKA1_7944 
01C3: mark_car_as_no_longer_needed $FUCKERS_CAR 
$ENTER_CAR_FLAG = 0 // $ = int 
$FUCKERS_CAR = -1 // $ = int 
jump @ASUKA1_7951 

:ASUKA1_7944
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_7951
if 
  TIMERA > 180000 // @ > int 
jf @ASUKA1_7979 
$FRANKIE_EXISTS_FLAG = 1 // $ = int 

:ASUKA1_7979
if 
  $KILL_PLAYER_NOW_FLAG == 1 // $ == int 
jf @ASUKA1_8004 
gosub @ASUKA1_19152 

:ASUKA1_8004
if 
   not $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_8029 
jump @ASUKA1_8124 

:ASUKA1_8029
jump @ASUKA1_3381 

:ASUKA1_8036
if 
  $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_8124 
if or
0056:   player $PLAYER_CHAR 0 878.75 -427.375 890.75 -403.875 
0056:   player $PLAYER_CHAR 0 878.75 -433.8125 890.75 -427.375 
jf @ASUKA1_8117 
$FRANKIE_EXISTS_FLAG = 2 // $ = int 
jump @ASUKA1_8124 

:ASUKA1_8117
$FRANKIE_EXISTS_FLAG = 1 // $ = int 

:ASUKA1_8124
if 
  $FRANKIE_EXISTS_FLAG == 1 // $ == int 
jf @ASUKA1_8207 
009A: $FRANKIE = create_actor 21 #SPECIAL01 at $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y $CREATE_CHAR_IN_CLUB_Z 
if 
  $KILL_PLAYER_NOW_FLAG == 0 // $ == int 
jf @ASUKA1_8196 
0211: actor $FRANKIE walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
jump @ASUKA1_8207 

:ASUKA1_8196
0239: actor $FRANKIE run_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 

:ASUKA1_8207
if 
  $FRANKIE_EXISTS_FLAG == 2 // $ == int 
jf @ASUKA1_8261 
009A: $FRANKIE = create_actor 21 #SPECIAL01 at 900.1875 -416.875 14.0 
0239: actor $FRANKIE run_to $STREET_X $STREET_Y 
$FRANKIE_FLAG = 5 // $ = int 

:ASUKA1_8261
if 
  $FRANKIE_EXISTS_FLAG == 3 // $ == int 
jf @ASUKA1_8315 
009A: $FRANKIE = create_actor 21 #SPECIAL01 at 884.625 -422.9375 14.0 
0239: actor $FRANKIE run_to $STREET_X $STREET_Y 
$FRANKIE_FLAG = 5 // $ = int 

:ASUKA1_8315
011A: set_actor $FRANKIE search_threat 1 
0243: set_actor $FRANKIE ped_stats_to 14 
02A9: set_actor $FRANKIE immune_to_nonplayer 1 
0164: disable_marker $MISSION_BLIP_AM1 
0187: $MISSION_BLIP_AM1 = create_marker_above_actor $FRANKIE 
00BC: text_highpriority 'AM1_1' time 5000 1  // ~g~Salvatore is now leaving Luigi's!
$GARAGE_DOOR_CLOSE = 0 // $ = int 

:ASUKA1_8371
if 
80DF:   not actor $FRANKIE in_any_car 
jf @ASUKA1_10171 
wait 0 
if 
0118:   actor $FRANKIE dead 
jf @ASUKA1_8414 
jump @ASUKA1_18645 

:ASUKA1_8414
if 
   not $TIME_LEFT_A1 == 0 // $ == int 
jf @ASUKA1_8443 
00C1: $TIME_LEFT_A1 = minutes_to_current_time $HOURS_A1 $MINS_A1 

:ASUKA1_8443
if 
0123:   actor $FRANKIE spotted_player $PLAYER_CHAR 
jf @ASUKA1_8469 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_8469
if 
8118:   not actor $MAFIA_8X dead 
jf @ASUKA1_8578 
if 
0123:   actor $MAFIA_8X spotted_player $PLAYER_CHAR 
jf @ASUKA1_8571 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_8571 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_8571 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_8571
jump @ASUKA1_8592 

:ASUKA1_8578
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_8_FLAG = 4 // $ = int 

:ASUKA1_8592
if 
8118:   not actor $MAFIA_9X dead 
jf @ASUKA1_8701 
if 
0123:   actor $MAFIA_9X spotted_player $PLAYER_CHAR 
jf @ASUKA1_8694 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_8694 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_8694 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_8694
jump @ASUKA1_8715 

:ASUKA1_8701
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_9_FLAG = 4 // $ = int 

:ASUKA1_8715
if 
8118:   not actor $MAFIA_10X dead 
jf @ASUKA1_8824 
if 
0123:   actor $MAFIA_10X spotted_player $PLAYER_CHAR 
jf @ASUKA1_8817 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_8817 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_8817 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_8817
jump @ASUKA1_8838 

:ASUKA1_8824
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_10_FLAG = 4 // $ = int 

:ASUKA1_8838
if 
8118:   not actor $MAFIA_11X dead 
jf @ASUKA1_8947 
if 
0123:   actor $MAFIA_11X spotted_player $PLAYER_CHAR 
jf @ASUKA1_8940 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_8940 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_8940 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_8940
jump @ASUKA1_8961 

:ASUKA1_8947
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_11_FLAG = 4 // $ = int 

:ASUKA1_8961
if 
8118:   not actor $MAFIA_12X dead 
jf @ASUKA1_9070 
if 
0123:   actor $MAFIA_12X spotted_player $PLAYER_CHAR 
jf @ASUKA1_9063 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_9063 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_9063 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_9063
jump @ASUKA1_9084 

:ASUKA1_9070
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_12_FLAG = 4 // $ = int 

:ASUKA1_9084
if 
8118:   not actor $MAFIA_13X dead 
jf @ASUKA1_9193 
if 
0123:   actor $MAFIA_13X spotted_player $PLAYER_CHAR 
jf @ASUKA1_9186 
if 
8056:   not player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
jf @ASUKA1_9186 
if 
8056:   not player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_9186 
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 

:ASUKA1_9186
jump @ASUKA1_9207 

:ASUKA1_9193
$KILL_PLAYER_NOW_FLAG = 1 // $ = int 
$MAFIA_13_FLAG = 4 // $ = int 

:ASUKA1_9207
if 
  $KILL_PLAYER_NOW_FLAG == 1 // $ == int 
jf @ASUKA1_9232 
gosub @ASUKA1_19152 

:ASUKA1_9232
if 
0119:   car $BEAMER1_A1 wrecked 
jf @ASUKA1_9255 
$BEAMER_1_DEAD_FLAG = 1 // $ = int 

:ASUKA1_9255
if 
0119:   car $BEAMER2_A1 wrecked 
jf @ASUKA1_9278 
$BEAMER_2_DEAD_FLAG = 1 // $ = int 

:ASUKA1_9278
if 
0119:   car $BEAMER3_A1 wrecked 
jf @ASUKA1_9301 
$BEAMER_3_DEAD_FLAG = 1 // $ = int 

:ASUKA1_9301
if 
  $FRANKIE_FLAG == 0 // $ == int 
jf @ASUKA1_9403 
if 
00ED:   actor $FRANKIE 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_9403 
if 
  $KILL_PLAYER_NOW_FLAG == 0 // $ == int 
jf @ASUKA1_9385 
0211: actor $FRANKIE walk_to $STREET_X $STREET_Y 
jump @ASUKA1_9396 

:ASUKA1_9385
0239: actor $FRANKIE run_to $STREET_X $STREET_Y 

:ASUKA1_9396
$FRANKIE_FLAG = 5 // $ = int 

:ASUKA1_9403
if 
  $FRANKIE_FLAG == 5 // $ == int 
jf @ASUKA1_9637 
if 
00ED:   actor $FRANKIE 0 $STREET_X $STREET_Y radius 1.0 1.0 
jf @ASUKA1_9637 
if and
  $BEAMER_2_DEAD_FLAG == 0 // $ == int 
0203:   actor $FRANKIE near_car_on_foot $BEAMER2_A1 radius 30.0 30.0 unknown 0 
jf @ASUKA1_9507 
01D4: actor $FRANKIE go_to_car $BEAMER2_A1 and_enter_it_as_a_passenger 
$FRANKIE_FLAG = 2 // $ = int 
jump @ASUKA1_9637 

:ASUKA1_9507
if and
  $BEAMER_3_DEAD_FLAG == 0 // $ == int 
0203:   actor $FRANKIE near_car_on_foot $BEAMER3_A1 radius 30.0 30.0 unknown 0 
jf @ASUKA1_9563 
01D4: actor $FRANKIE go_to_car $BEAMER3_A1 and_enter_it_as_a_passenger 
$FRANKIE_FLAG = 3 // $ = int 
jump @ASUKA1_9637 

:ASUKA1_9563
if and
  $BEAMER_1_DEAD_FLAG == 0 // $ == int 
0203:   actor $FRANKIE near_car_on_foot $BEAMER1_A1 radius 30.0 30.0 unknown 0 
jf @ASUKA1_9619 
01D4: actor $FRANKIE go_to_car $BEAMER1_A1 and_enter_it_as_a_passenger 
$FRANKIE_FLAG = 1 // $ = int 
jump @ASUKA1_9637 

:ASUKA1_9619
0239: actor $FRANKIE run_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$FRANKIE_FLAG = 4 // $ = int 

:ASUKA1_9637
if 
  $FRANKIE_FLAG == 2 // $ == int 
jf @ASUKA1_9803 
if 
  $BEAMER_2_DEAD_FLAG == 1 // $ == int 
jf @ASUKA1_9803 
if and
  $BEAMER_1_DEAD_FLAG == 0 // $ == int 
0203:   actor $FRANKIE near_car_on_foot $BEAMER1_A1 radius 30.0 30.0 unknown 0 
jf @ASUKA1_9729 
01D4: actor $FRANKIE go_to_car $BEAMER1_A1 and_enter_it_as_a_passenger 
$FRANKIE_FLAG = 1 // $ = int 
jump @ASUKA1_9803 

:ASUKA1_9729
if and
  $BEAMER_3_DEAD_FLAG == 0 // $ == int 
0203:   actor $FRANKIE near_car_on_foot $BEAMER3_A1 radius 30.0 30.0 unknown 0 
jf @ASUKA1_9785 
01D4: actor $FRANKIE go_to_car $BEAMER3_A1 and_enter_it_as_a_passenger 
$FRANKIE_FLAG = 3 // $ = int 
jump @ASUKA1_9803 

:ASUKA1_9785
0239: actor $FRANKIE run_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$FRANKIE_FLAG = 4 // $ = int 

:ASUKA1_9803
if 
  $FRANKIE_FLAG == 3 // $ == int 
jf @ASUKA1_9913 
if 
  $BEAMER_3_DEAD_FLAG == 1 // $ == int 
jf @ASUKA1_9913 
if and
  $BEAMER_1_DEAD_FLAG == 0 // $ == int 
0203:   actor $FRANKIE near_car_on_foot $BEAMER1_A1 radius 30.0 30.0 unknown 0 
jf @ASUKA1_9895 
01D4: actor $FRANKIE go_to_car $BEAMER1_A1 and_enter_it_as_a_passenger 
$FRANKIE_FLAG = 1 // $ = int 
jump @ASUKA1_9913 

:ASUKA1_9895
0239: actor $FRANKIE run_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$FRANKIE_FLAG = 4 // $ = int 

:ASUKA1_9913
if 
  $FRANKIE_FLAG == 1 // $ == int 
jf @ASUKA1_10023 
if 
  $BEAMER_1_DEAD_FLAG == 1 // $ == int 
jf @ASUKA1_10023 
if and
  $BEAMER_3_DEAD_FLAG == 0 // $ == int 
0203:   actor $FRANKIE near_car_on_foot $BEAMER3_A1 radius 30.0 30.0 unknown 0 
jf @ASUKA1_10005 
01D4: actor $FRANKIE go_to_car $BEAMER3_A1 and_enter_it_as_a_passenger 
$FRANKIE_FLAG = 3 // $ = int 
jump @ASUKA1_10023 

:ASUKA1_10005
0239: actor $FRANKIE run_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$FRANKIE_FLAG = 4 // $ = int 

:ASUKA1_10023
if 
  $FRANKIE_FLAG == 4 // $ == int 
jf @ASUKA1_10089 
if 
00ED:   actor $FRANKIE 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_10089 
0239: actor $FRANKIE run_to $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y 
$FRANKIE_FLAG = 6 // $ = int 

:ASUKA1_10089
if 
  $FRANKIE_FLAG == 6 // $ == int 
jf @ASUKA1_10164 
if 
00ED:   actor $FRANKIE 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 1.0 1.0 
jf @ASUKA1_10164 
009B: destroy_actor_instantly $FRANKIE 
00BC: text_highpriority 'AM1_9' time 5000 1  // ~r~Salvatore has escaped back into Luigi's Club!
jump @ASUKA1_18292 

:ASUKA1_10164
jump @ASUKA1_8371 

:ASUKA1_10171
if 
8119:   not car $BEAMER1_A1 wrecked 
jf @ASUKA1_10289 
if 
  $FRANKIE_FLAG == 1 // $ == int 
jf @ASUKA1_10234 
00A7: car $BEAMER1_A1 drive_to 1438.0 -183.375 50.5 
021B: set_garage $FRANKIE_GARAGE to_accept_car $BEAMER1_A1 
jump @ASUKA1_10248 

:ASUKA1_10234
00A7: car $BEAMER1_A1 drive_to 1423.688 -168.0625 50.1875 

:ASUKA1_10248
if 
  $KILL_PLAYER_NOW_FLAG == 0 // $ == int 
jf @ASUKA1_10281 
00AD: set_car $BEAMER1_A1 max_speed_to 18.0 
jump @ASUKA1_10289 

:ASUKA1_10281
00AD: set_car $BEAMER1_A1 max_speed_to 43.0 

:ASUKA1_10289
if 
8119:   not car $BEAMER2_A1 wrecked 
jf @ASUKA1_10407 
if 
  $FRANKIE_FLAG == 2 // $ == int 
jf @ASUKA1_10352 
00A7: car $BEAMER2_A1 drive_to 1438.0 -183.375 50.5 
021B: set_garage $FRANKIE_GARAGE to_accept_car $BEAMER2_A1 
jump @ASUKA1_10366 

:ASUKA1_10352
00A7: car $BEAMER2_A1 drive_to 1418.688 -168.0625 50.1875 

:ASUKA1_10366
if 
  $KILL_PLAYER_NOW_FLAG == 0 // $ == int 
jf @ASUKA1_10399 
00AD: set_car $BEAMER2_A1 max_speed_to 17.0 
jump @ASUKA1_10407 

:ASUKA1_10399
00AD: set_car $BEAMER2_A1 max_speed_to 42.0 

:ASUKA1_10407
if 
8119:   not car $BEAMER3_A1 wrecked 
jf @ASUKA1_10525 
if 
  $FRANKIE_FLAG == 3 // $ == int 
jf @ASUKA1_10470 
00A7: car $BEAMER3_A1 drive_to 1438.0 -183.375 50.5 
021B: set_garage $FRANKIE_GARAGE to_accept_car $BEAMER3_A1 
jump @ASUKA1_10484 

:ASUKA1_10470
00A7: car $BEAMER3_A1 drive_to 1418.688 -168.0625 50.1875 

:ASUKA1_10484
if 
  $KILL_PLAYER_NOW_FLAG == 0 // $ == int 
jf @ASUKA1_10517 
00AD: set_car $BEAMER3_A1 max_speed_to 16.0 
jump @ASUKA1_10525 

:ASUKA1_10517
00AD: set_car $BEAMER3_A1 max_speed_to 41.0 

:ASUKA1_10525
01E7: remove_forbidden_for_cars_cube 905.0 -448.5625 12.0 916.0 -393.0 20.0 
02FA: garage $FRANKIE_GARAGE change_to_type 19 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_10575 
035F: set_actor $FRANKIE armour_to 100 

:ASUKA1_10575
$BEAMER1_HEALTH = 0 // $ = int 
$TIMERB_RESET_FLAG_A1 = 0 // $ = int 
TIMERA = 0 // @ = int 
TIMERB = 0 // @ = int 

:ASUKA1_10603
wait 0 
if 
0118:   actor $FRANKIE dead 
jf @ASUKA1_10630 
jump @ASUKA1_18645 

:ASUKA1_10630
if 
   not $MAFIA_8_FLAG == 4 // $ == int 
jf @ASUKA1_10671 
if 
0118:   actor $MAFIA_8X dead 
jf @ASUKA1_10671 
$MAFIA_8_FLAG = 4 // $ = int 

:ASUKA1_10671
if 
  $MAFIA_8_FLAG == 3 // $ == int 
jf @ASUKA1_10714 
0211: actor $MAFIA_8X walk_to $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y 
0291: set_actor $MAFIA_8X heed_threats 1 
$MAFIA_8_FLAG = 5 // $ = int 

:ASUKA1_10714
if 
  $MAFIA_8_FLAG == 5 // $ == int 
jf @ASUKA1_10780 
if 
00ED:   actor $MAFIA_8X 0 $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y radius 1.0 1.0 
jf @ASUKA1_10780 
0211: actor $MAFIA_8X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_8_FLAG = 6 // $ = int 

:ASUKA1_10780
if 
  $MAFIA_8_FLAG == 6 // $ == int 
jf @ASUKA1_10846 
if 
00ED:   actor $MAFIA_8X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_10846 
0211: actor $MAFIA_8X walk_to $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y 
$MAFIA_8_FLAG = 7 // $ = int 

:ASUKA1_10846
if 
  $MAFIA_8_FLAG == 7 // $ == int 
jf @ASUKA1_10906 
if 
00ED:   actor $MAFIA_8X 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 0.5 0.5 
jf @ASUKA1_10906 
009B: destroy_actor_instantly $MAFIA_8X 
$MAFIA_8_FLAG = 4 // $ = int 

:ASUKA1_10906
if 
   not $MAFIA_9_FLAG == 4 // $ == int 
jf @ASUKA1_10947 
if 
0118:   actor $MAFIA_9X dead 
jf @ASUKA1_10947 
$MAFIA_9_FLAG = 4 // $ = int 

:ASUKA1_10947
if 
  $MAFIA_9_FLAG == 3 // $ == int 
jf @ASUKA1_10990 
0211: actor $MAFIA_9X walk_to $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y 
0291: set_actor $MAFIA_9X heed_threats 1 
$MAFIA_9_FLAG = 5 // $ = int 

:ASUKA1_10990
if 
  $MAFIA_9_FLAG == 5 // $ == int 
jf @ASUKA1_11056 
if 
00ED:   actor $MAFIA_9X 0 $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y radius 1.0 1.0 
jf @ASUKA1_11056 
0211: actor $MAFIA_9X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_9_FLAG = 6 // $ = int 

:ASUKA1_11056
if 
  $MAFIA_9_FLAG == 6 // $ == int 
jf @ASUKA1_11122 
if 
00ED:   actor $MAFIA_9X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_11122 
0211: actor $MAFIA_9X walk_to $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y 
$MAFIA_9_FLAG = 7 // $ = int 

:ASUKA1_11122
if 
  $MAFIA_9_FLAG == 7 // $ == int 
jf @ASUKA1_11182 
if 
00ED:   actor $MAFIA_9X 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 0.5 0.5 
jf @ASUKA1_11182 
009B: destroy_actor_instantly $MAFIA_9X 
$MAFIA_9_FLAG = 4 // $ = int 

:ASUKA1_11182
if 
   not $MAFIA_10_FLAG == 4 // $ == int 
jf @ASUKA1_11223 
if 
0118:   actor $MAFIA_10X dead 
jf @ASUKA1_11223 
$MAFIA_10_FLAG = 4 // $ = int 

:ASUKA1_11223
if 
  $MAFIA_10_FLAG == 3 // $ == int 
jf @ASUKA1_11266 
0211: actor $MAFIA_10X walk_to $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y 
0291: set_actor $MAFIA_10X heed_threats 1 
$MAFIA_10_FLAG = 5 // $ = int 

:ASUKA1_11266
if 
  $MAFIA_10_FLAG == 5 // $ == int 
jf @ASUKA1_11332 
if 
00ED:   actor $MAFIA_10X 0 $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y radius 1.0 1.0 
jf @ASUKA1_11332 
0211: actor $MAFIA_10X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_10_FLAG = 6 // $ = int 

:ASUKA1_11332
if 
  $MAFIA_10_FLAG == 6 // $ == int 
jf @ASUKA1_11398 
if 
00ED:   actor $MAFIA_10X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_11398 
0211: actor $MAFIA_10X walk_to $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y 
$MAFIA_10_FLAG = 7 // $ = int 

:ASUKA1_11398
if 
  $MAFIA_10_FLAG == 7 // $ == int 
jf @ASUKA1_11458 
if 
00ED:   actor $MAFIA_10X 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 0.5 0.5 
jf @ASUKA1_11458 
009B: destroy_actor_instantly $MAFIA_10X 
$MAFIA_10_FLAG = 4 // $ = int 

:ASUKA1_11458
if 
   not $MAFIA_11_FLAG == 4 // $ == int 
jf @ASUKA1_11499 
if 
0118:   actor $MAFIA_11X dead 
jf @ASUKA1_11499 
$MAFIA_11_FLAG = 4 // $ = int 

:ASUKA1_11499
if 
  $MAFIA_11_FLAG == 3 // $ == int 
jf @ASUKA1_11542 
0211: actor $MAFIA_11X walk_to $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y 
0291: set_actor $MAFIA_11X heed_threats 1 
$MAFIA_11_FLAG = 5 // $ = int 

:ASUKA1_11542
if 
  $MAFIA_11_FLAG == 5 // $ == int 
jf @ASUKA1_11608 
if 
00ED:   actor $MAFIA_11X 0 $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y radius 1.0 1.0 
jf @ASUKA1_11608 
0211: actor $MAFIA_11X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_11_FLAG = 6 // $ = int 

:ASUKA1_11608
if 
  $MAFIA_11_FLAG == 6 // $ == int 
jf @ASUKA1_11674 
if 
00ED:   actor $MAFIA_11X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_11674 
0211: actor $MAFIA_11X walk_to $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y 
$MAFIA_11_FLAG = 7 // $ = int 

:ASUKA1_11674
if 
  $MAFIA_11_FLAG == 7 // $ == int 
jf @ASUKA1_11734 
if 
00ED:   actor $MAFIA_11X 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 0.5 0.5 
jf @ASUKA1_11734 
009B: destroy_actor_instantly $MAFIA_11X 
$MAFIA_11_FLAG = 4 // $ = int 

:ASUKA1_11734
if 
   not $MAFIA_12_FLAG == 4 // $ == int 
jf @ASUKA1_11775 
if 
0118:   actor $MAFIA_12X dead 
jf @ASUKA1_11775 
$MAFIA_12_FLAG = 4 // $ = int 

:ASUKA1_11775
if 
  $MAFIA_12_FLAG == 3 // $ == int 
jf @ASUKA1_11818 
0211: actor $MAFIA_12X walk_to $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y 
0291: set_actor $MAFIA_12X heed_threats 1 
$MAFIA_12_FLAG = 5 // $ = int 

:ASUKA1_11818
if 
  $MAFIA_12_FLAG == 5 // $ == int 
jf @ASUKA1_11884 
if 
00ED:   actor $MAFIA_12X 0 $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y radius 1.0 1.0 
jf @ASUKA1_11884 
0211: actor $MAFIA_12X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_12_FLAG = 6 // $ = int 

:ASUKA1_11884
if 
  $MAFIA_12_FLAG == 6 // $ == int 
jf @ASUKA1_11950 
if 
00ED:   actor $MAFIA_12X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_11950 
0211: actor $MAFIA_12X walk_to $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y 
$MAFIA_12_FLAG = 7 // $ = int 

:ASUKA1_11950
if 
  $MAFIA_12_FLAG == 7 // $ == int 
jf @ASUKA1_12010 
if 
00ED:   actor $MAFIA_12X 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 0.5 0.5 
jf @ASUKA1_12010 
009B: destroy_actor_instantly $MAFIA_12X 
$MAFIA_12_FLAG = 4 // $ = int 

:ASUKA1_12010
if 
   not $MAFIA_13_FLAG == 4 // $ == int 
jf @ASUKA1_12051 
if 
0118:   actor $MAFIA_13X dead 
jf @ASUKA1_12051 
$MAFIA_13_FLAG = 4 // $ = int 

:ASUKA1_12051
if 
  $MAFIA_13_FLAG == 3 // $ == int 
jf @ASUKA1_12094 
0211: actor $MAFIA_13X walk_to $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y 
0291: set_actor $MAFIA_13X heed_threats 1 
$MAFIA_13_FLAG = 5 // $ = int 

:ASUKA1_12094
if 
  $MAFIA_13_FLAG == 5 // $ == int 
jf @ASUKA1_12160 
if 
00ED:   actor $MAFIA_13X 0 $BACK_OF_ALLEY_X $BACK_OF_ALLEY_Y radius 1.0 1.0 
jf @ASUKA1_12160 
0211: actor $MAFIA_13X walk_to $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y 
$MAFIA_13_FLAG = 6 // $ = int 

:ASUKA1_12160
if 
  $MAFIA_13_FLAG == 6 // $ == int 
jf @ASUKA1_12226 
if 
00ED:   actor $MAFIA_13X 0 $BOTTOM_OF_STEPS_X $BOTTOM_OF_STEPS_Y radius 1.0 1.0 
jf @ASUKA1_12226 
0211: actor $MAFIA_13X walk_to $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y 
$MAFIA_13_FLAG = 7 // $ = int 

:ASUKA1_12226
if 
  $MAFIA_13_FLAG == 7 // $ == int 
jf @ASUKA1_12286 
if 
00ED:   actor $MAFIA_13X 0 $CREATE_CHAR_IN_CLUB_X $CREATE_CHAR_IN_CLUB_Y radius 0.5 0.5 
jf @ASUKA1_12286 
009B: destroy_actor_instantly $MAFIA_13X 
$MAFIA_13_FLAG = 4 // $ = int 

:ASUKA1_12286
if 
0118:   actor $FRANKIE dead 
jf @ASUKA1_12309 
jump @ASUKA1_18645 

:ASUKA1_12309
if 
  $FRANKIES_RIDE == 0 // $ == int 
jf @ASUKA1_12373 
if 
00EE:   actor $FRANKIE 0 1371.0 -283.875 radius 50.0 50.0 
jf @ASUKA1_12373 
00D9: $FRANKIES_RIDE = actor $FRANKIE car // add to mission cleanup 
00AD: set_car $FRANKIES_RIDE max_speed_to 20.0 

:ASUKA1_12373
if 
8119:   not car $BEAMER1_A1 wrecked 
jf @ASUKA1_12543 
0227: $BEAMER1_HEALTH = car $BEAMER1_A1 health 
if 
  1000 > $BEAMER1_HEALTH // int > $ 
jf @ASUKA1_12536 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER1_A1 // $ == $ int 
jf @ASUKA1_12443 
00AD: set_car $BEAMER1_A1 max_speed_to 51.0 

:ASUKA1_12443
if 
8119:   not car $BEAMER2_A1 wrecked 
jf @ASUKA1_12486 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER2_A1 // $ == $ int 
jf @ASUKA1_12486 
00AD: set_car $BEAMER2_A1 max_speed_to 50.0 

:ASUKA1_12486
if 
8119:   not car $BEAMER3_A1 wrecked 
jf @ASUKA1_12536 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER3_A1 // $ == $ int 
jf @ASUKA1_12536 
00AD: set_car $BEAMER3_A1 max_speed_to 49.0 
$SET_BEAMER_3_KILL_PLAYER = 1 // $ = int 

:ASUKA1_12536
jump @ASUKA1_12632 

:ASUKA1_12543
if 
8119:   not car $BEAMER3_A1 wrecked 
jf @ASUKA1_12632 
if 
   not $FRANKIE_FLAG == 3 // $ == int 
jf @ASUKA1_12591 
$SET_BEAMER_3_KILL_PLAYER = 1 // $ = int 
jump @ASUKA1_12632 

:ASUKA1_12591
if 
8119:   not car $BEAMER2_A1 wrecked 
jf @ASUKA1_12632 
if 
   not $FRANKIE_FLAG == 2 // $ == int 
jf @ASUKA1_12632 
$SET_BEAMER_2_KILL_PLAYER = 1 // $ = int 

:ASUKA1_12632
if 
8119:   not car $BEAMER3_A1 wrecked 
jf @ASUKA1_12802 
0227: $BEAMER3_HEALTH = car $BEAMER3_A1 health 
if 
  1000 > $BEAMER3_HEALTH // int > $ 
jf @ASUKA1_12795 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER3_A1 // $ == $ int 
jf @ASUKA1_12702 
00AD: set_car $BEAMER3_A1 max_speed_to 51.0 

:ASUKA1_12702
if 
8119:   not car $BEAMER1_A1 wrecked 
jf @ASUKA1_12752 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER1_A1 // $ == $ int 
jf @ASUKA1_12752 
00AD: set_car $BEAMER1_A1 max_speed_to 50.0 
$SET_BEAMER_1_KILL_PLAYER = 1 // $ = int 

:ASUKA1_12752
if 
8119:   not car $BEAMER2_A1 wrecked 
jf @ASUKA1_12795 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER2_A1 // $ == $ int 
jf @ASUKA1_12795 
00AD: set_car $BEAMER2_A1 max_speed_to 49.0 

:ASUKA1_12795
jump @ASUKA1_12891 

:ASUKA1_12802
if 
8119:   not car $BEAMER1_A1 wrecked 
jf @ASUKA1_12891 
if 
   not $FRANKIE_FLAG == 1 // $ == int 
jf @ASUKA1_12850 
$SET_BEAMER_1_KILL_PLAYER = 1 // $ = int 
jump @ASUKA1_12891 

:ASUKA1_12850
if 
8119:   not car $BEAMER2_A1 wrecked 
jf @ASUKA1_12891 
if 
   not $FRANKIE_FLAG == 2 // $ == int 
jf @ASUKA1_12891 
$SET_BEAMER_2_KILL_PLAYER = 1 // $ = int 

:ASUKA1_12891
if 
8119:   not car $BEAMER2_A1 wrecked 
jf @ASUKA1_13068 
0227: $BEAMER2_HEALTH = car $BEAMER2_A1 health 
if 
  1000 > $BEAMER2_HEALTH // int > $ 
jf @ASUKA1_13061 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER2_A1 // $ == $ int 
jf @ASUKA1_12961 
00AD: set_car $BEAMER2_A1 max_speed_to 51.0 

:ASUKA1_12961
if 
8119:   not car $BEAMER1_A1 wrecked 
jf @ASUKA1_13011 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER1_A1 // $ == $ int 
jf @ASUKA1_13011 
00AD: set_car $BEAMER1_A1 max_speed_to 50.0 
$SET_BEAMER_1_KILL_PLAYER = 1 // $ = int 

:ASUKA1_13011
if 
8119:   not car $BEAMER3_A1 wrecked 
jf @ASUKA1_13061 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER3_A1 // $ == $ int 
jf @ASUKA1_13061 
00AD: set_car $BEAMER3_A1 max_speed_to 49.0 
$SET_BEAMER_3_KILL_PLAYER = 1 // $ = int 

:ASUKA1_13061
jump @ASUKA1_13157 

:ASUKA1_13068
if 
8119:   not car $BEAMER1_A1 wrecked 
jf @ASUKA1_13157 
if 
   not $FRANKIE_FLAG == 1 // $ == int 
jf @ASUKA1_13116 
$SET_BEAMER_1_KILL_PLAYER = 1 // $ = int 
jump @ASUKA1_13157 

:ASUKA1_13116
if 
8119:   not car $BEAMER3_A1 wrecked 
jf @ASUKA1_13157 
if 
   not $FRANKIE_FLAG == 3 // $ == int 
jf @ASUKA1_13157 
$SET_BEAMER_3_KILL_PLAYER = 1 // $ = int 

:ASUKA1_13157
if 
  $SET_BEAMER_1_KILL_PLAYER == 1 // $ == int 
jf @ASUKA1_13225 
if 
8119:   not car $BEAMER1_A1 wrecked 
jf @ASUKA1_13225 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER1_A1 // $ == $ int 
jf @ASUKA1_13225 
00AD: set_car $BEAMER1_A1 max_speed_to 100.0 
00AF: set_car $BEAMER1_A1 driver_behaviour_to 2 

:ASUKA1_13225
if 
  $SET_BEAMER_2_KILL_PLAYER == 1 // $ == int 
jf @ASUKA1_13293 
if 
8119:   not car $BEAMER2_A1 wrecked 
jf @ASUKA1_13293 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER2_A1 // $ == $ int 
jf @ASUKA1_13293 
00AD: set_car $BEAMER2_A1 max_speed_to 100.0 
00AF: set_car $BEAMER2_A1 driver_behaviour_to 2 

:ASUKA1_13293
if 
  $SET_BEAMER_3_KILL_PLAYER == 1 // $ == int 
jf @ASUKA1_13361 
if 
8119:   not car $BEAMER3_A1 wrecked 
jf @ASUKA1_13361 
if 
803A:   not  $FRANKIES_RIDE == $BEAMER3_A1 // $ == $ int 
jf @ASUKA1_13361 
00AD: set_car $BEAMER3_A1 max_speed_to 100.0 
00AF: set_car $BEAMER3_A1 driver_behaviour_to 2 

:ASUKA1_13361
if 
  $SET_BEAMER_1_KILL_PLAYER == 1 // $ == int 
jf @ASUKA1_13556 
if or
8118:   not actor $MAFIA_1X dead 
8119:   not car $BEAMER1_A1 wrecked 
jf @ASUKA1_13556 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASUKA1_13556 
00DA: $PLAYERS_CAR_A1 = player $PLAYER_CHAR car 
02E3: $PLAYERS_CAR_A1_SPEED = car $PLAYERS_CAR_A1 speed 
02E3: $BEAMER1_A1_SPEED = car $BEAMER1_A1 speed 
if and
  10.0 > $BEAMER1_A1_SPEED // float > $ 
  6.0 > $PLAYERS_CAR_A1_SPEED // float > $ 
jf @ASUKA1_13556 
if 
0204:   actor $MAFIA_1X near_car_in_car $PLAYERS_CAR_A1 radius 10.0 10.0 unknown 0 
jf @ASUKA1_13556 
if 
8118:   not actor $MAFIA_6X dead 
jf @ASUKA1_13525 
01CC: actor $MAFIA_6X kill_player $PLAYER_CHAR 
0319: set_actor $MAFIA_6X wander_state_to 1 

:ASUKA1_13525
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_13556 
01CC: actor $MAFIA_7X kill_player $PLAYER_CHAR 
0319: set_actor $MAFIA_7X wander_state_to 1 

:ASUKA1_13556
if 
  $SET_BEAMER_2_KILL_PLAYER == 1 // $ == int 
jf @ASUKA1_13720 
if or
8118:   not actor $MAFIA_2X dead 
8119:   not car $BEAMER2_A1 wrecked 
jf @ASUKA1_13720 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASUKA1_13720 
00DA: $PLAYERS_CAR_A1 = player $PLAYER_CHAR car 
02E3: $PLAYERS_CAR_A1_SPEED = car $PLAYERS_CAR_A1 speed 
02E3: $BEAMER2_A1_SPEED = car $BEAMER2_A1 speed 
if and
  10.0 > $BEAMER2_A1_SPEED // float > $ 
  6.0 > $PLAYERS_CAR_A1_SPEED // float > $ 
jf @ASUKA1_13720 
if 
0204:   actor $MAFIA_2X near_car_in_car $PLAYERS_CAR_A1 radius 10.0 10.0 unknown 0 
jf @ASUKA1_13720 
if 
8118:   not actor $MAFIA_14X dead 
jf @ASUKA1_13720 
01CC: actor $MAFIA_14X kill_player $PLAYER_CHAR 
0319: set_actor $MAFIA_14X wander_state_to 1 

:ASUKA1_13720
if 
  $SET_BEAMER_3_KILL_PLAYER == 1 // $ == int 
jf @ASUKA1_13915 
if or
8118:   not actor $MAFIA_3X dead 
8119:   not car $BEAMER3_A1 wrecked 
jf @ASUKA1_13915 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @ASUKA1_13915 
00DA: $PLAYERS_CAR_A1 = player $PLAYER_CHAR car 
02E3: $PLAYERS_CAR_A1_SPEED = car $PLAYERS_CAR_A1 speed 
02E3: $BEAMER3_A1_SPEED = car $BEAMER3_A1 speed 
if and
  10.0 > $BEAMER3_A1_SPEED // float > $ 
  6.0 > $PLAYERS_CAR_A1_SPEED // float > $ 
jf @ASUKA1_13915 
if 
0204:   actor $MAFIA_3X near_car_in_car $PLAYERS_CAR_A1 radius 10.0 10.0 unknown 0 
jf @ASUKA1_13915 
if 
8118:   not actor $MAFIA_4X dead 
jf @ASUKA1_13884 
01CC: actor $MAFIA_4X kill_player $PLAYER_CHAR 
0319: set_actor $MAFIA_4X wander_state_to 1 

:ASUKA1_13884
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_13915 
01CC: actor $MAFIA_5X kill_player $PLAYER_CHAR 
0319: set_actor $MAFIA_5X wander_state_to 1 

:ASUKA1_13915
if 
8119:   not car $BEAMER1_A1 wrecked 
jf @ASUKA1_15219 
if and
01F4:   car $BEAMER1_A1 flipped 
01C1:   car $BEAMER1_A1 stopped 
jf @ASUKA1_14271 
if 
82CA:   not car $BEAMER1_A1 bounding_sphere_visible 
jf @ASUKA1_14171 
00AA: store_car $BEAMER1_A1 position_to $A1_X $A1_Y $A1_Z 
02C1: set $A1_X $A1_Y $A1_Z to_car_path_coords_closest_to $A1_X $A1_Y $A1_Z 
if 
80E3:   not player $PLAYER_CHAR 0 $A1_X $A1_Y radius 80.0 80.0 
jf @ASUKA1_14064 
00AB: put_car $BEAMER1_A1 at $A1_X $A1_Y $A1_Z 
039F: car $BEAMER1_A1 race_to 1438.0 -183.375 
jump @ASUKA1_14164 

:ASUKA1_14064
if 
8118:   not actor $MAFIA_1X dead 
jf @ASUKA1_14088 
01CC: actor $MAFIA_1X kill_player $PLAYER_CHAR 

:ASUKA1_14088
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_14112 
01CC: actor $MAFIA_7X kill_player $PLAYER_CHAR 

:ASUKA1_14112
if 
  $FRANKIE_FLAG == 1 // $ == int 
jf @ASUKA1_14164 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_14164 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_14164
jump @ASUKA1_14271 

:ASUKA1_14171
if 
8118:   not actor $MAFIA_1X dead 
jf @ASUKA1_14195 
01CC: actor $MAFIA_1X kill_player $PLAYER_CHAR 

:ASUKA1_14195
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_14219 
01CC: actor $MAFIA_7X kill_player $PLAYER_CHAR 

:ASUKA1_14219
if 
  $FRANKIE_FLAG == 1 // $ == int 
jf @ASUKA1_14271 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_14271 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_14271
if 
  $TIMERA_RESET_FLAG_A1 == 1 // $ == int 
jf @ASUKA1_14312 
if 
81C1:   not car $BEAMER1_A1 stopped 
jf @ASUKA1_14312 
$TIMERA_RESET_FLAG_A1 = 0 // $ = int 

:ASUKA1_14312
if 
01C1:   car $BEAMER1_A1 stopped 
jf @ASUKA1_14712 
if 
  $TIMERA_RESET_FLAG_A1 == 0 // $ == int 
jf @ASUKA1_14360 
TIMERA = 0 // @ = int 
$TIMERA_RESET_FLAG_A1 = 1 // $ = int 

:ASUKA1_14360
if and
  TIMERA > 4000 // @ > int 
  $TIMERA_RESET_FLAG_A1 == 1 // $ == int 
jf @ASUKA1_14712 
if 
82CA:   not car $BEAMER1_A1 bounding_sphere_visible 
jf @ASUKA1_14612 
00AA: store_car $BEAMER1_A1 position_to $A1_X $A1_Y $A1_Z 
02C1: set $A1_X $A1_Y $A1_Z to_car_path_coords_closest_to $A1_X $A1_Y $A1_Z 
if 
80E3:   not player $PLAYER_CHAR 0 $A1_X $A1_Y radius 80.0 80.0 
jf @ASUKA1_14505 
00AB: put_car $BEAMER1_A1 at $A1_X $A1_Y $A1_Z 
039F: car $BEAMER1_A1 race_to 1438.0 -183.375 
$TIMERA_RESET_FLAG_A1 = 0 // $ = int 
jump @ASUKA1_14605 

:ASUKA1_14505
if 
8118:   not actor $MAFIA_1X dead 
jf @ASUKA1_14529 
01CC: actor $MAFIA_1X kill_player $PLAYER_CHAR 

:ASUKA1_14529
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_14553 
01CC: actor $MAFIA_7X kill_player $PLAYER_CHAR 

:ASUKA1_14553
if 
  $FRANKIE_FLAG == 1 // $ == int 
jf @ASUKA1_14605 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_14605 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_14605
jump @ASUKA1_14712 

:ASUKA1_14612
if 
8118:   not actor $MAFIA_1X dead 
jf @ASUKA1_14636 
01CC: actor $MAFIA_1X kill_player $PLAYER_CHAR 

:ASUKA1_14636
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_14660 
01CC: actor $MAFIA_7X kill_player $PLAYER_CHAR 

:ASUKA1_14660
if 
  $FRANKIE_FLAG == 1 // $ == int 
jf @ASUKA1_14712 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_14712 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_14712
if 
01AF:   car $BEAMER1_A1 0 $BEAMER1_STUCK_X $BEAMER1_STUCK_Y $BEAMER1_STUCK_Z radius 4.0 4.0 4.0 
jf @ASUKA1_15162 
if 
  $TIMERX_RESET_FLAG == 0 // $ == int 
jf @ASUKA1_14778 
01BD: $TIMERX_STARTED = current_time_in_ms 
$TIMERX_RESET_FLAG = 1 // $ = int 

:ASUKA1_14778
if 
  $TIMERX_RESET_FLAG == 1 // $ == int 
jf @ASUKA1_15162 
01BD: $TIMERX_CURRENT = current_time_in_ms 
0084: $TIMERX = $TIMERX_CURRENT // $ = $ int 
0060: $TIMERX -= $TIMERX_STARTED // $ -= $ int 
if 
  $TIMERX > 5000 // $ > int 
jf @ASUKA1_15162 
if 
82CA:   not car $BEAMER1_A1 bounding_sphere_visible 
jf @ASUKA1_15062 
00AA: store_car $BEAMER1_A1 position_to $A1_X $A1_Y $A1_Z 
02C1: set $A1_X $A1_Y $A1_Z to_car_path_coords_closest_to $A1_X $A1_Y $A1_Z 
if 
80E3:   not player $PLAYER_CHAR 0 $A1_X $A1_Y radius 80.0 80.0 
jf @ASUKA1_14955 
00AB: put_car $BEAMER1_A1 at $A1_X $A1_Y $A1_Z 
039F: car $BEAMER1_A1 race_to 1438.0 -183.375 
$TIMERA_RESET_FLAG_A1 = 0 // $ = int 
jump @ASUKA1_15055 

:ASUKA1_14955
if 
8118:   not actor $MAFIA_1X dead 
jf @ASUKA1_14979 
01CC: actor $MAFIA_1X kill_player $PLAYER_CHAR 

:ASUKA1_14979
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_15003 
01CC: actor $MAFIA_7X kill_player $PLAYER_CHAR 

:ASUKA1_15003
if 
  $FRANKIE_FLAG == 1 // $ == int 
jf @ASUKA1_15055 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_15055 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_15055
jump @ASUKA1_15162 

:ASUKA1_15062
if 
8118:   not actor $MAFIA_1X dead 
jf @ASUKA1_15086 
01CC: actor $MAFIA_1X kill_player $PLAYER_CHAR 

:ASUKA1_15086
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_15110 
01CC: actor $MAFIA_7X kill_player $PLAYER_CHAR 

:ASUKA1_15110
if 
  $FRANKIE_FLAG == 1 // $ == int 
jf @ASUKA1_15162 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_15162 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_15162
if 
81AF:   not car $BEAMER1_A1 0 $BEAMER1_STUCK_X $BEAMER1_STUCK_Y $BEAMER1_STUCK_Z radius 4.0 4.0 4.0 
jf @ASUKA1_15219 
00AA: store_car $BEAMER1_A1 position_to $BEAMER1_STUCK_X $BEAMER1_STUCK_Y $BEAMER1_STUCK_Z 
$TIMERX_RESET_FLAG = 0 // $ = int 

:ASUKA1_15219
if 
8119:   not car $BEAMER2_A1 wrecked 
jf @ASUKA1_16523 
if and
01F4:   car $BEAMER2_A1 flipped 
01C1:   car $BEAMER2_A1 stopped 
jf @ASUKA1_15575 
if 
82CA:   not car $BEAMER2_A1 bounding_sphere_visible 
jf @ASUKA1_15475 
00AA: store_car $BEAMER2_A1 position_to $A1_X $A1_Y $A1_Z 
02C1: set $A1_X $A1_Y $A1_Z to_car_path_coords_closest_to $A1_X $A1_Y $A1_Z 
if 
80E3:   not player $PLAYER_CHAR 0 $A1_X $A1_Y radius 80.0 80.0 
jf @ASUKA1_15368 
00AB: put_car $BEAMER2_A1 at $A1_X $A1_Y $A1_Z 
039F: car $BEAMER2_A1 race_to 1438.0 -183.375 
jump @ASUKA1_15468 

:ASUKA1_15368
if 
8118:   not actor $MAFIA_2X dead 
jf @ASUKA1_15392 
01CC: actor $MAFIA_2X kill_player $PLAYER_CHAR 

:ASUKA1_15392
if 
8118:   not actor $MAFIA_14X dead 
jf @ASUKA1_15416 
01CC: actor $MAFIA_14X kill_player $PLAYER_CHAR 

:ASUKA1_15416
if 
  $FRANKIE_FLAG == 2 // $ == int 
jf @ASUKA1_15468 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_15468 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_15468
jump @ASUKA1_15575 

:ASUKA1_15475
if 
8118:   not actor $MAFIA_2X dead 
jf @ASUKA1_15499 
01CC: actor $MAFIA_2X kill_player $PLAYER_CHAR 

:ASUKA1_15499
if 
8118:   not actor $MAFIA_14X dead 
jf @ASUKA1_15523 
01CC: actor $MAFIA_14X kill_player $PLAYER_CHAR 

:ASUKA1_15523
if 
  $FRANKIE_FLAG == 2 // $ == int 
jf @ASUKA1_15575 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_15575 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_15575
if 
  $TIMERB_RESET_FLAG_A1 == 1 // $ == int 
jf @ASUKA1_15616 
if 
81C1:   not car $BEAMER2_A1 stopped 
jf @ASUKA1_15616 
$TIMERB_RESET_FLAG_A1 = 0 // $ = int 

:ASUKA1_15616
if 
01C1:   car $BEAMER2_A1 stopped 
jf @ASUKA1_16016 
if 
  $TIMERB_RESET_FLAG_A1 == 0 // $ == int 
jf @ASUKA1_15664 
TIMERB = 0 // @ = int 
$TIMERB_RESET_FLAG_A1 = 1 // $ = int 

:ASUKA1_15664
if and
  TIMERB > 5000 // @ > int 
  $TIMERB_RESET_FLAG_A1 == 1 // $ == int 
jf @ASUKA1_16016 
if 
82CA:   not car $BEAMER2_A1 bounding_sphere_visible 
jf @ASUKA1_15916 
00AA: store_car $BEAMER2_A1 position_to $A1_X $A1_Y $A1_Z 
02C1: set $A1_X $A1_Y $A1_Z to_car_path_coords_closest_to $A1_X $A1_Y $A1_Z 
if 
80E3:   not player $PLAYER_CHAR 0 $A1_X $A1_Y radius 80.0 80.0 
jf @ASUKA1_15809 
00AB: put_car $BEAMER2_A1 at $A1_X $A1_Y $A1_Z 
039F: car $BEAMER2_A1 race_to 1438.0 -183.375 
$TIMERB_RESET_FLAG_A1 = 0 // $ = int 
jump @ASUKA1_15909 

:ASUKA1_15809
if 
8118:   not actor $MAFIA_2X dead 
jf @ASUKA1_15833 
01CC: actor $MAFIA_2X kill_player $PLAYER_CHAR 

:ASUKA1_15833
if 
8118:   not actor $MAFIA_14X dead 
jf @ASUKA1_15857 
01CC: actor $MAFIA_14X kill_player $PLAYER_CHAR 

:ASUKA1_15857
if 
  $FRANKIE_FLAG == 2 // $ == int 
jf @ASUKA1_15909 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_15909 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_15909
jump @ASUKA1_16016 

:ASUKA1_15916
if 
8118:   not actor $MAFIA_2X dead 
jf @ASUKA1_15940 
01CC: actor $MAFIA_2X kill_player $PLAYER_CHAR 

:ASUKA1_15940
if 
8118:   not actor $MAFIA_14X dead 
jf @ASUKA1_15964 
01CC: actor $MAFIA_14X kill_player $PLAYER_CHAR 

:ASUKA1_15964
if 
  $FRANKIE_FLAG == 2 // $ == int 
jf @ASUKA1_16016 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_16016 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_16016
if 
01AF:   car $BEAMER2_A1 0 $BEAMER2_STUCK_X $BEAMER2_STUCK_Y $BEAMER2_STUCK_Z radius 4.0 4.0 4.0 
jf @ASUKA1_16466 
if 
  $TIMERY_RESET_FLAG == 0 // $ == int 
jf @ASUKA1_16082 
01BD: $TIMERY_STARTED = current_time_in_ms 
$TIMERY_RESET_FLAG = 1 // $ = int 

:ASUKA1_16082
if 
  $TIMERY_RESET_FLAG == 1 // $ == int 
jf @ASUKA1_16466 
01BD: $TIMERY_CURRENT = current_time_in_ms 
0084: $TIMERY = $TIMERY_CURRENT // $ = $ int 
0060: $TIMERY -= $TIMERY_STARTED // $ -= $ int 
if 
  $TIMERY > 5000 // $ > int 
jf @ASUKA1_16466 
if 
82CA:   not car $BEAMER2_A1 bounding_sphere_visible 
jf @ASUKA1_16366 
00AA: store_car $BEAMER2_A1 position_to $A1_X $A1_Y $A1_Z 
02C1: set $A1_X $A1_Y $A1_Z to_car_path_coords_closest_to $A1_X $A1_Y $A1_Z 
if 
80E3:   not player $PLAYER_CHAR 0 $A1_X $A1_Y radius 80.0 80.0 
jf @ASUKA1_16259 
00AB: put_car $BEAMER2_A1 at $A1_X $A1_Y $A1_Z 
039F: car $BEAMER2_A1 race_to 1438.0 -183.375 
$TIMERB_RESET_FLAG_A1 = 0 // $ = int 
jump @ASUKA1_16359 

:ASUKA1_16259
if 
8118:   not actor $MAFIA_2X dead 
jf @ASUKA1_16283 
01CC: actor $MAFIA_2X kill_player $PLAYER_CHAR 

:ASUKA1_16283
if 
8118:   not actor $MAFIA_14X dead 
jf @ASUKA1_16307 
01CC: actor $MAFIA_14X kill_player $PLAYER_CHAR 

:ASUKA1_16307
if 
  $FRANKIE_FLAG == 2 // $ == int 
jf @ASUKA1_16359 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_16359 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_16359
jump @ASUKA1_16466 

:ASUKA1_16366
if 
8118:   not actor $MAFIA_2X dead 
jf @ASUKA1_16390 
01CC: actor $MAFIA_2X kill_player $PLAYER_CHAR 

:ASUKA1_16390
if 
8118:   not actor $MAFIA_14X dead 
jf @ASUKA1_16414 
01CC: actor $MAFIA_14X kill_player $PLAYER_CHAR 

:ASUKA1_16414
if 
  $FRANKIE_FLAG == 2 // $ == int 
jf @ASUKA1_16466 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_16466 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_16466
if 
81AF:   not car $BEAMER2_A1 0 $BEAMER2_STUCK_X $BEAMER2_STUCK_Y $BEAMER2_STUCK_Z radius 4.0 4.0 4.0 
jf @ASUKA1_16523 
00AA: store_car $BEAMER2_A1 position_to $BEAMER2_STUCK_X $BEAMER2_STUCK_Y $BEAMER2_STUCK_Z 
$TIMERY_RESET_FLAG = 0 // $ = int 

:ASUKA1_16523
if 
8119:   not car $BEAMER3_A1 wrecked 
jf @ASUKA1_18001 
if and
01F4:   car $BEAMER3_A1 flipped 
01C1:   car $BEAMER3_A1 stopped 
jf @ASUKA1_16927 
if 
82CA:   not car $BEAMER3_A1 bounding_sphere_visible 
jf @ASUKA1_16803 
00AA: store_car $BEAMER3_A1 position_to $A1_X $A1_Y $A1_Z 
02C1: set $A1_X $A1_Y $A1_Z to_car_path_coords_closest_to $A1_X $A1_Y $A1_Z 
if 
80E3:   not player $PLAYER_CHAR 0 $A1_X $A1_Y radius 80.0 80.0 
jf @ASUKA1_16672 
00AB: put_car $BEAMER3_A1 at $A1_X $A1_Y $A1_Z 
039F: car $BEAMER3_A1 race_to 1438.0 -183.375 
jump @ASUKA1_16796 

:ASUKA1_16672
if 
8118:   not actor $MAFIA_3X dead 
jf @ASUKA1_16696 
01CC: actor $MAFIA_3X kill_player $PLAYER_CHAR 

:ASUKA1_16696
if 
8118:   not actor $MAFIA_4X dead 
jf @ASUKA1_16720 
01CC: actor $MAFIA_4X kill_player $PLAYER_CHAR 

:ASUKA1_16720
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_16744 
01CC: actor $MAFIA_5X kill_player $PLAYER_CHAR 

:ASUKA1_16744
if 
  $FRANKIE_FLAG == 3 // $ == int 
jf @ASUKA1_16796 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_16796 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_16796
jump @ASUKA1_16927 

:ASUKA1_16803
if 
8118:   not actor $MAFIA_3X dead 
jf @ASUKA1_16827 
01CC: actor $MAFIA_3X kill_player $PLAYER_CHAR 

:ASUKA1_16827
if 
8118:   not actor $MAFIA_4X dead 
jf @ASUKA1_16851 
01CC: actor $MAFIA_4X kill_player $PLAYER_CHAR 

:ASUKA1_16851
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_16875 
01CC: actor $MAFIA_5X kill_player $PLAYER_CHAR 

:ASUKA1_16875
if 
  $FRANKIE_FLAG == 3 // $ == int 
jf @ASUKA1_16927 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_16927 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_16927
if 
  $TIMERC_RESET_FLAG_A1 == 1 // $ == int 
jf @ASUKA1_16968 
if 
81C1:   not car $BEAMER3_A1 stopped 
jf @ASUKA1_16968 
$TIMERC_RESET_FLAG_A1 = 0 // $ = int 

:ASUKA1_16968
if 
01C1:   car $BEAMER3_A1 stopped 
jf @ASUKA1_17446 
if 
  $TIMERC_RESET_FLAG_A1 == 0 // $ == int 
jf @ASUKA1_17014 
01BD: $TIMERC_STARTED_A1 = current_time_in_ms 
$TIMERC_RESET_FLAG_A1 = 1 // $ = int 

:ASUKA1_17014
if 
  $TIMERC_RESET_FLAG_A1 == 1 // $ == int 
jf @ASUKA1_17446 
01BD: $TIMERC_CURRENT_A1 = current_time_in_ms 
0084: $TIMERC_A1 = $TIMERC_CURRENT_A1 // $ = $ int 
0060: $TIMERC_A1 -= $TIMERC_STARTED_A1 // $ -= $ int 
if 
  $TIMERC_A1 > 5000 // $ > int 
jf @ASUKA1_17446 
if 
82CA:   not car $BEAMER3_A1 bounding_sphere_visible 
jf @ASUKA1_17322 
00AA: store_car $BEAMER3_A1 position_to $A1_X $A1_Y $A1_Z 
02C1: set $A1_X $A1_Y $A1_Z to_car_path_coords_closest_to $A1_X $A1_Y $A1_Z 
if 
80E3:   not player $PLAYER_CHAR 0 $A1_X $A1_Y radius 80.0 80.0 
jf @ASUKA1_17191 
00AB: put_car $BEAMER3_A1 at $A1_X $A1_Y $A1_Z 
039F: car $BEAMER3_A1 race_to 1438.0 -183.375 
$TIMERC_RESET_FLAG_A1 = 0 // $ = int 
jump @ASUKA1_17315 

:ASUKA1_17191
if 
8118:   not actor $MAFIA_3X dead 
jf @ASUKA1_17215 
01CC: actor $MAFIA_3X kill_player $PLAYER_CHAR 

:ASUKA1_17215
if 
8118:   not actor $MAFIA_4X dead 
jf @ASUKA1_17239 
01CC: actor $MAFIA_4X kill_player $PLAYER_CHAR 

:ASUKA1_17239
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_17263 
01CC: actor $MAFIA_5X kill_player $PLAYER_CHAR 

:ASUKA1_17263
if 
  $FRANKIE_FLAG == 3 // $ == int 
jf @ASUKA1_17315 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_17315 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_17315
jump @ASUKA1_17446 

:ASUKA1_17322
if 
8118:   not actor $MAFIA_3X dead 
jf @ASUKA1_17346 
01CC: actor $MAFIA_3X kill_player $PLAYER_CHAR 

:ASUKA1_17346
if 
8118:   not actor $MAFIA_4X dead 
jf @ASUKA1_17370 
01CC: actor $MAFIA_4X kill_player $PLAYER_CHAR 

:ASUKA1_17370
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_17394 
01CC: actor $MAFIA_5X kill_player $PLAYER_CHAR 

:ASUKA1_17394
if 
  $FRANKIE_FLAG == 3 // $ == int 
jf @ASUKA1_17446 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_17446 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_17446
if 
01AF:   car $BEAMER3_A1 0 $BEAMER3_STUCK_X $BEAMER3_STUCK_Y $BEAMER3_STUCK_Z radius 4.0 4.0 4.0 
jf @ASUKA1_17944 
if 
  $TIMERZ_RESET_FLAG == 0 // $ == int 
jf @ASUKA1_17512 
01BD: $TIMERZ_STARTED = current_time_in_ms 
$TIMERZ_RESET_FLAG = 1 // $ = int 

:ASUKA1_17512
if 
  $TIMERZ_RESET_FLAG == 1 // $ == int 
jf @ASUKA1_17944 
01BD: $TIMERZ_CURRENT = current_time_in_ms 
0084: $TIMERZ = $TIMERZ_CURRENT // $ = $ int 
0060: $TIMERZ -= $TIMERZ_STARTED // $ -= $ int 
if 
  $TIMERZ > 5000 // $ > int 
jf @ASUKA1_17944 
if 
82CA:   not car $BEAMER3_A1 bounding_sphere_visible 
jf @ASUKA1_17820 
00AA: store_car $BEAMER3_A1 position_to $A1_X $A1_Y $A1_Z 
02C1: set $A1_X $A1_Y $A1_Z to_car_path_coords_closest_to $A1_X $A1_Y $A1_Z 
if 
80E3:   not player $PLAYER_CHAR 0 $A1_X $A1_Y radius 80.0 80.0 
jf @ASUKA1_17689 
00AB: put_car $BEAMER3_A1 at $A1_X $A1_Y $A1_Z 
039F: car $BEAMER3_A1 race_to 1438.0 -183.375 
$TIMERC_RESET_FLAG_A1 = 0 // $ = int 
jump @ASUKA1_17813 

:ASUKA1_17689
if 
8118:   not actor $MAFIA_3X dead 
jf @ASUKA1_17713 
01CC: actor $MAFIA_3X kill_player $PLAYER_CHAR 

:ASUKA1_17713
if 
8118:   not actor $MAFIA_4X dead 
jf @ASUKA1_17737 
01CC: actor $MAFIA_4X kill_player $PLAYER_CHAR 

:ASUKA1_17737
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_17761 
01CC: actor $MAFIA_5X kill_player $PLAYER_CHAR 

:ASUKA1_17761
if 
  $FRANKIE_FLAG == 3 // $ == int 
jf @ASUKA1_17813 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_17813 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_17813
jump @ASUKA1_17944 

:ASUKA1_17820
if 
8118:   not actor $MAFIA_3X dead 
jf @ASUKA1_17844 
01CC: actor $MAFIA_3X kill_player $PLAYER_CHAR 

:ASUKA1_17844
if 
8118:   not actor $MAFIA_4X dead 
jf @ASUKA1_17868 
01CC: actor $MAFIA_4X kill_player $PLAYER_CHAR 

:ASUKA1_17868
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_17892 
01CC: actor $MAFIA_5X kill_player $PLAYER_CHAR 

:ASUKA1_17892
if 
  $FRANKIE_FLAG == 3 // $ == int 
jf @ASUKA1_17944 
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_17944 
01B2: give_actor $FRANKIE weapon 6 ammo 1000 
01CC: actor $FRANKIE kill_player $PLAYER_CHAR 

:ASUKA1_17944
if 
81AF:   not car $BEAMER3_A1 0 $BEAMER3_STUCK_X $BEAMER3_STUCK_Y $BEAMER3_STUCK_Z radius 4.0 4.0 4.0 
jf @ASUKA1_18001 
00AA: store_car $BEAMER3_A1 position_to $BEAMER3_STUCK_X $BEAMER3_STUCK_Y $BEAMER3_STUCK_Z 
$TIMERZ_RESET_FLAG = 0 // $ = int 

:ASUKA1_18001
if 
  $GARAGE_DOOR_CLOSE == 0 // $ == int 
jf @ASUKA1_18067 
if 
00FE:   actor $FRANKIE 0 1426.0 -183.375 50.5 radius 15.0 12.0 6.0 
jf @ASUKA1_18067 
0360: open_garage $FRANKIE_GARAGE 
$GARAGE_DOOR_CLOSE = 1 // $ = int 

:ASUKA1_18067
if 
  $GARAGE_DOOR_CLOSE == 1 // $ == int 
jf @ASUKA1_18181 
if 
8057:   not player $PLAYER_CHAR 0 1427.563 -187.25 49.5 1442.563 -179.0 53.75 
jf @ASUKA1_18176 
if 
00A4:   actor $FRANKIE 0 1428.75 -187.0 50.0 1442.5 -179.875 53.0 
jf @ASUKA1_18169 
0361: close_garage $FRANKIE_GARAGE 
$GARAGE_DOOR_CLOSE = 2 // $ = int 

:ASUKA1_18169
jump @ASUKA1_18181 

:ASUKA1_18176
0360: open_garage $FRANKIE_GARAGE 

:ASUKA1_18181
if 
  $GARAGE_DOOR_CLOSE == 2 // $ == int 
jf @ASUKA1_18285 
if 
0057:   player $PLAYER_CHAR 0 1427.563 -187.25 49.5 1442.563 -179.0 53.75 
jf @ASUKA1_18247 
0360: open_garage $FRANKIE_GARAGE 
$GARAGE_DOOR_CLOSE = 1 // $ = int 

:ASUKA1_18247
if 
03B1:   garage $FRANKIE_GARAGE door_closed 
jf @ASUKA1_18285 
00BC: text_highpriority 'AM1_7' time 5000 1  // ~r~Salvatore's home, safe and sipping a cocktail. Ain't no one gonna call you the 'Jackal'!
jump @ASUKA1_18292 

:ASUKA1_18285
jump @ASUKA1_10603 

:ASUKA1_18292
if 
8118:   not actor $MAFIA_1X dead 
jf @ASUKA1_18316 
01CC: actor $MAFIA_1X kill_player $PLAYER_CHAR 

:ASUKA1_18316
if 
8118:   not actor $MAFIA_2X dead 
jf @ASUKA1_18340 
01CC: actor $MAFIA_2X kill_player $PLAYER_CHAR 

:ASUKA1_18340
if 
8118:   not actor $MAFIA_3X dead 
jf @ASUKA1_18364 
01CC: actor $MAFIA_3X kill_player $PLAYER_CHAR 

:ASUKA1_18364
if 
8118:   not actor $MAFIA_4X dead 
jf @ASUKA1_18388 
01CC: actor $MAFIA_4X kill_player $PLAYER_CHAR 

:ASUKA1_18388
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_18412 
01CC: actor $MAFIA_5X kill_player $PLAYER_CHAR 

:ASUKA1_18412
if 
8118:   not actor $MAFIA_6X dead 
jf @ASUKA1_18436 
01CC: actor $MAFIA_6X kill_player $PLAYER_CHAR 

:ASUKA1_18436
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_18460 
01CC: actor $MAFIA_7X kill_player $PLAYER_CHAR 

:ASUKA1_18460
if 
8118:   not actor $MAFIA_8X dead 
jf @ASUKA1_18484 
01CC: actor $MAFIA_8X kill_player $PLAYER_CHAR 

:ASUKA1_18484
if 
8118:   not actor $MAFIA_9X dead 
jf @ASUKA1_18508 
01CC: actor $MAFIA_9X kill_player $PLAYER_CHAR 

:ASUKA1_18508
if 
8118:   not actor $MAFIA_10X dead 
jf @ASUKA1_18532 
01CC: actor $MAFIA_10X kill_player $PLAYER_CHAR 

:ASUKA1_18532
if 
8118:   not actor $MAFIA_11X dead 
jf @ASUKA1_18556 
01CC: actor $MAFIA_11X kill_player $PLAYER_CHAR 

:ASUKA1_18556
if 
8118:   not actor $MAFIA_12X dead 
jf @ASUKA1_18580 
01CC: actor $MAFIA_12X kill_player $PLAYER_CHAR 

:ASUKA1_18580
if 
8118:   not actor $MAFIA_13X dead 
jf @ASUKA1_18604 
01CC: actor $MAFIA_13X kill_player $PLAYER_CHAR 

:ASUKA1_18604
if 
8118:   not actor $MAFIA_14X dead 
jf @ASUKA1_18628 
01CC: actor $MAFIA_14X kill_player $PLAYER_CHAR 

:ASUKA1_18628
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ASUKA1_18645
$FLAG_ASUKA_MISSION1_PASSED = 1 // $ = int 
if 
8118:   not actor $MAFIA_1X dead 
jf @ASUKA1_18676 
01CC: actor $MAFIA_1X kill_player $PLAYER_CHAR 

:ASUKA1_18676
if 
8118:   not actor $MAFIA_2X dead 
jf @ASUKA1_18700 
01CC: actor $MAFIA_2X kill_player $PLAYER_CHAR 

:ASUKA1_18700
if 
8118:   not actor $MAFIA_3X dead 
jf @ASUKA1_18724 
01CC: actor $MAFIA_3X kill_player $PLAYER_CHAR 

:ASUKA1_18724
if 
8118:   not actor $MAFIA_4X dead 
jf @ASUKA1_18748 
01CC: actor $MAFIA_4X kill_player $PLAYER_CHAR 

:ASUKA1_18748
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_18772 
01CC: actor $MAFIA_5X kill_player $PLAYER_CHAR 

:ASUKA1_18772
if 
8118:   not actor $MAFIA_6X dead 
jf @ASUKA1_18796 
01CC: actor $MAFIA_6X kill_player $PLAYER_CHAR 

:ASUKA1_18796
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_18820 
01CC: actor $MAFIA_7X kill_player $PLAYER_CHAR 

:ASUKA1_18820
if 
8118:   not actor $MAFIA_8X dead 
jf @ASUKA1_18844 
01CC: actor $MAFIA_8X kill_player $PLAYER_CHAR 

:ASUKA1_18844
if 
8118:   not actor $MAFIA_9X dead 
jf @ASUKA1_18868 
01CC: actor $MAFIA_9X kill_player $PLAYER_CHAR 

:ASUKA1_18868
if 
8118:   not actor $MAFIA_10X dead 
jf @ASUKA1_18892 
01CC: actor $MAFIA_10X kill_player $PLAYER_CHAR 

:ASUKA1_18892
if 
8118:   not actor $MAFIA_11X dead 
jf @ASUKA1_18916 
01CC: actor $MAFIA_11X kill_player $PLAYER_CHAR 

:ASUKA1_18916
if 
8118:   not actor $MAFIA_12X dead 
jf @ASUKA1_18940 
01CC: actor $MAFIA_12X kill_player $PLAYER_CHAR 

:ASUKA1_18940
if 
8118:   not actor $MAFIA_13X dead 
jf @ASUKA1_18964 
01CC: actor $MAFIA_13X kill_player $PLAYER_CHAR 

:ASUKA1_18964
if 
8118:   not actor $MAFIA_14X dead 
jf @ASUKA1_18988 
01CC: actor $MAFIA_14X kill_player $PLAYER_CHAR 

:ASUKA1_18988
01E3: text_1number_styled 'M_PASS' 25000 5000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 25000 
03F1: pedtype 7 add_threat 1 
0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 4 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'AM1'  // 'SAYONARA SALVATORE'
0394: play_music 1 
030C: progress_made += 1 
start_new_script @NONAME_42 
start_new_script @JOE_BUG 
start_new_script @YARD_PH 
return 

:ASUKA1_19077
start_new_script @ASUK_DR 
021B: set_garage $FRANKIE_GARAGE to_accept_car -1 
0249: release_model #MAFIA 
0249: release_model #GANG01 
0249: release_model #GANG02 
0296: unload_special_actor 1 
0164: disable_marker $MISSION_BLIP_AM1 
01E7: remove_forbidden_for_cars_cube 905.0 -448.5625 12.0 916.0 -393.0 20.0 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 0 // $ = int 
mission_cleanup 
return 

:ASUKA1_19152
if 
  $SPOTTED_PRINT == 0 // $ == int 
jf @ASUKA1_19207 
if 
03D0:   wav_loaded 
jf @ASUKA1_19207 
00BC: text_highpriority 'AM1_2' time 5000 1  // ~r~You have been spotted!
03D1: play_wav 
$SPOTTED_PRINT = 1 // $ = int 

:ASUKA1_19207
if 
8118:   not actor $FRANKIE dead 
jf @ASUKA1_19230 
0319: set_actor $FRANKIE wander_state_to 1 

:ASUKA1_19230
if or
0056:   player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
0056:   player $PLAYER_CHAR 0 878.75 -433.8125 890.75 -427.375 
0057:   player $PLAYER_CHAR 0 890.75 -433.6875 23.0 900.75 -403.75 46.0 
jf @ASUKA1_22112 
if 
   not $MAFIA_13_FLAG == 4 // $ == int 
jf @ASUKA1_20048 
if 
   not $MAFIA_13_FLAG == 0 // $ == int 
jf @ASUKA1_20048 
if and
  $MAFIA_13_FLAG > 1 // $ > int 
  $MAFIA_13_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_19390 
0411: set_actor $MAFIA_13X use_pednode_seek 1 
0239: actor $MAFIA_13X run_to 886.0 -414.0 
$MAFIA_13_KILL_PLAYER_FLAG = 1 // $ = int 

:ASUKA1_19390
if 
  $MAFIA_13_KILL_PLAYER_FLAG == 1 // $ == int 
jf @ASUKA1_19463 
if 
00ED:   actor $MAFIA_13X 0 886.0 -414.0 radius 1.0 1.0 
jf @ASUKA1_19463 
0411: set_actor $MAFIA_13X use_pednode_seek 0 
0239: actor $MAFIA_13X run_to 888.875 -409.8125 
$MAFIA_13_KILL_PLAYER_FLAG = 2 // $ = int 

:ASUKA1_19463
if 
  $MAFIA_13_KILL_PLAYER_FLAG == 2 // $ == int 
jf @ASUKA1_19529 
if 
00ED:   actor $MAFIA_13X 0 888.875 -409.8125 radius 1.0 1.0 
jf @ASUKA1_19529 
0239: actor $MAFIA_13X run_to 880.9375 -409.0 
$MAFIA_13_KILL_PLAYER_FLAG = 3 // $ = int 

:ASUKA1_19529
if 
  $MAFIA_13_KILL_PLAYER_FLAG == 3 // $ == int 
jf @ASUKA1_19595 
if 
00ED:   actor $MAFIA_13X 0 880.9375 -409.0 radius 1.0 1.0 
jf @ASUKA1_19595 
0239: actor $MAFIA_13X run_to 880.9375 -406.0625 
$MAFIA_13_KILL_PLAYER_FLAG = 4 // $ = int 

:ASUKA1_19595
if 
  $MAFIA_13_KILL_PLAYER_FLAG == 4 // $ == int 
jf @ASUKA1_19661 
if 
00ED:   actor $MAFIA_13X 0 880.9375 -406.0625 radius 1.0 1.0 
jf @ASUKA1_19661 
0239: actor $MAFIA_13X run_to 892.0625 -406.1875 
$MAFIA_13_KILL_PLAYER_FLAG = 5 // $ = int 

:ASUKA1_19661
if 
  $MAFIA_13_KILL_PLAYER_FLAG == 5 // $ == int 
jf @ASUKA1_19727 
if 
00ED:   actor $MAFIA_13X 0 892.0625 -406.1875 radius 1.0 1.0 
jf @ASUKA1_19727 
0239: actor $MAFIA_13X run_to 892.1875 -421.1875 
$MAFIA_13_KILL_PLAYER_FLAG = 6 // $ = int 

:ASUKA1_19727
if 
  $MAFIA_13_KILL_PLAYER_FLAG == 6 // $ == int 
jf @ASUKA1_19847 
if 
00ED:   actor $MAFIA_13X 0 892.1875 -421.1875 radius 1.0 1.0 
jf @ASUKA1_19847 
if 
0057:   player $PLAYER_CHAR 0 890.75 -433.6875 23.0 900.75 -403.75 46.0 
jf @ASUKA1_19829 
0239: actor $MAFIA_13X run_to 893.25 -425.0 
jump @ASUKA1_19840 

:ASUKA1_19829
0239: actor $MAFIA_13X run_to 892.125 -429.0625 

:ASUKA1_19840
$MAFIA_13_KILL_PLAYER_FLAG = 7 // $ = int 

:ASUKA1_19847
if 
  $MAFIA_13_KILL_PLAYER_FLAG == 7 // $ == int 
jf @ASUKA1_20048 
if 
0057:   player $PLAYER_CHAR 0 890.75 -433.6875 23.0 900.75 -403.75 46.0 
jf @ASUKA1_19978 
0239: actor $MAFIA_13X run_to 893.25 -425.0 
if 
00F0:   actor $MAFIA_13X stopped 0 893.25 -425.0 radius 1.0 1.0 
jf @ASUKA1_19971 
0411: set_actor $MAFIA_13X use_pednode_seek 1 
0350: set_actor $MAFIA_13X maintain_position_when_attacked 1 
01CA: actor $MAFIA_13X kill_player $PLAYER_CHAR 
$MAFIA_13_KILL_PLAYER_FLAG = 8 // $ = int 

:ASUKA1_19971
jump @ASUKA1_20048 

:ASUKA1_19978
0239: actor $MAFIA_13X run_to 892.125 -429.0625 
if 
00F0:   actor $MAFIA_13X stopped 0 892.125 -429.0625 radius 1.0 1.0 
jf @ASUKA1_20048 
0411: set_actor $MAFIA_13X use_pednode_seek 1 
0350: set_actor $MAFIA_13X maintain_position_when_attacked 1 
01CA: actor $MAFIA_13X kill_player $PLAYER_CHAR 
$MAFIA_13_KILL_PLAYER_FLAG = 8 // $ = int 

:ASUKA1_20048
if 
   not $MAFIA_12_FLAG == 4 // $ == int 
jf @ASUKA1_20728 
if 
   not $MAFIA_12_FLAG == 0 // $ == int 
jf @ASUKA1_20728 
if 
0057:   player $PLAYER_CHAR 0 890.75 -433.6875 23.0 900.75 -403.75 46.0 
jf @ASUKA1_20601 
if and
  $MAFIA_12_FLAG > 1 // $ > int 
  $MAFIA_12_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_20170 
0411: set_actor $MAFIA_12X use_pednode_seek 1 
0239: actor $MAFIA_12X run_to 886.0 -414.0 
$MAFIA_12_KILL_PLAYER_FLAG = 1 // $ = int 

:ASUKA1_20170
if 
  $MAFIA_12_KILL_PLAYER_FLAG == 1 // $ == int 
jf @ASUKA1_20243 
if 
00ED:   actor $MAFIA_12X 0 886.0 -414.0 radius 1.0 1.0 
jf @ASUKA1_20243 
0411: set_actor $MAFIA_12X use_pednode_seek 0 
0239: actor $MAFIA_12X run_to 888.875 -409.8125 
$MAFIA_12_KILL_PLAYER_FLAG = 2 // $ = int 

:ASUKA1_20243
if 
  $MAFIA_12_KILL_PLAYER_FLAG == 2 // $ == int 
jf @ASUKA1_20309 
if 
00ED:   actor $MAFIA_12X 0 888.875 -409.8125 radius 1.0 1.0 
jf @ASUKA1_20309 
0239: actor $MAFIA_12X run_to 880.9375 -409.0 
$MAFIA_12_KILL_PLAYER_FLAG = 3 // $ = int 

:ASUKA1_20309
if 
  $MAFIA_12_KILL_PLAYER_FLAG == 3 // $ == int 
jf @ASUKA1_20375 
if 
00ED:   actor $MAFIA_12X 0 880.9375 -409.0 radius 1.0 1.0 
jf @ASUKA1_20375 
0239: actor $MAFIA_12X run_to 880.9375 -406.0625 
$MAFIA_12_KILL_PLAYER_FLAG = 4 // $ = int 

:ASUKA1_20375
if 
  $MAFIA_12_KILL_PLAYER_FLAG == 4 // $ == int 
jf @ASUKA1_20441 
if 
00ED:   actor $MAFIA_12X 0 880.9375 -406.0625 radius 1.0 1.0 
jf @ASUKA1_20441 
0239: actor $MAFIA_12X run_to 892.0625 -406.1875 
$MAFIA_12_KILL_PLAYER_FLAG = 5 // $ = int 

:ASUKA1_20441
if 
  $MAFIA_12_KILL_PLAYER_FLAG == 5 // $ == int 
jf @ASUKA1_20517 
if 
00ED:   actor $MAFIA_12X 0 892.0625 -406.1875 radius 1.0 1.0 
jf @ASUKA1_20517 
0239: actor $MAFIA_12X run_to 899.25 -408.125 
01B2: give_actor $MAFIA_12X weapon 3 ammo 9999 
$MAFIA_12_KILL_PLAYER_FLAG = 6 // $ = int 

:ASUKA1_20517
if 
  $MAFIA_12_KILL_PLAYER_FLAG == 6 // $ == int 
jf @ASUKA1_20594 
if 
00F0:   actor $MAFIA_12X stopped 0 899.25 -408.125 radius 1.0 1.0 
jf @ASUKA1_20594 
0411: set_actor $MAFIA_12X use_pednode_seek 1 
0350: set_actor $MAFIA_12X maintain_position_when_attacked 1 
01CA: actor $MAFIA_12X kill_player $PLAYER_CHAR 
$MAFIA_12_KILL_PLAYER_FLAG = 7 // $ = int 

:ASUKA1_20594
jump @ASUKA1_20728 

:ASUKA1_20601
if and
  $MAFIA_12_FLAG > 1 // $ > int 
  $MAFIA_12_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_20651 
0411: set_actor $MAFIA_12X use_pednode_seek 1 
0239: actor $MAFIA_12X run_to 882.75 -414.3125 
$MAFIA_12_KILL_PLAYER_FLAG = 1 // $ = int 

:ASUKA1_20651
if 
  $MAFIA_12_KILL_PLAYER_FLAG == 1 // $ == int 
jf @ASUKA1_20728 
if 
00F0:   actor $MAFIA_12X stopped 0 882.75 -414.3125 radius 1.0 1.0 
jf @ASUKA1_20728 
0411: set_actor $MAFIA_12X use_pednode_seek 1 
0350: set_actor $MAFIA_12X maintain_position_when_attacked 1 
01CA: actor $MAFIA_12X kill_player $PLAYER_CHAR 
$MAFIA_12_KILL_PLAYER_FLAG = 7 // $ = int 

:ASUKA1_20728
if 
   not $MAFIA_11_FLAG == 4 // $ == int 
jf @ASUKA1_21238 
if 
   not $MAFIA_11_FLAG == 0 // $ == int 
jf @ASUKA1_21238 
if and
  $MAFIA_11_FLAG > 1 // $ > int 
  $MAFIA_11_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_20814 
0411: set_actor $MAFIA_11X use_pednode_seek 1 
0239: actor $MAFIA_11X run_to 886.0 -414.0 
$MAFIA_11_KILL_PLAYER_FLAG = 1 // $ = int 

:ASUKA1_20814
if 
  $MAFIA_11_KILL_PLAYER_FLAG == 1 // $ == int 
jf @ASUKA1_20887 
if 
00ED:   actor $MAFIA_11X 0 886.0 -414.0 radius 1.0 1.0 
jf @ASUKA1_20887 
0411: set_actor $MAFIA_11X use_pednode_seek 0 
0239: actor $MAFIA_11X run_to 888.875 -409.8125 
$MAFIA_11_KILL_PLAYER_FLAG = 2 // $ = int 

:ASUKA1_20887
if 
  $MAFIA_11_KILL_PLAYER_FLAG == 2 // $ == int 
jf @ASUKA1_20953 
if 
00ED:   actor $MAFIA_11X 0 888.875 -409.8125 radius 1.0 1.0 
jf @ASUKA1_20953 
0239: actor $MAFIA_11X run_to 880.9375 -409.0 
$MAFIA_11_KILL_PLAYER_FLAG = 3 // $ = int 

:ASUKA1_20953
if 
  $MAFIA_11_KILL_PLAYER_FLAG == 3 // $ == int 
jf @ASUKA1_21019 
if 
00ED:   actor $MAFIA_11X 0 880.9375 -409.0 radius 1.0 1.0 
jf @ASUKA1_21019 
0239: actor $MAFIA_11X run_to 880.9375 -406.0625 
$MAFIA_11_KILL_PLAYER_FLAG = 4 // $ = int 

:ASUKA1_21019
if 
  $MAFIA_11_KILL_PLAYER_FLAG == 4 // $ == int 
jf @ASUKA1_21085 
if 
00ED:   actor $MAFIA_11X 0 880.9375 -406.0625 radius 1.0 1.0 
jf @ASUKA1_21085 
0239: actor $MAFIA_11X run_to 892.0625 -406.1875 
$MAFIA_11_KILL_PLAYER_FLAG = 5 // $ = int 

:ASUKA1_21085
if 
  $MAFIA_11_KILL_PLAYER_FLAG == 5 // $ == int 
jf @ASUKA1_21161 
if 
00ED:   actor $MAFIA_11X 0 892.0625 -406.1875 radius 1.0 1.0 
jf @ASUKA1_21161 
0239: actor $MAFIA_11X run_to 892.1875 -421.1875 
01B2: give_actor $MAFIA_11X weapon 3 ammo 9999 
$MAFIA_11_KILL_PLAYER_FLAG = 6 // $ = int 

:ASUKA1_21161
if 
  $MAFIA_11_KILL_PLAYER_FLAG == 6 // $ == int 
jf @ASUKA1_21238 
if 
00F0:   actor $MAFIA_11X stopped 0 892.1875 -421.1875 radius 1.0 1.0 
jf @ASUKA1_21238 
0411: set_actor $MAFIA_11X use_pednode_seek 1 
0350: set_actor $MAFIA_11X maintain_position_when_attacked 1 
01CA: actor $MAFIA_11X kill_player $PLAYER_CHAR 
$MAFIA_11_KILL_PLAYER_FLAG = 7 // $ = int 

:ASUKA1_21238
if 
   not $MAFIA_10_FLAG == 4 // $ == int 
jf @ASUKA1_21682 
if 
   not $MAFIA_10_FLAG == 0 // $ == int 
jf @ASUKA1_21682 
if and
  $MAFIA_10_FLAG > 1 // $ > int 
  $MAFIA_10_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_21324 
0411: set_actor $MAFIA_10X use_pednode_seek 1 
0239: actor $MAFIA_10X run_to 886.0 -414.0 
$MAFIA_10_KILL_PLAYER_FLAG = 1 // $ = int 

:ASUKA1_21324
if 
  $MAFIA_10_KILL_PLAYER_FLAG == 1 // $ == int 
jf @ASUKA1_21397 
if 
00ED:   actor $MAFIA_10X 0 886.0 -414.0 radius 1.0 1.0 
jf @ASUKA1_21397 
0411: set_actor $MAFIA_10X use_pednode_seek 0 
0239: actor $MAFIA_10X run_to 888.875 -409.8125 
$MAFIA_10_KILL_PLAYER_FLAG = 2 // $ = int 

:ASUKA1_21397
if 
  $MAFIA_10_KILL_PLAYER_FLAG == 2 // $ == int 
jf @ASUKA1_21463 
if 
00ED:   actor $MAFIA_10X 0 888.875 -409.8125 radius 1.0 1.0 
jf @ASUKA1_21463 
0239: actor $MAFIA_10X run_to 880.9375 -409.0 
$MAFIA_10_KILL_PLAYER_FLAG = 3 // $ = int 

:ASUKA1_21463
if 
  $MAFIA_10_KILL_PLAYER_FLAG == 3 // $ == int 
jf @ASUKA1_21529 
if 
00ED:   actor $MAFIA_10X 0 880.9375 -409.0 radius 1.0 1.0 
jf @ASUKA1_21529 
0239: actor $MAFIA_10X run_to 880.9375 -406.0625 
$MAFIA_10_KILL_PLAYER_FLAG = 4 // $ = int 

:ASUKA1_21529
if 
  $MAFIA_10_KILL_PLAYER_FLAG == 4 // $ == int 
jf @ASUKA1_21605 
if 
00ED:   actor $MAFIA_10X 0 880.9375 -406.0625 radius 1.0 1.0 
jf @ASUKA1_21605 
0239: actor $MAFIA_10X run_to 892.0625 -406.1875 
01B2: give_actor $MAFIA_10X weapon 3 ammo 9999 
$MAFIA_10_KILL_PLAYER_FLAG = 5 // $ = int 

:ASUKA1_21605
if 
  $MAFIA_10_KILL_PLAYER_FLAG == 5 // $ == int 
jf @ASUKA1_21682 
if 
00F0:   actor $MAFIA_10X stopped 0 892.0625 -406.1875 radius 1.0 1.0 
jf @ASUKA1_21682 
0411: set_actor $MAFIA_10X use_pednode_seek 1 
0350: set_actor $MAFIA_10X maintain_position_when_attacked 1 
01CA: actor $MAFIA_10X kill_player $PLAYER_CHAR 
$MAFIA_10_KILL_PLAYER_FLAG = 6 // $ = int 

:ASUKA1_21682
if 
   not $MAFIA_9_FLAG == 4 // $ == int 
jf @ASUKA1_21765 
if 
   not $MAFIA_9_FLAG == 0 // $ == int 
jf @ASUKA1_21765 
if and
  $MAFIA_9_FLAG > 1 // $ > int 
  $MAFIA_9_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_21765 
0350: set_actor $MAFIA_9X maintain_position_when_attacked 1 
01CA: actor $MAFIA_9X kill_player $PLAYER_CHAR 
$MAFIA_9_KILL_PLAYER_FLAG = 1 // $ = int 

:ASUKA1_21765
if 
   not $MAFIA_8_FLAG == 4 // $ == int 
jf @ASUKA1_21848 
if 
   not $MAFIA_8_FLAG == 0 // $ == int 
jf @ASUKA1_21848 
if and
  $MAFIA_8_FLAG > 1 // $ > int 
  $MAFIA_8_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_21848 
0350: set_actor $MAFIA_8X maintain_position_when_attacked 1 
01CA: actor $MAFIA_8X kill_player $PLAYER_CHAR 
$MAFIA_8_KILL_PLAYER_FLAG = 1 // $ = int 

:ASUKA1_21848
if 
  $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_21960 
if 
  $TIMERB_RESET_FLAG_A1 == 0 // $ == int 
jf @ASUKA1_21898 
TIMERB = 0 // @ = int 
$TIMERB_RESET_FLAG_A1 = 1 // $ = int 

:ASUKA1_21898
if 
  $TIMERB_RESET_FLAG_A1 == 1 // $ == int 
jf @ASUKA1_21960 
if 
  TIMERB > 30000 // @ > int 
jf @ASUKA1_21960 
if 
  1 > $TIME_LEFT_A1 // int > $ 
jf @ASUKA1_21960 
$FRANKIE_EXISTS_FLAG = 2 // $ = int 

:ASUKA1_21960
if or
  $MAFIA_10_KILL_PLAYER_FLAG == 6 // $ == int 
  $MAFIA_10_FLAG == 4 // $ == int 
jf @ASUKA1_22103 
if or
  $MAFIA_11_KILL_PLAYER_FLAG == 7 // $ == int 
  $MAFIA_11_FLAG == 4 // $ == int 
jf @ASUKA1_22103 
if or
  $MAFIA_12_KILL_PLAYER_FLAG == 7 // $ == int 
  $MAFIA_12_FLAG == 4 // $ == int 
jf @ASUKA1_22103 
if or
  $MAFIA_13_KILL_PLAYER_FLAG == 8 // $ == int 
  $MAFIA_13_FLAG == 4 // $ == int 
jf @ASUKA1_22103 
if 
  1 > $TIME_LEFT_A1 // int > $ 
jf @ASUKA1_22103 
if 
  $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_22103 
$FRANKIE_EXISTS_FLAG = 2 // $ = int 

:ASUKA1_22103
return 
jump @ASUKA1_22562 

:ASUKA1_22112
if 
   not $MAFIA_8_FLAG == 4 // $ == int 
jf @ASUKA1_22187 
if 
   not $MAFIA_8_FLAG == 0 // $ == int 
jf @ASUKA1_22187 
if 
  $MAFIA_8_KILL_PLAYER_FLAG == 1 // $ == int 
jf @ASUKA1_22187 
0411: set_actor $MAFIA_8X use_pednode_seek 1 
0350: set_actor $MAFIA_8X maintain_position_when_attacked 0 
$MAFIA_8_KILL_PLAYER_FLAG = 0 // $ = int 

:ASUKA1_22187
if 
   not $MAFIA_9_FLAG == 4 // $ == int 
jf @ASUKA1_22262 
if 
   not $MAFIA_9_FLAG == 0 // $ == int 
jf @ASUKA1_22262 
if 
  $MAFIA_9_KILL_PLAYER_FLAG == 1 // $ == int 
jf @ASUKA1_22262 
0411: set_actor $MAFIA_9X use_pednode_seek 1 
0350: set_actor $MAFIA_9X maintain_position_when_attacked 0 
$MAFIA_9_KILL_PLAYER_FLAG = 0 // $ = int 

:ASUKA1_22262
if 
   not $MAFIA_10_FLAG == 4 // $ == int 
jf @ASUKA1_22337 
if 
   not $MAFIA_10_FLAG == 0 // $ == int 
jf @ASUKA1_22337 
if 
  $MAFIA_10_KILL_PLAYER_FLAG == 6 // $ == int 
jf @ASUKA1_22337 
0411: set_actor $MAFIA_10X use_pednode_seek 1 
0350: set_actor $MAFIA_10X maintain_position_when_attacked 0 
$MAFIA_10_KILL_PLAYER_FLAG = 0 // $ = int 

:ASUKA1_22337
if 
   not $MAFIA_11_FLAG == 4 // $ == int 
jf @ASUKA1_22412 
if 
   not $MAFIA_11_FLAG == 0 // $ == int 
jf @ASUKA1_22412 
if 
  $MAFIA_11_KILL_PLAYER_FLAG == 7 // $ == int 
jf @ASUKA1_22412 
0411: set_actor $MAFIA_11X use_pednode_seek 1 
0350: set_actor $MAFIA_11X maintain_position_when_attacked 0 
$MAFIA_11_KILL_PLAYER_FLAG = 0 // $ = int 

:ASUKA1_22412
if 
   not $MAFIA_12_FLAG == 4 // $ == int 
jf @ASUKA1_22487 
if 
   not $MAFIA_12_FLAG == 0 // $ == int 
jf @ASUKA1_22487 
if 
  $MAFIA_12_KILL_PLAYER_FLAG == 7 // $ == int 
jf @ASUKA1_22487 
0411: set_actor $MAFIA_12X use_pednode_seek 1 
0350: set_actor $MAFIA_12X maintain_position_when_attacked 0 
$MAFIA_12_KILL_PLAYER_FLAG = 0 // $ = int 

:ASUKA1_22487
if 
   not $MAFIA_13_FLAG == 4 // $ == int 
jf @ASUKA1_22562 
if 
   not $MAFIA_13_FLAG == 0 // $ == int 
jf @ASUKA1_22562 
if 
  $MAFIA_13_KILL_PLAYER_FLAG == 8 // $ == int 
jf @ASUKA1_22562 
0411: set_actor $MAFIA_13X use_pednode_seek 1 
0350: set_actor $MAFIA_13X maintain_position_when_attacked 0 
$MAFIA_13_KILL_PLAYER_FLAG = 0 // $ = int 

:ASUKA1_22562
if 
0056:   player $PLAYER_CHAR 0 920.0625 -408.8125 931.3125 -398.0625 
jf @ASUKA1_24338 
if 
   not $MAFIA_5_KILL_PLAYER_FLAG == -100 // $ == int 
jf @ASUKA1_23090 
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_22669 
if 
  $MAFIA_5_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_22662 
0239: actor $MAFIA_5X run_to 919.25 -397.0 
$MAFIA_5_KILL_PLAYER_FLAG = 1 // $ = int 

:ASUKA1_22662
jump @ASUKA1_22676 

:ASUKA1_22669
$MAFIA_5_KILL_PLAYER_FLAG = -100 // $ = int 

:ASUKA1_22676
if 
  $MAFIA_5_KILL_PLAYER_FLAG == 1 // $ == int 
jf @ASUKA1_22742 
if 
00ED:   actor $MAFIA_5X 0 919.25 -397.0 radius 1.0 1.0 
jf @ASUKA1_22742 
0239: actor $MAFIA_5X run_to 958.375 -397.0625 
$MAFIA_5_KILL_PLAYER_FLAG = 2 // $ = int 

:ASUKA1_22742
if 
  $MAFIA_5_KILL_PLAYER_FLAG == 2 // $ == int 
jf @ASUKA1_22815 
if 
00ED:   actor $MAFIA_5X 0 958.375 -397.0625 radius 1.0 1.0 
jf @ASUKA1_22815 
0411: set_actor $MAFIA_5X use_pednode_seek 0 
0239: actor $MAFIA_5X run_to 958.0 -416.6875 
$MAFIA_5_KILL_PLAYER_FLAG = 3 // $ = int 

:ASUKA1_22815
if 
  $MAFIA_5_KILL_PLAYER_FLAG == 3 // $ == int 
jf @ASUKA1_22881 
if 
00ED:   actor $MAFIA_5X 0 958.0 -416.6875 radius 1.0 1.0 
jf @ASUKA1_22881 
0239: actor $MAFIA_5X run_to 949.0625 -416.5625 
$MAFIA_5_KILL_PLAYER_FLAG = 4 // $ = int 

:ASUKA1_22881
if 
  $MAFIA_5_KILL_PLAYER_FLAG == 4 // $ == int 
jf @ASUKA1_22947 
if 
00ED:   actor $MAFIA_5X 0 949.0625 -416.5625 radius 1.0 1.0 
jf @ASUKA1_22947 
0239: actor $MAFIA_5X run_to 948.9375 -407.5625 
$MAFIA_5_KILL_PLAYER_FLAG = 5 // $ = int 

:ASUKA1_22947
if 
  $MAFIA_5_KILL_PLAYER_FLAG == 5 // $ == int 
jf @ASUKA1_23013 
if 
00ED:   actor $MAFIA_5X 0 948.9375 -407.5625 radius 1.0 1.0 
jf @ASUKA1_23013 
0239: actor $MAFIA_5X run_to 929.8125 -404.75 
$MAFIA_5_KILL_PLAYER_FLAG = 6 // $ = int 

:ASUKA1_23013
if 
  $MAFIA_5_KILL_PLAYER_FLAG == 6 // $ == int 
jf @ASUKA1_23090 
if 
00ED:   actor $MAFIA_5X 0 929.8125 -404.75 radius 1.0 1.0 
jf @ASUKA1_23090 
0350: set_actor $MAFIA_5X maintain_position_when_attacked 1 
01CA: actor $MAFIA_5X kill_player $PLAYER_CHAR 
0411: set_actor $MAFIA_5X use_pednode_seek 1 
$MAFIA_5_KILL_PLAYER_FLAG = 7 // $ = int 

:ASUKA1_23090
if 
   not $MAFIA_7_KILL_PLAYER_FLAG == -100 // $ == int 
jf @ASUKA1_23588 
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_23167 
if 
  $MAFIA_7_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_23160 
0239: actor $MAFIA_7X run_to 919.25 -397.0 
$MAFIA_7_KILL_PLAYER_FLAG = 1 // $ = int 

:ASUKA1_23160
jump @ASUKA1_23174 

:ASUKA1_23167
$MAFIA_7_KILL_PLAYER_FLAG = -100 // $ = int 

:ASUKA1_23174
if 
  $MAFIA_7_KILL_PLAYER_FLAG == 1 // $ == int 
jf @ASUKA1_23240 
if 
00ED:   actor $MAFIA_7X 0 919.25 -397.0 radius 1.0 1.0 
jf @ASUKA1_23240 
0239: actor $MAFIA_7X run_to 958.375 -397.0625 
$MAFIA_7_KILL_PLAYER_FLAG = 2 // $ = int 

:ASUKA1_23240
if 
  $MAFIA_7_KILL_PLAYER_FLAG == 2 // $ == int 
jf @ASUKA1_23313 
if 
00ED:   actor $MAFIA_7X 0 958.375 -397.0625 radius 1.0 1.0 
jf @ASUKA1_23313 
0411: set_actor $MAFIA_7X use_pednode_seek 0 
0239: actor $MAFIA_7X run_to 958.0 -416.6875 
$MAFIA_7_KILL_PLAYER_FLAG = 3 // $ = int 

:ASUKA1_23313
if 
  $MAFIA_7_KILL_PLAYER_FLAG == 3 // $ == int 
jf @ASUKA1_23379 
if 
00ED:   actor $MAFIA_7X 0 958.0 -416.6875 radius 1.0 1.0 
jf @ASUKA1_23379 
0239: actor $MAFIA_7X run_to 949.0625 -416.5625 
$MAFIA_7_KILL_PLAYER_FLAG = 4 // $ = int 

:ASUKA1_23379
if 
  $MAFIA_7_KILL_PLAYER_FLAG == 4 // $ == int 
jf @ASUKA1_23445 
if 
00ED:   actor $MAFIA_7X 0 949.0625 -416.5625 radius 1.0 1.0 
jf @ASUKA1_23445 
0239: actor $MAFIA_7X run_to 948.9375 -407.5625 
$MAFIA_7_KILL_PLAYER_FLAG = 5 // $ = int 

:ASUKA1_23445
if 
  $MAFIA_7_KILL_PLAYER_FLAG == 5 // $ == int 
jf @ASUKA1_23511 
if 
00ED:   actor $MAFIA_7X 0 948.9375 -407.5625 radius 1.0 1.0 
jf @ASUKA1_23511 
0239: actor $MAFIA_7X run_to 930.0625 -407.9375 
$MAFIA_7_KILL_PLAYER_FLAG = 6 // $ = int 

:ASUKA1_23511
if 
  $MAFIA_7_KILL_PLAYER_FLAG == 6 // $ == int 
jf @ASUKA1_23588 
if 
00ED:   actor $MAFIA_7X 0 930.0625 -407.9375 radius 1.0 1.0 
jf @ASUKA1_23588 
0350: set_actor $MAFIA_7X maintain_position_when_attacked 1 
01CA: actor $MAFIA_7X kill_player $PLAYER_CHAR 
0411: set_actor $MAFIA_7X use_pednode_seek 1 
$MAFIA_7_KILL_PLAYER_FLAG = 7 // $ = int 

:ASUKA1_23588
if 
  $MAFIA_15_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_23691 
if 
80C2:   not sphere_onscreen 949.0625 -416.5625 19.5 2.0 
jf @ASUKA1_23691 
009A: $MAFIA_15X = create_actor 7 #GANG02 at 958.0 -416.6875 14.1875 
0243: set_actor $MAFIA_15X ped_stats_to 16 
01B2: give_actor $MAFIA_15X weapon 4 ammo 999 
0411: set_actor $MAFIA_15X use_pednode_seek 0 
0211: actor $MAFIA_15X walk_to 949.0625 -416.5625 
$MAFIA_15_KILL_PLAYER_FLAG = 1 // $ = int 

:ASUKA1_23691
if 
   not $MAFIA_15_KILL_PLAYER_FLAG == -100 // $ == int 
jf @ASUKA1_23959 
if 
  $MAFIA_15_KILL_PLAYER_FLAG > 0 // $ > int 
jf @ASUKA1_23750 
if 
0118:   actor $MAFIA_15X dead 
jf @ASUKA1_23750 
$MAFIA_15_KILL_PLAYER_FLAG = -100 // $ = int 

:ASUKA1_23750
if 
  $MAFIA_15_KILL_PLAYER_FLAG == 1 // $ == int 
jf @ASUKA1_23816 
if 
00ED:   actor $MAFIA_15X 0 949.0625 -416.5625 radius 1.0 1.0 
jf @ASUKA1_23816 
0239: actor $MAFIA_15X run_to 948.9375 -407.5625 
$MAFIA_15_KILL_PLAYER_FLAG = 2 // $ = int 

:ASUKA1_23816
if 
  $MAFIA_15_KILL_PLAYER_FLAG == 2 // $ == int 
jf @ASUKA1_23882 
if 
00ED:   actor $MAFIA_15X 0 948.9375 -407.5625 radius 1.0 1.0 
jf @ASUKA1_23882 
0239: actor $MAFIA_15X run_to 929.5 -406.625 
$MAFIA_15_KILL_PLAYER_FLAG = 3 // $ = int 

:ASUKA1_23882
if 
  $MAFIA_15_KILL_PLAYER_FLAG == 3 // $ == int 
jf @ASUKA1_23959 
if 
00ED:   actor $MAFIA_15X 0 929.5 -406.625 radius 1.0 1.0 
jf @ASUKA1_23959 
0350: set_actor $MAFIA_15X maintain_position_when_attacked 1 
01CA: actor $MAFIA_15X kill_player $PLAYER_CHAR 
0411: set_actor $MAFIA_15X use_pednode_seek 1 
$MAFIA_15_KILL_PLAYER_FLAG = 4 // $ = int 

:ASUKA1_23959
if 
  $MAFIA_15_KILL_PLAYER_FLAG == 4 // $ == int 
jf @ASUKA1_24002 
if 
   not $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_24002 
$FRANKIE_EXISTS_FLAG = 3 // $ = int 

:ASUKA1_24002
if 
  $MAFIA_5_KILL_PLAYER_FLAG == 7 // $ == int 
jf @ASUKA1_24045 
if 
   not $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_24045 
$FRANKIE_EXISTS_FLAG = 3 // $ = int 

:ASUKA1_24045
if 
  $MAFIA_7_KILL_PLAYER_FLAG == 7 // $ == int 
jf @ASUKA1_24088 
if 
   not $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_24088 
$FRANKIE_EXISTS_FLAG = 3 // $ = int 

:ASUKA1_24088
if 
  $MAFIA_5_KILL_PLAYER_FLAG == -100 // $ == int 
jf @ASUKA1_24131 
if 
   not $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_24131 
$FRANKIE_EXISTS_FLAG = 3 // $ = int 

:ASUKA1_24131
if 
  $MAFIA_7_KILL_PLAYER_FLAG == -100 // $ == int 
jf @ASUKA1_24174 
if 
   not $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_24174 
$FRANKIE_EXISTS_FLAG = 3 // $ = int 

:ASUKA1_24174
if 
  $MAFIA_15_KILL_PLAYER_FLAG == -100 // $ == int 
jf @ASUKA1_24217 
if 
   not $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_24217 
$FRANKIE_EXISTS_FLAG = 3 // $ = int 

:ASUKA1_24217
if 
  $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_24329 
if 
  $TIMERB_RESET_FLAG_A1 == 0 // $ == int 
jf @ASUKA1_24267 
TIMERB = 0 // @ = int 
$TIMERB_RESET_FLAG_A1 = 1 // $ = int 

:ASUKA1_24267
if 
  $TIMERB_RESET_FLAG_A1 == 1 // $ == int 
jf @ASUKA1_24329 
if 
  TIMERB > 15000 // @ > int 
jf @ASUKA1_24329 
if 
  1 > $TIME_LEFT_A1 // int > $ 
jf @ASUKA1_24329 
$FRANKIE_EXISTS_FLAG = 3 // $ = int 

:ASUKA1_24329
return 
jump @ASUKA1_24599 

:ASUKA1_24338
if 
   not $MAFIA_5_KILL_PLAYER_FLAG == -100 // $ == int 
jf @ASUKA1_24425 
if 
   not $MAFIA_5_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_24425 
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_24418 
0411: set_actor $MAFIA_5X use_pednode_seek 1 
0350: set_actor $MAFIA_5X maintain_position_when_attacked 0 
$MAFIA_5_KILL_PLAYER_FLAG = 0 // $ = int 
jump @ASUKA1_24425 

:ASUKA1_24418
$MAFIA_5_KILL_PLAYER_FLAG = -100 // $ = int 

:ASUKA1_24425
if 
   not $MAFIA_7_KILL_PLAYER_FLAG == -100 // $ == int 
jf @ASUKA1_24512 
if 
   not $MAFIA_7_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_24512 
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_24505 
0411: set_actor $MAFIA_7X use_pednode_seek 1 
0350: set_actor $MAFIA_7X maintain_position_when_attacked 0 
$MAFIA_7_KILL_PLAYER_FLAG = 0 // $ = int 
jump @ASUKA1_24512 

:ASUKA1_24505
$MAFIA_7_KILL_PLAYER_FLAG = -100 // $ = int 

:ASUKA1_24512
if 
   not $MAFIA_15_KILL_PLAYER_FLAG == -100 // $ == int 
jf @ASUKA1_24599 
if 
   not $MAFIA_15_KILL_PLAYER_FLAG == 0 // $ == int 
jf @ASUKA1_24599 
if 
8118:   not actor $MAFIA_15X dead 
jf @ASUKA1_24592 
0411: set_actor $MAFIA_15X use_pednode_seek 1 
0350: set_actor $MAFIA_15X maintain_position_when_attacked 0 
$MAFIA_15_KILL_PLAYER_FLAG = -100 // $ = int 
jump @ASUKA1_24599 

:ASUKA1_24592
$MAFIA_15_KILL_PLAYER_FLAG = -100 // $ = int 

:ASUKA1_24599
if or
0056:   player $PLAYER_CHAR 0 878.75 -427.375 890.75 -403.875 
0057:   player $PLAYER_CHAR 0 890.75 -427.375 13.0 900.0 -423.8125 18.875 
0056:   player $PLAYER_CHAR 0 900.0 -443.0 927.0 -378.0 
jf @ASUKA1_25129 
if 
   not $MAFIA_8_FLAG == 4 // $ == int 
jf @ASUKA1_24717 
if 
   not $MAFIA_8_FLAG == 0 // $ == int 
jf @ASUKA1_24717 
01CA: actor $MAFIA_8X kill_player $PLAYER_CHAR 

:ASUKA1_24717
if 
   not $MAFIA_9_FLAG == 4 // $ == int 
jf @ASUKA1_24761 
if 
   not $MAFIA_9_FLAG == 0 // $ == int 
jf @ASUKA1_24761 
01CA: actor $MAFIA_9X kill_player $PLAYER_CHAR 

:ASUKA1_24761
if 
   not $MAFIA_10_FLAG == 4 // $ == int 
jf @ASUKA1_24805 
if 
   not $MAFIA_10_FLAG == 0 // $ == int 
jf @ASUKA1_24805 
01CA: actor $MAFIA_10X kill_player $PLAYER_CHAR 

:ASUKA1_24805
if 
   not $MAFIA_11_FLAG == 4 // $ == int 
jf @ASUKA1_24849 
if 
   not $MAFIA_11_FLAG == 0 // $ == int 
jf @ASUKA1_24849 
01CA: actor $MAFIA_11X kill_player $PLAYER_CHAR 

:ASUKA1_24849
if 
   not $MAFIA_12_FLAG == 4 // $ == int 
jf @ASUKA1_24893 
if 
   not $MAFIA_12_FLAG == 0 // $ == int 
jf @ASUKA1_24893 
01CA: actor $MAFIA_12X kill_player $PLAYER_CHAR 

:ASUKA1_24893
if 
   not $MAFIA_13_FLAG == 4 // $ == int 
jf @ASUKA1_24937 
if 
   not $MAFIA_13_FLAG == 0 // $ == int 
jf @ASUKA1_24937 
01CA: actor $MAFIA_13X kill_player $PLAYER_CHAR 

:ASUKA1_24937
if 
0056:   player $PLAYER_CHAR 0 900.0 -443.0 927.0 -378.0 
jf @ASUKA1_25015 
if 
8118:   not actor $MAFIA_5X dead 
jf @ASUKA1_24991 
01CA: actor $MAFIA_5X kill_player $PLAYER_CHAR 

:ASUKA1_24991
if 
8118:   not actor $MAFIA_7X dead 
jf @ASUKA1_25015 
01CA: actor $MAFIA_7X kill_player $PLAYER_CHAR 

:ASUKA1_25015
if 
  $FRANKIE_EXISTS_FLAG == 0 // $ == int 
jf @ASUKA1_25127 
if 
  $TIMERB_RESET_FLAG_A1 == 0 // $ == int 
jf @ASUKA1_25065 
TIMERB = 0 // @ = int 
$TIMERB_RESET_FLAG_A1 = 1 // $ = int 

:ASUKA1_25065
if 
  $TIMERB_RESET_FLAG_A1 == 1 // $ == int 
jf @ASUKA1_25127 
if 
  TIMERB > 25000 // @ > int 
jf @ASUKA1_25127 
if 
  1 > $TIME_LEFT_A1 // int > $ 
jf @ASUKA1_25127 
$FRANKIE_EXISTS_FLAG = 2 // $ = int 

:ASUKA1_25127
return 

:ASUKA1_25129
$KILL_PLAYER_NOW_FLAG = 0 // $ = int 
return 

:ASUKA1_25138
00AE: set_vehicle $FUCKERS_CAR traffic_behavior_to 2 
00AD: set_car $FUCKERS_CAR max_speed_to 20.0 
if or
0056:   player $PLAYER_CHAR 0 878.75 -427.375 890.75 -403.875 
0057:   player $PLAYER_CHAR 0 890.75 -427.375 13.0 900.0 -423.8125 18.875 
0056:   player $PLAYER_CHAR 0 845.75 -443.8125 890.75 -433.8125 
0056:   player $PLAYER_CHAR 0 878.75 -433.8125 890.75 -427.375 
0057:   player $PLAYER_CHAR 0 890.75 -433.6875 23.0 900.75 -403.75 46.0 
jf @ASUKA1_25290 
00A8: set_car $FUCKERS_CAR to_psycho_driver 
0428: set_car $FUCKERS_CAR avoid_level_transitions 1 
jump @ASUKA1_25297 

:ASUKA1_25290
00AF: set_car $FUCKERS_CAR driver_behaviour_to 2 

:ASUKA1_25297
return 

//-------------Mission 45---------------
// Originally: Under Surveillance

:ASUKA2
gosub @ASUKA2_36 
if 
  wasted_or_busted 
jf @ASUKA2_27 
gosub @ASUKA2_3526 

:ASUKA2_27
gosub @ASUKA2_3643 
terminate_this_script 

:ASUKA2_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 1 // $ = int 
script_name 'ASUKA2' 
wait 0 
$NUMBER_OF_FEDS_KILLED = 0 // $ = int 
$BEEN_DAMAGED_BEFORE = 0 // $ = int 
$FBI_SPOTTED_PLAYER = 0 // $ = int 
$FBI_SPOTTED_PLAYER2 = 0 // $ = int 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'ASUKAH' 
02F3: load_object #CUTOBJ03 'KENJIH' 
023C: load_special_actor 1 'ASUKA' 
023C: load_special_actor 2 'KENJI' 
0247: request_model #CONDO_IVY 
0247: request_model #KMRICNDO01 
038B: load_requested_models 

:ASUKA2_168
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @ASUKA2_213 
wait 0 
jump @ASUKA2_168 

:ASUKA2_213
if or
8248:   not model #CONDO_IVY available 
8248:   not model #KMRICNDO01 available 
jf @ASUKA2_244 
wait 0 
jump @ASUKA2_213 

:ASUKA2_244
02E4: load_cutscene_data 'A3_SS' 
0244: set_cutscene_pos 523.0625 -636.9375 15.5625 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_ASUKA = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_ASUKA 'ASUKA' 
02E5: $CS_KENJI = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_KENJI 'KENJI' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_ASUKAHEAD from_head #CUTOBJ02 and_body $CS_ASUKA 
02F5: set_head_anim $CS_ASUKAHEAD 'ASUKA' 
02F4: create_cutscene_actor $CS_KENJIHEAD from_head #CUTOBJ03 and_body $CS_KENJI 
02F5: set_head_anim $CS_KENJIHEAD 'KENJI' 
0395: clear_area 1 at 523.5625 -639.375 16.5625 range 1.0 
0055: put_player $PLAYER_CHAR at 523.5625 -639.375 16.0 
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: $CS_TIME = cutscenetime 

:ASUKA2_457
if 
  1892 > $CS_TIME // int > $ 
jf @ASUKA2_492 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA2_457 

:ASUKA2_492
00BC: text_highpriority 'AM2_A' time 10000 1  // Salvatore's death comes as pleasurable news,

:ASUKA2_507
if 
  4983 > $CS_TIME // int > $ 
jf @ASUKA2_542 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA2_507 

:ASUKA2_542
00BC: text_highpriority 'AM2_A2' time 10000 1  // you are an efficient killer. I like that in a man.

:ASUKA2_557
if 
  8705 > $CS_TIME // int > $ 
jf @ASUKA2_592 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA2_557 

:ASUKA2_592
00BC: text_highpriority 'AM2_B' time 10000 1  // This is my brother Kenji.

:ASUKA2_607
if 
  10494 > $CS_TIME // int > $ 
jf @ASUKA2_642 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA2_607 

:ASUKA2_642
00BC: text_highpriority 'AM2_C' time 10000 1  // Asuka has a little job for you, but when you're done, drop by my casino and we can talk.

:ASUKA2_657
if 
  16940 > $CS_TIME // int > $ 
jf @ASUKA2_692 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA2_657 

:ASUKA2_692
00BC: text_highpriority 'AM2_D' time 10000 1  // Just like Kenji, always trying to play with my toys.

:ASUKA2_707
if 
  22566 > $CS_TIME // int > $ 
jf @ASUKA2_742 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA2_707 

:ASUKA2_742
00BC: text_highpriority 'AM2_E' time 10000 1  // My police source indicates that the Mafia are watching our interests around the city

:ASUKA2_757
if 
  26394 > $CS_TIME // int > $ 
jf @ASUKA2_792 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA2_757 

:ASUKA2_792
00BC: text_highpriority 'AM2_E2' time 10000 1  // in a bid to track you down.

:ASUKA2_807
if 
  28456 > $CS_TIME // int > $ 
jf @ASUKA2_842 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA2_807 

:ASUKA2_842
00BC: text_highpriority 'AM2_F' time 10000 1  // We cannot continue our operations until they are dealt with.

:ASUKA2_857
if 
  32144 > $CS_TIME // int > $ 
jf @ASUKA2_892 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA2_857 

:ASUKA2_892
00BC: text_highpriority 'AM2_G' time 10000 1  // Take out these spying fools and end this vendetta once and for all.

:ASUKA2_907
if 
  36663 > $CS_TIME // int > $ 
jf @ASUKA2_944 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA2_907 

:ASUKA2_944
00BE: text_clear_all 

:ASUKA2_946
if 
  39000 > $CS_TIME // int > $ 
jf @ASUKA2_983 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA2_946 

:ASUKA2_983
fade 0 1500 

:ASUKA2_990
if 
82E9:   not cutscene_reached_end 
jf @ASUKA2_1014 
wait 0 
jump @ASUKA2_990 

:ASUKA2_1014
00BE: text_clear_all 

:ASUKA2_1016
if 
  fading 
jf @ASUKA2_1040 
wait 0 
jump @ASUKA2_1016 

:ASUKA2_1040
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CONDO_IVY 
0249: release_model #KMRICNDO01 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0247: request_model #GANG01 
0247: request_model #GANG02 
0247: request_model #RUMPO 

:ASUKA2_1105
if or
8248:   not model #GANG01 available 
8248:   not model #GANG02 available 
8248:   not model #RUMPO available 
jf @ASUKA2_1140 
wait 0 
jump @ASUKA2_1105 

:ASUKA2_1140
$FED1_ALREADY_DEAD = 0 // $ = int 
$FED2_ALREADY_DEAD = 0 // $ = int 
$FED3_ALREADY_DEAD = 0 // $ = int 
$FED4_ALREADY_DEAD = 0 // $ = int 
$FED5_ALREADY_DEAD = 0 // $ = int 
$FED6_ALREADY_DEAD = 0 // $ = int 
$FED7_ALREADY_DEAD = 0 // $ = int 
$FED8_ALREADY_DEAD = 0 // $ = int 
$FED9_ALREADY_DEAD = 0 // $ = int 
$FED10_ALREADY_DEAD = 0 // $ = int 
$FEDVAN1_ALREADY_DEAD = 0 // $ = int 
$COUNTDOWN_AS2 = 391000 // $ = int 
014E: set_timer_to $COUNTDOWN_AS2 
009A: $FBI1 = create_actor 4 #GANG01 at 383.0 -1447.875 51.375 
0173: set_actor $FBI1 z_angle_to 304.0 
011A: set_actor $FBI1 search_threat 1 
01B2: give_actor $FBI1 weapon 6 ammo 600 
0350: set_actor $FBI1 maintain_position_when_attacked 1 
0243: set_actor $FBI1 ped_stats_to 16 
0187: $BLIP1_FBI1 = create_marker_above_actor $FBI1 
009A: $FBI2 = create_actor 4 #GANG02 at 381.1875 -1438.188 63.375 
0173: set_actor $FBI2 z_angle_to 304.0 
011A: set_actor $FBI2 search_threat 1 
01B2: give_actor $FBI2 weapon 6 ammo 600 
0350: set_actor $FBI2 maintain_position_when_attacked 1 
0243: set_actor $FBI2 ped_stats_to 16 
0187: $BLIP2_FBI2 = create_marker_above_actor $FBI2 
009A: $FBI3 = create_actor 4 #GANG01 at 383.5 -1452.25 69.375 
0173: set_actor $FBI3 z_angle_to 304.0 
011A: set_actor $FBI3 search_threat 1 
01B2: give_actor $FBI3 weapon 6 ammo 600 
0350: set_actor $FBI3 maintain_position_when_attacked 1 
0243: set_actor $FBI3 ped_stats_to 16 
0187: $BLIP3_FBI3 = create_marker_above_actor $FBI3 
009A: $FBI8 = create_actor 4 #GANG02 at 381.5625 -1451.688 57.5 
0173: set_actor $FBI8 z_angle_to 304.0 
011A: set_actor $FBI8 search_threat 1 
01B2: give_actor $FBI8 weapon 6 ammo 600 
0350: set_actor $FBI8 maintain_position_when_attacked 1 
0243: set_actor $FBI8 ped_stats_to 16 
0187: $BLIP8_FBI8 = create_marker_above_actor $FBI8 
009A: $FBI9 = create_actor 4 #GANG01 at 381.375 -1443.5 75.5 
0173: set_actor $FBI9 z_angle_to 304.0 
011A: set_actor $FBI9 search_threat 1 
01B2: give_actor $FBI9 weapon 6 ammo 600 
0350: set_actor $FBI9 maintain_position_when_attacked 1 
0243: set_actor $FBI9 ped_stats_to 16 
0187: $BLIP9_FBI9 = create_marker_above_actor $FBI9 
009A: $FBI10 = create_actor 4 #GANG02 at 379.0 -1449.563 81.375 
0173: set_actor $FBI10 z_angle_to 304.0 
011A: set_actor $FBI10 search_threat 1 
01B2: give_actor $FBI10 weapon 6 ammo 600 
0350: set_actor $FBI10 maintain_position_when_attacked 1 
0243: set_actor $FBI10 ped_stats_to 16 
0187: $BLIP10_FBI10 = create_marker_above_actor $FBI10 
009A: $FBI4 = create_actor 4 #GANG01 at 48.375 -642.75 29.0 
0173: set_actor $FBI4 z_angle_to 169.0 
011A: set_actor $FBI4 search_threat 1 
01B2: give_actor $FBI4 weapon 5 ammo 100 
0350: set_actor $FBI4 maintain_position_when_attacked 1 
0243: set_actor $FBI4 ped_stats_to 16 
0187: $BLIP4_FBI4 = create_marker_above_actor $FBI4 
009A: $FBI7 = create_actor 4 #GANG02 at 42.1875 -641.25 27.75 
0173: set_actor $FBI7 z_angle_to 208.0 
011A: set_actor $FBI7 search_threat 1 
01B2: give_actor $FBI7 weapon 5 ammo 100 
0350: set_actor $FBI7 maintain_position_when_attacked 1 
0243: set_actor $FBI7 ped_stats_to 16 
0187: $BLIP7_FBI7 = create_marker_above_actor $FBI7 
00A5: $FBI_VAN1 = create_car #RUMPO at 61.25 -1389.375 26.25 
0229: set_car $FBI_VAN1 color_to 0 0 
02AA: set_car $FBI_VAN1 immune_to_nonplayer 1 
020A: set_car $FBI_VAN1 door_status_to 2 
0175: set_car $FBI_VAN1 z_angle_to 151.0 
0129: $FBI5 = create_actor 4 #GANG01 in_car $FBI_VAN1 driverseat 
0187: $BLIP5_FBI5 = create_marker_above_actor $FBI5 
01C8: $FBI6 = create_actor 4 #GANG02 in_car $FBI_VAN1 passenger_seat 2 
0187: $BLIP6_FBI6 = create_marker_above_actor $FBI6 
00A9: set_car $FBI_VAN1 to_normal_driver 
011A: set_actor $FBI5 search_threat 1 
011A: set_actor $FBI6 search_threat 1 
0243: set_actor $FBI5 ped_stats_to 16 
0243: set_actor $FBI6 ped_stats_to 16 
01B2: give_actor $FBI5 weapon 5 ammo 100 
01B2: give_actor $FBI6 weapon 5 ammo 100 

:ASUKA2_1891
if 
   not $NUMBER_OF_FEDS_KILLED == 10 // $ == int 
jf @ASUKA2_3519 
wait 0 
if and
0118:   actor $FBI1 dead 
  $FED1_ALREADY_DEAD == 0 // $ == int 
jf @ASUKA2_1955 
0164: disable_marker $BLIP1_FBI1 
$NUMBER_OF_FEDS_KILLED += 1 // $ += int 
$FED1_ALREADY_DEAD = 1 // $ = int 

:ASUKA2_1955
if and
0118:   actor $FBI2 dead 
  $FED2_ALREADY_DEAD == 0 // $ == int 
jf @ASUKA2_1997 
0164: disable_marker $BLIP2_FBI2 
$NUMBER_OF_FEDS_KILLED += 1 // $ += int 
$FED2_ALREADY_DEAD = 1 // $ = int 

:ASUKA2_1997
if and
0118:   actor $FBI3 dead 
  $FED3_ALREADY_DEAD == 0 // $ == int 
jf @ASUKA2_2039 
0164: disable_marker $BLIP3_FBI3 
$NUMBER_OF_FEDS_KILLED += 1 // $ += int 
$FED3_ALREADY_DEAD = 1 // $ = int 

:ASUKA2_2039
if and
0118:   actor $FBI4 dead 
  $FED4_ALREADY_DEAD == 0 // $ == int 
jf @ASUKA2_2081 
0164: disable_marker $BLIP4_FBI4 
$NUMBER_OF_FEDS_KILLED += 1 // $ += int 
$FED4_ALREADY_DEAD = 1 // $ = int 

:ASUKA2_2081
if and
0118:   actor $FBI5 dead 
  $FED5_ALREADY_DEAD == 0 // $ == int 
jf @ASUKA2_2123 
0164: disable_marker $BLIP5_FBI5 
$NUMBER_OF_FEDS_KILLED += 1 // $ += int 
$FED5_ALREADY_DEAD = 1 // $ = int 

:ASUKA2_2123
if and
0118:   actor $FBI6 dead 
  $FED6_ALREADY_DEAD == 0 // $ == int 
jf @ASUKA2_2165 
0164: disable_marker $BLIP6_FBI6 
$NUMBER_OF_FEDS_KILLED += 1 // $ += int 
$FED6_ALREADY_DEAD = 1 // $ = int 

:ASUKA2_2165
if and
0118:   actor $FBI7 dead 
  $FED7_ALREADY_DEAD == 0 // $ == int 
jf @ASUKA2_2207 
0164: disable_marker $BLIP7_FBI7 
$NUMBER_OF_FEDS_KILLED += 1 // $ += int 
$FED7_ALREADY_DEAD = 1 // $ = int 

:ASUKA2_2207
if and
0118:   actor $FBI8 dead 
  $FED8_ALREADY_DEAD == 0 // $ == int 
jf @ASUKA2_2249 
0164: disable_marker $BLIP8_FBI8 
$NUMBER_OF_FEDS_KILLED += 1 // $ += int 
$FED8_ALREADY_DEAD = 1 // $ = int 

:ASUKA2_2249
if and
0118:   actor $FBI9 dead 
  $FED9_ALREADY_DEAD == 0 // $ == int 
jf @ASUKA2_2291 
0164: disable_marker $BLIP9_FBI9 
$NUMBER_OF_FEDS_KILLED += 1 // $ += int 
$FED9_ALREADY_DEAD = 1 // $ = int 

:ASUKA2_2291
if and
0118:   actor $FBI10 dead 
  $FED10_ALREADY_DEAD == 0 // $ == int 
jf @ASUKA2_2333 
0164: disable_marker $BLIP10_FBI10 
$NUMBER_OF_FEDS_KILLED += 1 // $ += int 
$FED10_ALREADY_DEAD = 1 // $ = int 

:ASUKA2_2333
if 
8118:   not actor $FBI1 dead 
jf @ASUKA2_2357 
0226: $FBI1HEALTH = actor $FBI1 health 

:ASUKA2_2357
if 
8118:   not actor $FBI2 dead 
jf @ASUKA2_2381 
0226: $FBI2HEALTH = actor $FBI2 health 

:ASUKA2_2381
if 
8118:   not actor $FBI3 dead 
jf @ASUKA2_2405 
0226: $FBI3HEALTH = actor $FBI3 health 

:ASUKA2_2405
if 
8118:   not actor $FBI4 dead 
jf @ASUKA2_2429 
0226: $FBI4HEALTH = actor $FBI4 health 

:ASUKA2_2429
if 
8118:   not actor $FBI7 dead 
jf @ASUKA2_2453 
0226: $FBI7HEALTH = actor $FBI7 health 

:ASUKA2_2453
if 
8118:   not actor $FBI8 dead 
jf @ASUKA2_2477 
0226: $FBI8HEALTH = actor $FBI8 health 

:ASUKA2_2477
if 
8118:   not actor $FBI9 dead 
jf @ASUKA2_2501 
0226: $FBI9HEALTH = actor $FBI9 health 

:ASUKA2_2501
if 
8118:   not actor $FBI10 dead 
jf @ASUKA2_2525 
0226: $FBI10HEALTH = actor $FBI10 health 

:ASUKA2_2525
if or
  100 > $FBI4HEALTH // int > $ 
  100 > $FBI7HEALTH // int > $ 
jf @ASUKA2_2637 
if 
  $FBI_SPOTTED_PLAYER2 == 0 // $ == int 
jf @ASUKA2_2637 
if 
8118:   not actor $FBI4 dead 
jf @ASUKA2_2599 
01CA: actor $FBI4 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI4 weapon_accuracy_to 70 

:ASUKA2_2599
if 
8118:   not actor $FBI7 dead 
jf @ASUKA2_2630 
01CA: actor $FBI7 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI7 weapon_accuracy_to 70 

:ASUKA2_2630
$FBI_SPOTTED_PLAYER2 = 1 // $ = int 

:ASUKA2_2637
if or
0118:   actor $FBI4 dead 
0118:   actor $FBI7 dead 
jf @ASUKA2_2745 
if 
  $FBI_SPOTTED_PLAYER2 == 0 // $ == int 
jf @ASUKA2_2745 
if 
8118:   not actor $FBI4 dead 
jf @ASUKA2_2707 
01CA: actor $FBI4 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI4 weapon_accuracy_to 70 

:ASUKA2_2707
if 
8118:   not actor $FBI7 dead 
jf @ASUKA2_2738 
01CA: actor $FBI7 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI7 weapon_accuracy_to 70 

:ASUKA2_2738
$FBI_SPOTTED_PLAYER2 = 1 // $ = int 

:ASUKA2_2745
if or
  100 > $FBI1HEALTH // int > $ 
  100 > $FBI2HEALTH // int > $ 
  100 > $FBI3HEALTH // int > $ 
  100 > $FBI8HEALTH // int > $ 
  100 > $FBI9HEALTH // int > $ 
  100 > $FBI10HEALTH // int > $ 
jf @ASUKA2_3072 
if 
  $FBI_SPOTTED_PLAYER == 0 // $ == int 
jf @ASUKA2_3072 
if 
8118:   not actor $FBI1 dead 
jf @ASUKA2_2847 
01CA: actor $FBI1 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI1 weapon_accuracy_to 50 

:ASUKA2_2847
if 
8118:   not actor $FBI2 dead 
jf @ASUKA2_2878 
01CA: actor $FBI2 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI2 weapon_accuracy_to 50 

:ASUKA2_2878
if 
8118:   not actor $FBI3 dead 
jf @ASUKA2_2930 
wait 500 
if 
8118:   not actor $FBI3 dead 
jf @ASUKA2_2930 
01CA: actor $FBI3 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI3 weapon_accuracy_to 50 

:ASUKA2_2930
if 
8118:   not actor $FBI8 dead 
jf @ASUKA2_2961 
01CA: actor $FBI8 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI8 weapon_accuracy_to 50 

:ASUKA2_2961
if 
8118:   not actor $FBI9 dead 
jf @ASUKA2_3013 
wait 1000 
if 
8118:   not actor $FBI9 dead 
jf @ASUKA2_3013 
01CA: actor $FBI9 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI9 weapon_accuracy_to 50 

:ASUKA2_3013
if 
8118:   not actor $FBI10 dead 
jf @ASUKA2_3065 
wait 1000 
if 
8118:   not actor $FBI10 dead 
jf @ASUKA2_3065 
01CA: actor $FBI10 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI10 weapon_accuracy_to 70 

:ASUKA2_3065
$FBI_SPOTTED_PLAYER = 1 // $ = int 

:ASUKA2_3072
if or
0118:   actor $FBI1 dead 
0118:   actor $FBI2 dead 
0118:   actor $FBI3 dead 
0118:   actor $FBI8 dead 
0118:   actor $FBI9 dead 
0118:   actor $FBI10 dead 
jf @ASUKA2_3387 
if 
  $FBI_SPOTTED_PLAYER == 0 // $ == int 
jf @ASUKA2_3387 
if 
8118:   not actor $FBI1 dead 
jf @ASUKA2_3162 
01CA: actor $FBI1 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI1 weapon_accuracy_to 40 

:ASUKA2_3162
if 
8118:   not actor $FBI2 dead 
jf @ASUKA2_3193 
01CA: actor $FBI2 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI2 weapon_accuracy_to 40 

:ASUKA2_3193
if 
8118:   not actor $FBI3 dead 
jf @ASUKA2_3245 
wait 500 
if 
8118:   not actor $FBI3 dead 
jf @ASUKA2_3245 
01CA: actor $FBI3 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI3 weapon_accuracy_to 50 

:ASUKA2_3245
if 
8118:   not actor $FBI8 dead 
jf @ASUKA2_3276 
01CA: actor $FBI8 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI8 weapon_accuracy_to 40 

:ASUKA2_3276
if 
8118:   not actor $FBI9 dead 
jf @ASUKA2_3328 
wait 1000 
if 
8118:   not actor $FBI9 dead 
jf @ASUKA2_3328 
01CA: actor $FBI9 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI9 weapon_accuracy_to 50 

:ASUKA2_3328
if 
8118:   not actor $FBI10 dead 
jf @ASUKA2_3380 
wait 1000 
if 
8118:   not actor $FBI10 dead 
jf @ASUKA2_3380 
01CA: actor $FBI10 kill_player $PLAYER_CHAR 
02E2: set_actor $FBI10 weapon_accuracy_to 70 

:ASUKA2_3380
$FBI_SPOTTED_PLAYER = 1 // $ = int 

:ASUKA2_3387
if 
8119:   not car $FBI_VAN1 wrecked 
jf @ASUKA2_3487 
if and
8185:   not car $FBI_VAN1 health > 999 
  $BEEN_DAMAGED_BEFORE == 0 // $ == int 
jf @ASUKA2_3487 
if and
8118:   not actor $FBI5 dead 
8118:   not actor $FBI6 dead 
jf @ASUKA2_3487 
02AA: set_car $FBI_VAN1 immune_to_nonplayer 0 
01CC: actor $FBI5 kill_player $PLAYER_CHAR 
01CC: actor $FBI6 kill_player $PLAYER_CHAR 
020A: set_car $FBI_VAN1 door_status_to 1 
$BEEN_DAMAGED_BEFORE = 1 // $ = int 

:ASUKA2_3487
if 
  $COUNTDOWN_AS2 == 0 // $ == int 
jf @ASUKA2_3512 
jump @ASUKA2_3526 

:ASUKA2_3512
jump @ASUKA2_1891 

:ASUKA2_3519
jump @ASUKA2_3543 

:ASUKA2_3526
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ASUKA2_3543
$FLAG_ASUKA_MISSION2_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 15000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 15000 
0318: set_latest_mission_passed 'AM2'  // 'UNDER SURVEILLANCE'
030C: progress_made += 1 
02A7: $KENJI_CONTACT_BLIP = create_icon_marker_and_sphere 11 at 459.0625 -1413.0 26.0625 
0164: disable_marker $COM_AMMU_NATION2 
0164: disable_marker $COM_SPRAYSHOP2 
start_new_script @NONAME_43 
start_new_script @NONAME_46 
return 

:ASUKA2_3643
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 0 // $ = int 
0249: release_model #GANG01 
0249: release_model #GANG02 
0249: release_model #RUMPO 
0164: disable_marker $BLIP1_FBI1 
0164: disable_marker $BLIP2_FBI2 
0164: disable_marker $BLIP3_FBI3 
0164: disable_marker $BLIP4_FBI4 
0164: disable_marker $BLIP5_FBI5 
0164: disable_marker $BLIP6_FBI6 
0164: disable_marker $BLIP7_FBI7 
0164: disable_marker $BLIP8_FBI8 
0164: disable_marker $BLIP9_FBI9 
0164: disable_marker $BLIP10_FBI10 
014F: stop_timer $COUNTDOWN_AS2 
mission_cleanup 
return 

//-------------Mission 46---------------
// Originally: Paparazzi Purge

:ASUKA3
gosub @ASUKA3_36 
if 
  wasted_or_busted 
jf @ASUKA3_27 
gosub @ASUKA3_7164 

:ASUKA3_27
gosub @ASUKA3_7252 
terminate_this_script 

:ASUKA3_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 1 // $ = int 
$HELP1_DISPLAYED = 0 // $ = int 
$HELP2_DISPLAYED = 0 // $ = int 
script_name 'ASUKA3' 
wait 0 
$BEEN_IN_COP_BOAT_BEFORE = 0 // $ = int 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'NOTE' 
0247: request_model #MALE01 
0247: request_model #REEFER 
0247: request_model #SPEEDER 
0247: request_model #PREDATOR 
0247: request_model #STALLION 
0247: request_model #CONDO_IVY 
0247: request_model #KMRICNDO01 
038B: load_requested_models 

:ASUKA3_147
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CONDO_IVY available 
8248:   not model #KMRICNDO01 available 
jf @ASUKA3_188 
wait 0 
jump @ASUKA3_147 

:ASUKA3_188
02E4: load_cutscene_data 'A2_PP' 
0244: set_cutscene_pos 523.0625 -636.9375 15.5625 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02E5: $CS_NOTE = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $CS_NOTE 'NOTE' 
0395: clear_area 1 at 523.5625 -639.375 16.5625 range 1.0 
0055: put_player $PLAYER_CHAR at 523.5625 -639.375 16.0 
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: $CS_TIME = cutscenetime 

:ASUKA3_334
if 
  3406 > $CS_TIME // int > $ 
jf @ASUKA3_369 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA3_334 

:ASUKA3_369
00BC: text_highpriority 'AM3_A' time 10000 1  // A reporter has been nosing around.

:ASUKA3_384
if 
  5677 > $CS_TIME // int > $ 
jf @ASUKA3_419 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA3_384 

:ASUKA3_419
00BC: text_highpriority 'AM3_B' time 10000 1  // Maria and I have taken a little holiday together until you can get rid of this perverted voyeur.

:ASUKA3_434
if 
  11354 > $CS_TIME // int > $ 
jf @ASUKA3_469 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA3_434 

:ASUKA3_469
00BC: text_highpriority 'AM3_C' time 10000 1  // He's probably out in the bay as you read this! Steal a police boat, and sink his career!

:ASUKA3_484
if 
  16000 > $CS_TIME // int > $ 
jf @ASUKA3_519 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA3_484 

:ASUKA3_519
fade 0 1500 

:ASUKA3_526
if 
82E9:   not cutscene_reached_end 
jf @ASUKA3_550 
wait 0 
jump @ASUKA3_526 

:ASUKA3_550
00BE: text_clear_all 

:ASUKA3_552
if 
  fading 
jf @ASUKA3_576 
wait 0 
jump @ASUKA3_552 

:ASUKA3_576
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 1000 
fade 1 1500 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CONDO_IVY 
0249: release_model #KMRICNDO01 

:ASUKA3_615
if or
8248:   not model #MALE01 available 
8248:   not model #SPEEDER available 
8248:   not model #STALLION available 
8248:   not model #PREDATOR available 
8248:   not model #REEFER available 
jf @ASUKA3_660 
wait 0 
jump @ASUKA3_615 

:ASUKA3_660
0395: clear_area 1 at 640.0 -608.0 0.0 range 6.0 
00A5: $SPY_BOAT = create_car #SPEEDER at 612.0 -597.0 0.0 
0175: set_car $SPY_BOAT z_angle_to 0.0 
02AA: set_car $SPY_BOAT immune_to_nonplayer 1 
0224: set_car $SPY_BOAT health_to 1500 
03AB: set_car $SPY_BOAT strong 1 
0129: $SPY_BLOKE = create_actor 4 #MALE01 in_car $SPY_BOAT driverseat 
0395: clear_area 1 at 568.0 -686.0 0.0 range 6.0 
00A5: $ASUKA_BOAT = create_car #REEFER at 568.0 -686.0 0.0 
0175: set_car $ASUKA_BOAT z_angle_to 180.0 
0395: clear_area 1 at 554.75 -767.5625 0.0 range 6.0 
00A5: $COP_BOAT = create_car #PREDATOR at 554.75 -767.5625 0.0 
0186: $BLIP1_AS3 = create_marker_above_car $COP_BOAT 
if 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_847 
0187: $BLIP2_AS3 = create_marker_above_actor $SPY_BLOKE 
018B: set_marker $BLIP2_AS3 display 1 

:ASUKA3_847
wait 1500 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 526.0 -643.25 19.5625 rotation 0.0 0.0 0.0 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_908 
0158: camera_on_vehicle $SPY_BOAT mode 15 switchstyle 2 

:ASUKA3_908
wait 3000 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
015A: restore_camera 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_972 
0227: $BOAT_HEALTH = car $SPY_BOAT health 
03C4: set_status_text_to $BOAT_HEALTH 1 'DAM'  // DAMAGE:
gosub @ASUKA3_7308 

:ASUKA3_972
TIMERB = 0 // @ = int 

:ASUKA3_979
if and
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 55.0 55.0 0 
0185:   car $SPY_BOAT health > 1499 
jf @ASUKA3_1266 
wait 0 
if 
  $HELP1_DISPLAYED == 0 // $ == int 
jf @ASUKA3_1112 
if 
  TIMERB > 4000 // @ > int 
jf @ASUKA3_1112 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 3 // $ == int 
jf @ASUKA3_1095 
03E5: text_box 'BOATIN3'  // Jump into a boat and press the ~h~~k~~VEHICLE_ENTER_EXIT~ button ~w~to get in.
jump @ASUKA3_1105 

:ASUKA3_1095
03E5: text_box 'BOATIN1'  // Jump into a boat and press the ~h~~k~~VEHICLE_ENTER_EXIT~ button ~w~to get in.

:ASUKA3_1105
$HELP1_DISPLAYED = 1 // $ = int 

:ASUKA3_1112
if 
  $HELP2_DISPLAYED == 0 // $ == int 
jf @ASUKA3_1206 
if 
  TIMERB > 11000 // @ > int 
jf @ASUKA3_1206 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 3 // $ == int 
jf @ASUKA3_1189 
03E5: text_box 'BOATIN4'  // You can press the ~h~~k~~VEHICLE_ENTER_EXIT~ button ~w~if you are near a boat to get in it.
jump @ASUKA3_1199 

:ASUKA3_1189
03E5: text_box 'BOATIN2'  // You can press the ~h~~k~~VEHICLE_ENTER_EXIT~ button ~w~if you are near a boat to get in it.

:ASUKA3_1199
$HELP2_DISPLAYED = 1 // $ = int 

:ASUKA3_1206
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_1229 
jump @ASUKA3_7181 

:ASUKA3_1229
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_1259 
gosub @ASUKA3_7308 

:ASUKA3_1259
jump @ASUKA3_979 

:ASUKA3_1266
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_1297 
02AA: set_car $SPY_BOAT immune_to_nonplayer 0 
02DB: set_boat $SPY_BOAT speed_to 48.0 

:ASUKA3_1297
wait 0 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_1331 
02D3: boat $SPY_BOAT drive_to 744.75 -350.0625 0.0 

:ASUKA3_1331
if 
81AF:   not car $SPY_BOAT 0 744.75 -350.0625 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_1527 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_1394 
jump @ASUKA3_7181 

:ASUKA3_1394
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_1490 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_1490 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_1483 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_1483
jump @ASUKA3_7164 

:ASUKA3_1490
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_1520 
gosub @ASUKA3_7308 

:ASUKA3_1520
jump @ASUKA3_1331 

:ASUKA3_1527
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_1565 
02D3: boat $SPY_BOAT drive_to 728.875 -133.6875 0.0 
02DB: set_boat $SPY_BOAT speed_to 45.0 

:ASUKA3_1565
if 
81AF:   not car $SPY_BOAT 0 728.875 -133.6875 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_1761 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_1628 
jump @ASUKA3_7181 

:ASUKA3_1628
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_1724 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_1724 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_1717 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_1717
jump @ASUKA3_7164 

:ASUKA3_1724
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_1754 
gosub @ASUKA3_7308 

:ASUKA3_1754
jump @ASUKA3_1565 

:ASUKA3_1761
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_1791 
02D3: boat $SPY_BOAT drive_to 635.5 24.6875 0.0 

:ASUKA3_1791
if 
81AF:   not car $SPY_BOAT 0 635.5 24.6875 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_1987 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_1854 
jump @ASUKA3_7181 

:ASUKA3_1854
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_1950 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_1950 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_1943 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_1943
jump @ASUKA3_7164 

:ASUKA3_1950
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_1980 
gosub @ASUKA3_7308 

:ASUKA3_1980
jump @ASUKA3_1791 

:ASUKA3_1987
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2017 
02D3: boat $SPY_BOAT drive_to 746.5625 252.875 0.0 

:ASUKA3_2017
if 
81AF:   not car $SPY_BOAT 0 746.5625 252.875 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_2213 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_2080 
jump @ASUKA3_7181 

:ASUKA3_2080
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2176 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_2176 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_2169 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_2169
jump @ASUKA3_7164 

:ASUKA3_2176
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2206 
gosub @ASUKA3_7308 

:ASUKA3_2206
jump @ASUKA3_2017 

:ASUKA3_2213
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2243 
02D3: boat $SPY_BOAT drive_to 872.0625 335.875 0.0 

:ASUKA3_2243
if 
81AF:   not car $SPY_BOAT 0 872.0625 335.875 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_2439 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_2306 
jump @ASUKA3_7181 

:ASUKA3_2306
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2402 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_2402 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_2395 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_2395
jump @ASUKA3_7164 

:ASUKA3_2402
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2432 
gosub @ASUKA3_7308 

:ASUKA3_2432
jump @ASUKA3_2243 

:ASUKA3_2439
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2469 
02D3: boat $SPY_BOAT drive_to 1064.5 180.75 0.0 

:ASUKA3_2469
if 
81AF:   not car $SPY_BOAT 0 1064.5 180.75 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_2665 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_2532 
jump @ASUKA3_7181 

:ASUKA3_2532
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2628 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_2628 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_2621 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_2621
jump @ASUKA3_7164 

:ASUKA3_2628
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2658 
gosub @ASUKA3_7308 

:ASUKA3_2658
jump @ASUKA3_2469 

:ASUKA3_2665
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2695 
02D3: boat $SPY_BOAT drive_to 1262.0 166.0 0.0 

:ASUKA3_2695
if 
81AF:   not car $SPY_BOAT 0 1262.0 166.0 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_2891 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_2758 
jump @ASUKA3_7181 

:ASUKA3_2758
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2854 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_2854 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_2847 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_2847
jump @ASUKA3_7164 

:ASUKA3_2854
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2884 
gosub @ASUKA3_7308 

:ASUKA3_2884
jump @ASUKA3_2695 

:ASUKA3_2891
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_2921 
02D3: boat $SPY_BOAT drive_to 1566.0 52.0 0.0 

:ASUKA3_2921
if 
81AF:   not car $SPY_BOAT 0 1566.0 52.0 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_3117 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_2984 
jump @ASUKA3_7181 

:ASUKA3_2984
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3080 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_3080 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_3073 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_3073
jump @ASUKA3_7164 

:ASUKA3_3080
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3110 
gosub @ASUKA3_7308 

:ASUKA3_3110
jump @ASUKA3_2921 

:ASUKA3_3117
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3147 
02D3: boat $SPY_BOAT drive_to 1595.0 -154.0 0.0 

:ASUKA3_3147
if 
81AF:   not car $SPY_BOAT 0 1595.0 -154.0 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_3343 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_3210 
jump @ASUKA3_7181 

:ASUKA3_3210
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3306 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_3306 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_3299 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_3299
jump @ASUKA3_7164 

:ASUKA3_3306
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3336 
gosub @ASUKA3_7308 

:ASUKA3_3336
jump @ASUKA3_3147 

:ASUKA3_3343
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3373 
02D3: boat $SPY_BOAT drive_to 1555.0 -299.0 0.0 

:ASUKA3_3373
if 
81AF:   not car $SPY_BOAT 0 1555.0 -299.0 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_3569 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_3436 
jump @ASUKA3_7181 

:ASUKA3_3436
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3532 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_3532 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_3525 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_3525
jump @ASUKA3_7164 

:ASUKA3_3532
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3562 
gosub @ASUKA3_7308 

:ASUKA3_3562
jump @ASUKA3_3373 

:ASUKA3_3569
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3599 
02D3: boat $SPY_BOAT drive_to 1617.0 -600.0 0.0 

:ASUKA3_3599
if 
81AF:   not car $SPY_BOAT 0 1617.0 -600.0 0.0 radius 5.0 5.0 5.0 
jf @ASUKA3_3795 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_3662 
jump @ASUKA3_7181 

:ASUKA3_3662
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3758 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_3758 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_3751 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_3751
jump @ASUKA3_7164 

:ASUKA3_3758
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3788 
gosub @ASUKA3_7308 

:ASUKA3_3788
jump @ASUKA3_3599 

:ASUKA3_3795
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3825 
02D3: boat $SPY_BOAT drive_to 1617.0 -762.0 0.0 

:ASUKA3_3825
if 
81AF:   not car $SPY_BOAT 0 1617.0 -762.0 0.0 radius 5.0 5.0 5.0 
jf @ASUKA3_4021 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_3888 
jump @ASUKA3_7181 

:ASUKA3_3888
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_3984 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_3984 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_3977 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_3977
jump @ASUKA3_7164 

:ASUKA3_3984
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4014 
gosub @ASUKA3_7308 

:ASUKA3_4014
jump @ASUKA3_3825 

:ASUKA3_4021
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4051 
02D3: boat $SPY_BOAT drive_to 1637.0 -950.0 0.0 

:ASUKA3_4051
if 
81AF:   not car $SPY_BOAT 0 1637.0 -950.0 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_4247 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_4114 
jump @ASUKA3_7181 

:ASUKA3_4114
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4210 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_4210 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_4203 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_4203
jump @ASUKA3_7164 

:ASUKA3_4210
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4240 
gosub @ASUKA3_7308 

:ASUKA3_4240
jump @ASUKA3_4051 

:ASUKA3_4247
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4277 
02D3: boat $SPY_BOAT drive_to 1535.0 -1173.0 0.0 

:ASUKA3_4277
if 
81AF:   not car $SPY_BOAT 0 1535.0 -1173.0 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_4473 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_4340 
jump @ASUKA3_7181 

:ASUKA3_4340
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4436 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_4436 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_4429 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_4429
jump @ASUKA3_7164 

:ASUKA3_4436
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4466 
gosub @ASUKA3_7308 

:ASUKA3_4466
jump @ASUKA3_4277 

:ASUKA3_4473
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4503 
02D3: boat $SPY_BOAT drive_to 1268.0 -1273.0 0.0 

:ASUKA3_4503
if 
81AF:   not car $SPY_BOAT 0 1268.0 -1273.0 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_4699 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_4566 
jump @ASUKA3_7181 

:ASUKA3_4566
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4662 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_4662 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_4655 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_4655
jump @ASUKA3_7164 

:ASUKA3_4662
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4692 
gosub @ASUKA3_7308 

:ASUKA3_4692
jump @ASUKA3_4503 

:ASUKA3_4699
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4729 
02D3: boat $SPY_BOAT drive_to 938.0625 -1226.375 0.0 

:ASUKA3_4729
if 
81AF:   not car $SPY_BOAT 0 938.0625 -1226.375 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_4925 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_4792 
jump @ASUKA3_7181 

:ASUKA3_4792
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4888 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_4888 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_4881 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_4881
jump @ASUKA3_7164 

:ASUKA3_4888
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4918 
gosub @ASUKA3_7308 

:ASUKA3_4918
jump @ASUKA3_4729 

:ASUKA3_4925
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_4963 
02DB: set_boat $SPY_BOAT speed_to 45.0 
02D3: boat $SPY_BOAT drive_to 618.0 -1083.0 0.0 

:ASUKA3_4963
if 
81AF:   not car $SPY_BOAT 0 618.0 -1083.0 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_5159 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_5026 
jump @ASUKA3_7181 

:ASUKA3_5026
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_5122 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_5122 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_5115 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_5115
jump @ASUKA3_7164 

:ASUKA3_5122
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_5152 
gosub @ASUKA3_7308 

:ASUKA3_5152
jump @ASUKA3_4963 

:ASUKA3_5159
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_5197 
02DB: set_boat $SPY_BOAT speed_to 35.0 
02D3: boat $SPY_BOAT drive_to 560.0 -899.0 0.0 

:ASUKA3_5197
if 
81AF:   not car $SPY_BOAT 0 560.0 -899.0 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_5393 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_5260 
jump @ASUKA3_7181 

:ASUKA3_5260
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_5356 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_5356 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_5349 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_5349
jump @ASUKA3_7164 

:ASUKA3_5356
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_5386 
gosub @ASUKA3_7308 

:ASUKA3_5386
jump @ASUKA3_5197 

:ASUKA3_5393
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_5431 
02DB: set_boat $SPY_BOAT speed_to 20.0 
02D3: boat $SPY_BOAT drive_to 548.0 -795.0 0.0 

:ASUKA3_5431
if 
81AF:   not car $SPY_BOAT 0 548.0 -795.0 0.0 radius 6.0 6.0 6.0 
jf @ASUKA3_5627 
wait 0 
if 
0119:   car $SPY_BOAT wrecked 
jf @ASUKA3_5494 
jump @ASUKA3_7181 

:ASUKA3_5494
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_5590 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_BOAT radius 160.0 160.0 0 
jf @ASUKA3_5590 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_5583 
00A6: destroy_car $SPY_BOAT 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_5583
jump @ASUKA3_7164 

:ASUKA3_5590
gosub @ASUKA3_7376 
if 
8119:   not car $SPY_BOAT wrecked 
jf @ASUKA3_5620 
gosub @ASUKA3_7308 

:ASUKA3_5620
jump @ASUKA3_5431 

:ASUKA3_5627
wait 1000 
if and
8119:   not car $SPY_BOAT wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_5684 
02D4: car $SPY_BOAT turn_off_engine 
0323: enable_boat $SPY_BOAT anchor 1 
0362: remove_actor $SPY_BLOKE from_car_and_place_at 547.25 -778.375 -100.0 
0151: remove_status_text $BOAT_HEALTH 

:ASUKA3_5684
00A5: $SPY_CAR = create_car #STALLION at 499.6875 -734.375 -100.0 
0175: set_car $SPY_CAR z_angle_to 90.0 
0319: set_actor $SPY_BLOKE wander_state_to 1 
0239: actor $SPY_BLOKE run_to 510.0 -775.5625 

:ASUKA3_5727
if 
8126:   not actor $SPY_BLOKE objective_passed 
jf @ASUKA3_5784 
wait 0 
if 
0118:   actor $SPY_BLOKE dead 
jf @ASUKA3_5770 
jump @ASUKA3_7181 

:ASUKA3_5770
gosub @ASUKA3_7376 
jump @ASUKA3_5727 

:ASUKA3_5784
0239: actor $SPY_BLOKE run_to 505.1875 -751.0625 

:ASUKA3_5795
if 
8126:   not actor $SPY_BLOKE objective_passed 
jf @ASUKA3_5852 
wait 0 
if 
0118:   actor $SPY_BLOKE dead 
jf @ASUKA3_5838 
jump @ASUKA3_7181 

:ASUKA3_5838
gosub @ASUKA3_7376 
jump @ASUKA3_5795 

:ASUKA3_5852
0239: actor $SPY_BLOKE run_to 501.0625 -749.5 

:ASUKA3_5863
if 
8126:   not actor $SPY_BLOKE objective_passed 
jf @ASUKA3_5920 
wait 0 
if 
0118:   actor $SPY_BLOKE dead 
jf @ASUKA3_5906 
jump @ASUKA3_7181 

:ASUKA3_5906
gosub @ASUKA3_7376 
jump @ASUKA3_5863 

:ASUKA3_5920
if 
8119:   not car $SPY_CAR wrecked 
jf @ASUKA3_5944 
01D5: actor $SPY_BLOKE go_to_and_drive_car $SPY_CAR 

:ASUKA3_5944
if 
80DB:   not actor $SPY_BLOKE in_car $SPY_CAR 
jf @ASUKA3_6032 
wait 0 
if 
0118:   actor $SPY_BLOKE dead 
jf @ASUKA3_5990 
jump @ASUKA3_7181 

:ASUKA3_5990
if and
0119:   car $SPY_CAR wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_6018 
jump @ASUKA3_7029 

:ASUKA3_6018
gosub @ASUKA3_7376 
jump @ASUKA3_5944 

:ASUKA3_6032
if 
8119:   not car $SPY_CAR wrecked 
jf @ASUKA3_6084 
02C2: car $SPY_CAR drive_to_point 463.0 -727.375 16.0625 
00AF: set_car $SPY_CAR driver_behaviour_to 13 
00AE: set_vehicle $SPY_CAR traffic_behavior_to 1 
00AD: set_car $SPY_CAR max_speed_to 15.0 

:ASUKA3_6084
if 
81AF:   not car $SPY_CAR 0 463.0 -727.375 16.0625 radius 3.0 3.0 3.0 
jf @ASUKA3_6306 
wait 0 
if 
0119:   car $SPY_CAR wrecked 
jf @ASUKA3_6147 
jump @ASUKA3_7181 

:ASUKA3_6147
if 
0118:   actor $SPY_BLOKE dead 
jf @ASUKA3_6170 
jump @ASUKA3_7181 

:ASUKA3_6170
if 
80DB:   not actor $SPY_BLOKE in_car $SPY_CAR 
jf @ASUKA3_6196 
jump @ASUKA3_7029 

:ASUKA3_6196
if 
8119:   not car $SPY_CAR wrecked 
jf @ASUKA3_6292 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_CAR radius 160.0 160.0 0 
jf @ASUKA3_6292 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_CAR wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_6285 
00A6: destroy_car $SPY_CAR 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_6285
jump @ASUKA3_7164 

:ASUKA3_6292
gosub @ASUKA3_7376 
jump @ASUKA3_6084 

:ASUKA3_6306
if 
8119:   not car $SPY_CAR wrecked 
jf @ASUKA3_6343 
02C2: car $SPY_CAR drive_to_point 456.0 -707.0625 16.0 
00AF: set_car $SPY_CAR driver_behaviour_to 13 

:ASUKA3_6343
if 
81AF:   not car $SPY_CAR 0 456.0 -707.0625 16.0 radius 3.0 3.0 3.0 
jf @ASUKA3_6565 
wait 0 
if 
0119:   car $SPY_CAR wrecked 
jf @ASUKA3_6406 
jump @ASUKA3_7181 

:ASUKA3_6406
if 
0118:   actor $SPY_BLOKE dead 
jf @ASUKA3_6429 
jump @ASUKA3_7181 

:ASUKA3_6429
if 
80DB:   not actor $SPY_BLOKE in_car $SPY_CAR 
jf @ASUKA3_6455 
jump @ASUKA3_7029 

:ASUKA3_6455
if 
8119:   not car $SPY_CAR wrecked 
jf @ASUKA3_6551 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_CAR radius 160.0 160.0 0 
jf @ASUKA3_6551 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_CAR wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_6544 
00A6: destroy_car $SPY_CAR 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_6544
jump @ASUKA3_7164 

:ASUKA3_6551
gosub @ASUKA3_7376 
jump @ASUKA3_6343 

:ASUKA3_6565
if 
8119:   not car $SPY_CAR wrecked 
jf @ASUKA3_6602 
02C2: car $SPY_CAR drive_to_point 459.0 -678.0625 16.0 
00AF: set_car $SPY_CAR driver_behaviour_to 13 

:ASUKA3_6602
if 
81AF:   not car $SPY_CAR 0 459.0 -678.0625 16.0 radius 3.0 3.0 3.0 
jf @ASUKA3_6824 
wait 0 
if 
0119:   car $SPY_CAR wrecked 
jf @ASUKA3_6665 
jump @ASUKA3_7181 

:ASUKA3_6665
if 
0118:   actor $SPY_BLOKE dead 
jf @ASUKA3_6688 
jump @ASUKA3_7181 

:ASUKA3_6688
if 
80DB:   not actor $SPY_BLOKE in_car $SPY_CAR 
jf @ASUKA3_6714 
jump @ASUKA3_7029 

:ASUKA3_6714
if 
8119:   not car $SPY_CAR wrecked 
jf @ASUKA3_6810 
if 
81FC:   not player $PLAYER_CHAR near_car $SPY_CAR radius 160.0 160.0 0 
jf @ASUKA3_6810 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if and
8119:   not car $SPY_CAR wrecked 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_6803 
00A6: destroy_car $SPY_CAR 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_6803
jump @ASUKA3_7164 

:ASUKA3_6810
gosub @ASUKA3_7376 
jump @ASUKA3_6602 

:ASUKA3_6824
if 
8119:   not car $SPY_CAR wrecked 
jf @ASUKA3_6860 
00A8: set_car $SPY_CAR to_psycho_driver 
00AE: set_vehicle $SPY_CAR traffic_behavior_to 2 
00AD: set_car $SPY_CAR max_speed_to 25.0 

:ASUKA3_6860
if 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_7029 
wait 0 
if 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_6966 
if 
80E9:   not player $PLAYER_CHAR 0 $SPY_BLOKE radius 160.0 160.0 
jf @ASUKA3_6966 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_6959 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_6959
jump @ASUKA3_7164 

:ASUKA3_6966
if 
0119:   car $SPY_CAR wrecked 
jf @ASUKA3_6989 
jump @ASUKA3_7181 

:ASUKA3_6989
if 
80DB:   not actor $SPY_BLOKE in_car $SPY_CAR 
jf @ASUKA3_7015 
jump @ASUKA3_7029 

:ASUKA3_7015
gosub @ASUKA3_7376 
jump @ASUKA3_6860 

:ASUKA3_7029
01D0: actor $SPY_BLOKE avoid_player $PLAYER_CHAR 

:ASUKA3_7037
if 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_7157 
wait 0 
if 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_7143 
if 
80E9:   not player $PLAYER_CHAR 0 $SPY_BLOKE radius 160.0 160.0 
jf @ASUKA3_7143 
00BC: text_highpriority 'AWAY' time 5000 2  // ~r~He's clean out of here!
if 
8118:   not actor $SPY_BLOKE dead 
jf @ASUKA3_7136 
009B: destroy_actor_instantly $SPY_BLOKE 

:ASUKA3_7136
jump @ASUKA3_7164 

:ASUKA3_7143
gosub @ASUKA3_7376 
jump @ASUKA3_7037 

:ASUKA3_7157
jump @ASUKA3_7181 

:ASUKA3_7164
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ASUKA3_7181
0151: remove_status_text $BOAT_HEALTH 
$FLAG_ASUKA_MISSION3_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10000 
0318: set_latest_mission_passed 'AM3'  // 'PAPARAZZI PURGE'
030C: progress_made += 1 
start_new_script @NONAME_44 
return 

:ASUKA3_7252
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 0 // $ = int 
0164: disable_marker $BLIP1_AS3 
0164: disable_marker $BLIP2_AS3 
0249: release_model #MALE01 
0249: release_model #SPEEDER 
0249: release_model #REEFER 
0249: release_model #PREDATOR 
0249: release_model #STALLION 
0151: remove_status_text $BOAT_HEALTH 
mission_cleanup 
return 

:ASUKA3_7308
0227: $BOAT_HEALTH = car $SPY_BOAT health 
$BOAT_HEALTH2 = 1500 // $ = int 
0060: $BOAT_HEALTH2 -= $BOAT_HEALTH // $ -= $ int 
if 
  $BOAT_HEALTH2 > 1500 // $ > int 
jf @ASUKA3_7359 
$BOAT_HEALTH2 = 1500 // $ = int 

:ASUKA3_7359
0084: $BOAT_HEALTH = $BOAT_HEALTH2 // $ = $ int 
$BOAT_HEALTH /= 15 // $ /= int 
return 

:ASUKA3_7376
if 
8119:   not car $COP_BOAT wrecked 
jf @ASUKA3_7487 
if and
00DC:   player $PLAYER_CHAR in_car $COP_BOAT 
  $BEEN_IN_COP_BOAT_BEFORE == 0 // $ == int 
jf @ASUKA3_7480 
0293: $CONTROLMODE = current_controls 
if 
   not $CONTROLMODE == 3 // $ == int 
jf @ASUKA3_7458 
03E5: text_box 'PBOAT_1'  // Press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire the boat cannons.
jump @ASUKA3_7468 

:ASUKA3_7458
03E5: text_box 'PBOAT_2'  // Press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire the boat cannons.

:ASUKA3_7468
0164: disable_marker $BLIP1_AS3 
$BEEN_IN_COP_BOAT_BEFORE = 1 // $ = int 

:ASUKA3_7480
jump @ASUKA3_7517 

:ASUKA3_7487
if 
  $BEEN_IN_COP_BOAT_BEFORE == 0 // $ == int 
jf @ASUKA3_7517 
0164: disable_marker $BLIP1_AS3 
$BEEN_IN_COP_BOAT_BEFORE = 1 // $ = int 

:ASUKA3_7517
return 

//-------------Mission 47---------------
// Originally: Payday For Ray

:ASUKA4
gosub @ASUKA4_36 
if 
  wasted_or_busted 
jf @ASUKA4_27 
gosub @ASUKA4_3096 

:ASUKA4_27
gosub @ASUKA4_3205 
terminate_this_script 

:ASUKA4_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 1 // $ = int 
script_name 'ASUKA4' 
wait 0 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'ASUKAH' 
02F3: load_object #CUTOBJ03 'MINNOTE' 
023C: load_special_actor 1 'ASUKA' 
0247: request_model #CONDO_IVY 
0247: request_model #KMRICNDO01 
038B: load_requested_models 

:ASUKA4_128
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @ASUKA4_169 
wait 0 
jump @ASUKA4_128 

:ASUKA4_169
if or
8248:   not model #CONDO_IVY available 
8248:   not model #KMRICNDO01 available 
jf @ASUKA4_200 
wait 0 
jump @ASUKA4_169 

:ASUKA4_200
02E4: load_cutscene_data 'A4_PDR' 
0244: set_cutscene_pos 523.0625 -636.9375 15.5625 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_ASUKA = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_ASUKA 'ASUKA' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_ASUKAHEAD from_head #CUTOBJ02 and_body $CS_ASUKA 
02F5: set_head_anim $CS_ASUKAHEAD 'ASUKA' 
02E5: $CS_NOTE = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $CS_NOTE 'MINNOTE' 
0395: clear_area 1 at 523.5625 -639.375 16.5625 range 1.0 
0055: put_player $PLAYER_CHAR at 523.5625 -639.375 16.0 
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: $CS_TIME = cutscenetime 

:ASUKA4_390
if 
  805 > $CS_TIME // int > $ 
jf @ASUKA4_425 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_390 

:ASUKA4_425
00BC: text_highpriority 'AM4_A' time 10000 1  // It's my handsome handyman!

:ASUKA4_440
if 
  3370 > $CS_TIME // int > $ 
jf @ASUKA4_475 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_440 

:ASUKA4_475
00BC: text_highpriority 'AM4_B' time 10000 1  // Maria's all tied up at the moment but I'll tell her you called.

:ASUKA4_490
if 
  6758 > $CS_TIME // int > $ 
jf @ASUKA4_525 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_490 

:ASUKA4_525
00BC: text_highpriority 'AM4_C' time 10000 1  // Who's that? Asuka? I know I've been a naughty girl but I really need to pee! OK?

:ASUKA4_540
if 
  12673 > $CS_TIME // int > $ 
jf @ASUKA4_575 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_540 

:ASUKA4_575
00BC: text_highpriority 'AM4_D' time 10000 1  // It's time you met our man inside the LPD.

:ASUKA4_590
if 
  15481 > $CS_TIME // int > $ 
jf @ASUKA4_625 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_590 

:ASUKA4_625
00BC: text_highpriority 'AM4_E' time 10000 1  // Here's his payment for the last little job he did for us.

:ASUKA4_640
if 
  18606 > $CS_TIME // int > $ 
jf @ASUKA4_675 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_640 

:ASUKA4_675
00BC: text_highpriority 'AM4_F' time 10000 1  // He is understandably cautious.

:ASUKA4_690
if 
  21381 > $CS_TIME // int > $ 
jf @ASUKA4_725 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_690 

:ASUKA4_725
00BC: text_highpriority 'AM4_G' time 10000 1  // Get to the pay phone in Torrington as quick as you can and await his instructions.

:ASUKA4_740
if 
  25955 > $CS_TIME // int > $ 
jf @ASUKA4_775 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_740 

:ASUKA4_775
00BE: text_clear_all 

:ASUKA4_777
if 
  29333 > $CS_TIME // int > $ 
jf @ASUKA4_812 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_777 

:ASUKA4_812
fade 0 1500 

:ASUKA4_819
if 
82E9:   not cutscene_reached_end 
jf @ASUKA4_843 
wait 0 
jump @ASUKA4_819 

:ASUKA4_843
00BE: text_clear_all 

:ASUKA4_845
if 
  fading 
jf @ASUKA4_869 
wait 0 
jump @ASUKA4_845 

:ASUKA4_869
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CONDO_IVY 
0249: release_model #KMRICNDO01 
0296: unload_special_actor 1 
029B: $PHONE_1_OBJ = init_object #FAKETARGET at 229.1875 -1537.563 26.0 
01C7: remove_object_from_mission_cleanup_list $PHONE_1_OBJ 
029B: $PHONE_2_OBJ = init_object #FAKETARGET at -53.5 -699.0625 26.0 
01C7: remove_object_from_mission_cleanup_list $PHONE_2_OBJ 
029B: $PHONE_3_OBJ = init_object #FAKETARGET at 204.75 -135.0 16.0 
01C7: remove_object_from_mission_cleanup_list $PHONE_3_OBJ 
029B: $PHONE_4_OBJ = init_object #FAKETARGET at 60.25 -964.75 26.0625 
01C7: remove_object_from_mission_cleanup_list $PHONE_4_OBJ 
$COUNTDOWN_AS4 = 211000 // $ = int 
014E: set_timer_to $COUNTDOWN_AS4 
0188: $BLIP1_AS4 = create_marker_above_object $PHONE_1_OBJ 
024C: set_phone $RAY_PHONE1 message 'AM4_1A'  // Get to the Phone in West Belleville Park.
03CF: load_wav 'A4_A' 

:ASUKA4_1047
if or
80F6:   not player $PLAYER_CHAR 0 229.1875 -1537.563 26.0 radius 1.0 1.0 3.0 
8447:   not player $PLAYER_CHAR lifting_a_phone 
jf @ASUKA4_1139 
wait 0 
if 
  $COUNTDOWN_AS4 == 0 // $ == int 
jf @ASUKA4_1132 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @ASUKA4_3096 

:ASUKA4_1132
jump @ASUKA4_1047 

:ASUKA4_1139
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0396: pause_timer 1 
015F: set_camera_position 214.8125 -1549.875 32.4375 rotation 0.0 0.0 0.0 
0160: point_camera 215.5 -1549.188 32.0625 switchstyle 2 

:ASUKA4_1190
if 
83C2:   not phone $RAY_PHONE1 is_displaying_message 
jf @ASUKA4_1217 
wait 0 
jump @ASUKA4_1190 

:ASUKA4_1217
03D1: play_wav 

:ASUKA4_1219
if 
0447:   player $PLAYER_CHAR lifting_a_phone 
jf @ASUKA4_1246 
wait 0 
jump @ASUKA4_1219 

:ASUKA4_1246
02EB: restore_camera_with_jumpcut 
0396: pause_timer 0 
0164: disable_marker $BLIP1_AS4 
0188: $BLIP1_AS4 = create_marker_above_object $PHONE_2_OBJ 
024C: set_phone $RAY_PHONE2 message 'AM4_1B'  // Get to the Phone on Liberty Campus.
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03CF: load_wav 'A4_B' 

:ASUKA4_1302
if or
80F6:   not player $PLAYER_CHAR 0 -53.5 -699.0625 26.0 radius 1.0 1.0 3.0 
8447:   not player $PLAYER_CHAR lifting_a_phone 
jf @ASUKA4_1394 
wait 0 
if 
  $COUNTDOWN_AS4 == 0 // $ == int 
jf @ASUKA4_1387 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @ASUKA4_3096 

:ASUKA4_1387
jump @ASUKA4_1302 

:ASUKA4_1394
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0396: pause_timer 1 
015F: set_camera_position -77.4375 -702.5 33.5625 rotation 0.0 0.0 0.0 
0160: point_camera -76.5 -702.375 33.25 switchstyle 2 

:ASUKA4_1445
if 
83C2:   not phone $RAY_PHONE2 is_displaying_message 
jf @ASUKA4_1472 
wait 0 
jump @ASUKA4_1445 

:ASUKA4_1472
03D1: play_wav 

:ASUKA4_1474
if 
0447:   player $PLAYER_CHAR lifting_a_phone 
jf @ASUKA4_1501 
wait 0 
jump @ASUKA4_1474 

:ASUKA4_1501
02EB: restore_camera_with_jumpcut 
0396: pause_timer 0 
0164: disable_marker $BLIP1_AS4 
0188: $BLIP1_AS4 = create_marker_above_object $PHONE_3_OBJ 
024C: set_phone $RAY_PHONE3 message 'AM4_1C'  // Get to the Phone in South Belleville Park.
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03CF: load_wav 'A4_C' 

:ASUKA4_1557
if or
80F6:   not player $PLAYER_CHAR 0 204.75 -135.0 16.0 radius 1.0 1.0 3.0 
8447:   not player $PLAYER_CHAR lifting_a_phone 
jf @ASUKA4_1649 
wait 0 
if 
  $COUNTDOWN_AS4 == 0 // $ == int 
jf @ASUKA4_1642 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @ASUKA4_3096 

:ASUKA4_1642
jump @ASUKA4_1557 

:ASUKA4_1649
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0396: pause_timer 1 
015F: set_camera_position 191.625 -130.5 20.0 rotation 0.0 0.0 0.0 
0160: point_camera 192.5 -130.8125 19.6875 switchstyle 2 

:ASUKA4_1700
if 
83C2:   not phone $RAY_PHONE3 is_displaying_message 
jf @ASUKA4_1727 
wait 0 
jump @ASUKA4_1700 

:ASUKA4_1727
03D1: play_wav 

:ASUKA4_1729
if 
0447:   player $PLAYER_CHAR lifting_a_phone 
jf @ASUKA4_1756 
wait 0 
jump @ASUKA4_1729 

:ASUKA4_1756
02EB: restore_camera_with_jumpcut 
0396: pause_timer 0 
0164: disable_marker $BLIP1_AS4 
0188: $BLIP1_AS4 = create_marker_above_object $PHONE_4_OBJ 
024C: set_phone $RAY_PHONE4 message 'AM4_1D'  // Meet me in the toilet block in the park.
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03CF: load_wav 'A4_D' 

:ASUKA4_1812
if or
80F6:   not player $PLAYER_CHAR 0 60.25 -964.75 26.0625 radius 1.0 1.0 3.0 
8447:   not player $PLAYER_CHAR lifting_a_phone 
jf @ASUKA4_1904 
wait 0 
if 
  $COUNTDOWN_AS4 == 0 // $ == int 
jf @ASUKA4_1897 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @ASUKA4_3096 

:ASUKA4_1897
jump @ASUKA4_1812 

:ASUKA4_1904
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0396: pause_timer 1 
015F: set_camera_position 51.6875 -973.0625 30.5 rotation 0.0 0.0 0.0 
0160: point_camera 52.375 -972.4375 30.125 switchstyle 2 

:ASUKA4_1955
if 
83C2:   not phone $RAY_PHONE4 is_displaying_message 
jf @ASUKA4_1982 
wait 0 
jump @ASUKA4_1955 

:ASUKA4_1982
03D1: play_wav 

:ASUKA4_1984
if 
0447:   player $PLAYER_CHAR lifting_a_phone 
jf @ASUKA4_2011 
wait 0 
jump @ASUKA4_1984 

:ASUKA4_2011
02EB: restore_camera_with_jumpcut 
014F: stop_timer $COUNTDOWN_AS4 
0164: disable_marker $BLIP1_AS4 
018A: $BLIP1_AS4 = create_checkpoint_at 38.75 -725.375 22.75 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 

:ASUKA4_2058
if 
80F6:   not player $PLAYER_CHAR 1 38.75 -725.375 22.75 radius 1.0 1.0 2.0 
jf @ASUKA4_2105 
wait 0 
jump @ASUKA4_2058 

:ASUKA4_2105
0164: disable_marker $BLIP1_AS4 
01BD: $BREAKOUT_TIMER_START = current_time_in_ms 
$BREAKOUT_DIFF = 0 // $ = int 

:ASUKA4_2122
if and
83EE:   not player $PLAYER_CHAR controllable 
  5000 > $BREAKOUT_DIFF // int > $ 
jf @ASUKA4_2178 
wait 0 
01BD: $BREAKOUT_TIMER = current_time_in_ms 
0084: $BREAKOUT_DIFF = $BREAKOUT_TIMER // $ = $ int 
0060: $BREAKOUT_DIFF -= $BREAKOUT_TIMER_START // $ -= $ int 
jump @ASUKA4_2122 

:ASUKA4_2178
03EF: player $PLAYER_CHAR make_safe 
0110: clear_player $PLAYER_CHAR wanted_level 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
023C: load_special_actor 2 'RAY' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'RAYH' 

:ASUKA4_2245
if 
  fading 
jf @ASUKA4_2269 
wait 0 
jump @ASUKA4_2245 

:ASUKA4_2269
038B: load_requested_models 

:ASUKA4_2271
if or
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
jf @ASUKA4_2307 
wait 0 
jump @ASUKA4_2271 

:ASUKA4_2307
02E4: load_cutscene_data 'R0_PDR2' 
0244: set_cutscene_pos 39.375 -726.625 21.6875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_RAY = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_RAY 'RAY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_RAYHEAD from_head #CUTOBJ02 and_body $CS_RAY 
02F5: set_head_anim $CS_RAYHEAD 'RAY' 
0395: clear_area 1 at 39.0 -723.5 22.0 range 1.0 
0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:ASUKA4_2476
if 
  2887 > $CS_TIME // int > $ 
jf @ASUKA4_2511 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_2476 

:ASUKA4_2511
00BC: text_highpriority 'AM4_3' time 10000 1  // You must be Asuka's new errand boy!

:ASUKA4_2526
if 
  6583 > $CS_TIME // int > $ 
jf @ASUKA4_2561 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_2526 

:ASUKA4_2561
00BC: text_highpriority 'AM4_4' time 10000 1  // You got the money? Is it all here?

:ASUKA4_2576
if 
  10279 > $CS_TIME // int > $ 
jf @ASUKA4_2611 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_2576 

:ASUKA4_2611
00BC: text_highpriority 'AM4_5' time 10000 1  // I know what you're thinking, another bent cop.

:ASUKA4_2626
if 
  13282 > $CS_TIME // int > $ 
jf @ASUKA4_2661 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_2626 

:ASUKA4_2661
00BC: text_highpriority 'AM4_6' time 10000 1  // Well, it's a bent world.

:ASUKA4_2676
if 
  15014 > $CS_TIME // int > $ 
jf @ASUKA4_2711 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_2676 

:ASUKA4_2711
00BC: text_highpriority 'AM4_7' time 10000 1  // Just 'cause I lost a few partners, those suckers from internal affairs have started sniffing around.

:ASUKA4_2726
if 
  20212 > $CS_TIME // int > $ 
jf @ASUKA4_2761 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_2726 

:ASUKA4_2761
00BC: text_highpriority 'AM4_8' time 10000 1  // Reckon they can smell me.

:ASUKA4_2776
if 
  21944 > $CS_TIME // int > $ 
jf @ASUKA4_2811 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_2776 

:ASUKA4_2811
00BC: text_highpriority 'AM4_9' time 10000 1  // Well, this city is just one big open sewer.

:ASUKA4_2826
if 
  24716 > $CS_TIME // int > $ 
jf @ASUKA4_2861 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_2826 

:ASUKA4_2861
00BC: text_highpriority 'AM4_10' time 10000 1  // But I'm gonna need some non-union help.

:ASUKA4_2876
if 
  27719 > $CS_TIME // int > $ 
jf @ASUKA4_2911 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_2876 

:ASUKA4_2911
00BC: text_highpriority 'AM4_11' time 10000 1  // And if you're interested you'll know where to find me.

:ASUKA4_2926
if 
  30611 > $CS_TIME // int > $ 
jf @ASUKA4_2961 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_2926 

:ASUKA4_2961
00BE: text_clear_all 

:ASUKA4_2963
if 
  31666 > $CS_TIME // int > $ 
jf @ASUKA4_2998 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA4_2963 

:ASUKA4_2998
fade 0 1500 

:ASUKA4_3005
if 
  fading 
jf @ASUKA4_3029 
wait 0 
jump @ASUKA4_3005 

:ASUKA4_3029
if 
82E9:   not cutscene_reached_end 
jf @ASUKA4_3053 
wait 0 
jump @ASUKA4_3029 

:ASUKA4_3053
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
jump @ASUKA4_3113 

:ASUKA4_3096
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ASUKA4_3113
$FLAG_ASUKA_MISSION4_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 11000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 11000 
0318: set_latest_mission_passed 'AM4'  // 'PAYDAY FOR RAY'
030C: progress_made += 1 
02A7: $RAY_CONTACT_BLIP = create_icon_marker_and_sphere 15 at 38.75 -725.375 -100.0 
0373: set_camera_directly_behind_player 
start_new_script @NONAME_45 
start_new_script @NONAME_51 
return 

:ASUKA4_3205
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 0 // $ = int 
014F: stop_timer $COUNTDOWN_AS4 
0164: disable_marker $BLIP1_AS4 
024E: disable_phone $RAY_PHONE1 
024E: disable_phone $RAY_PHONE2 
024E: disable_phone $RAY_PHONE3 
024E: disable_phone $RAY_PHONE4 
0108: destroy_object $PHONE_1_OBJ 
0108: destroy_object $PHONE_2_OBJ 
0108: destroy_object $PHONE_3_OBJ 
0108: destroy_object $PHONE_4_OBJ 
$RAYS_CUTSCENE_FLAG = 0 // $ = int 
0396: pause_timer 0 
mission_cleanup 
return 

//-------------Mission 48---------------
// Originally: Two-Faced Tanner

:ASUKA5
gosub @ASUKA5_36 
if 
  wasted_or_busted 
jf @ASUKA5_27 
gosub @ASUKA5_2569 

:ASUKA5_27
gosub @ASUKA5_2649 
terminate_this_script 

:ASUKA5_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 1 // $ = int 
script_name 'ASUKA5' 
wait 0 
01F0: set_max_wanted_level_to 5 
$CLEARED_TIMER_ONCE_ASUKA5 = 0 // $ = int 
$GOT_TO_COORD_ONCE = 0 // $ = int 
02F3: load_object #CUTOBJ02 'NOTE' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
0247: request_model #CONDO_IVY 
0247: request_model #KMRICNDO01 
038B: load_requested_models 

:ASUKA5_121
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CONDO_IVY available 
8248:   not model #KMRICNDO01 available 
jf @ASUKA5_162 
wait 0 
jump @ASUKA5_121 

:ASUKA5_162
02E4: load_cutscene_data 'A5_K2FT' 
0244: set_cutscene_pos 523.0625 -636.9375 15.5625 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_NOTE = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $CS_NOTE 'NOTE' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
0395: clear_area 1 at 523.5625 -639.375 16.5625 range 1.0 
0055: put_player $PLAYER_CHAR at 523.5625 -639.375 16.0 
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: $CS_TIME = cutscenetime 

:ASUKA5_308
if 
  2220 > $CS_TIME // int > $ 
jf @ASUKA5_343 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA5_308 

:ASUKA5_343
00BC: text_highpriority 'AM5_A' time 10000 1  // Maria and I have gone shopping.

:ASUKA5_358
if 
  4363 > $CS_TIME // int > $ 
jf @ASUKA5_393 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA5_358 

:ASUKA5_393
00BC: text_highpriority 'AM5_B' time 10000 1  // Our source in the police has informed us that one of our drivers is a strangely animated undercover cop!

:ASUKA5_408
if 
  11558 > $CS_TIME // int > $ 
jf @ASUKA5_443 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA5_408 

:ASUKA5_443
00BC: text_highpriority 'AM5_C' time 10000 1  // He's more or less useless out of his car, so we've tagged it with a tracer.

:ASUKA5_458
if 
  16227 > $CS_TIME // int > $ 
jf @ASUKA5_493 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA5_458 

:ASUKA5_493
00BC: text_highpriority 'AM5_D' time 10000 1  // Make him bleed!

:ASUKA5_508
if 
  17342 > $CS_TIME // int > $ 
jf @ASUKA5_543 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA5_508 

:ASUKA5_543
00BE: text_clear_all 

:ASUKA5_545
if 
  17666 > $CS_TIME // int > $ 
jf @ASUKA5_580 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUKA5_545 

:ASUKA5_580
fade 0 1500 

:ASUKA5_587
if 
82E9:   not cutscene_reached_end 
jf @ASUKA5_611 
wait 0 
jump @ASUKA5_587 

:ASUKA5_611
00BE: text_clear_all 

:ASUKA5_613
if 
  fading 
jf @ASUKA5_637 
wait 0 
jump @ASUKA5_613 

:ASUKA5_637
03AD: set_rubbish 1 
02EA: end_cutscene 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CONDO_IVY 
0249: release_model #KMRICNDO01 
0247: request_model #ESPERANT 
023C: load_special_actor 1 'TANNER' 

:ASUKA5_692
if or
823D:   not special_actor 1 loaded 
8248:   not model #ESPERANT available 
jf @ASUKA5_722 
wait 0 
jump @ASUKA5_692 

:ASUKA5_722
03CF: load_wav 'A5_A' 

:ASUKA5_732
if 
83D0:   not wav_loaded 
jf @ASUKA5_756 
wait 0 
jump @ASUKA5_732 

:ASUKA5_756
00A5: $TANNER_CAR = create_car #ESPERANT at 420.875 -1396.5 26.0 
0175: set_car $TANNER_CAR z_angle_to 90.0 
02AA: set_car $TANNER_CAR immune_to_nonplayer 1 
020A: set_car $TANNER_CAR door_status_to 3 
03FB: car $TANNER_CAR bind_to_current_island 1 
0428: set_car $TANNER_CAR avoid_level_transitions 1 
018A: $BLIP1_AS5 = create_checkpoint_at 414.0 -1378.0 -100.0 
018B: set_marker $BLIP1_AS5 display 2 

:ASUKA5_829
if 
819E:   not player $PLAYER_CHAR stopped 1 411.75 -1375.25 25.5625 417.0 -1381.875 28.5625 
jf @ASUKA5_959 
wait 0 
if 
0119:   car $TANNER_CAR wrecked 
jf @ASUKA5_892 
jump @ASUKA5_2569 

:ASUKA5_892
if or
8185:   not car $TANNER_CAR health > 999 
80B0:   not car $TANNER_CAR 0 417.0625 -1398.0 425.375 -1394.875 
jf @ASUKA5_952 
00BC: text_highpriority 'AM5_1' time 5000 1  // Tanner's on to you!
jump @ASUKA5_2569 

:ASUKA5_952
jump @ASUKA5_829 

:ASUKA5_959
0164: disable_marker $BLIP1_AS5 
0186: $BLIP2_AS5 = create_marker_above_car $TANNER_CAR 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at 427.875 -1392.688 21.0625 range 20.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
02A3: toggle_widescreen 1 
009A: $TANNER = create_actor 21 #SPECIAL01 at 436.5 -1399.75 33.6875 
0319: set_actor $TANNER wander_state_to 1 
015F: set_camera_position 437.375 -1387.375 30.875 rotation 0.0 0.0 0.0 
0159: camera_on_ped $TANNER mode 15 switchstyle 2 
TIMERB = 0 // @ = int 
0239: actor $TANNER run_to 435.6875 -1388.75 

:ASUKA5_1078
if 
8126:   not actor $TANNER objective_passed 
jf @ASUKA5_1200 
wait 0 
if 
0118:   actor $TANNER dead 
jf @ASUKA5_1121 
jump @ASUKA5_2586 

:ASUKA5_1121
if 
0119:   car $TANNER_CAR wrecked 
jf @ASUKA5_1144 
jump @ASUKA5_2569 

:ASUKA5_1144
if 
  TIMERB > 10000 // @ > int 
jf @ASUKA5_1193 
if 
8118:   not actor $LIPS dead 
jf @ASUKA5_1193 
00A1: put_actor $TANNER at 435.6875 -1388.75 -100.0 

:ASUKA5_1193
jump @ASUKA5_1078 

:ASUKA5_1200
TIMERB = 0 // @ = int 
0239: actor $TANNER run_to 423.5 -1388.75 

:ASUKA5_1218
if 
8126:   not actor $TANNER objective_passed 
jf @ASUKA5_1340 
wait 0 
if 
0118:   actor $TANNER dead 
jf @ASUKA5_1261 
jump @ASUKA5_2586 

:ASUKA5_1261
if 
0119:   car $TANNER_CAR wrecked 
jf @ASUKA5_1284 
jump @ASUKA5_2569 

:ASUKA5_1284
if 
  TIMERB > 10000 // @ > int 
jf @ASUKA5_1333 
if 
8118:   not actor $LIPS dead 
jf @ASUKA5_1333 
00A1: put_actor $TANNER at 427.25 -1388.563 25.0 

:ASUKA5_1333
jump @ASUKA5_1218 

:ASUKA5_1340
TIMERB = 0 // @ = int 
0239: actor $TANNER run_to 423.5625 -1393.063 

:ASUKA5_1358
if 
8126:   not actor $TANNER objective_passed 
jf @ASUKA5_1480 
wait 0 
if 
0118:   actor $TANNER dead 
jf @ASUKA5_1401 
jump @ASUKA5_2586 

:ASUKA5_1401
if 
0119:   car $TANNER_CAR wrecked 
jf @ASUKA5_1424 
jump @ASUKA5_2569 

:ASUKA5_1424
if 
  TIMERB > 10000 // @ > int 
jf @ASUKA5_1473 
if 
8118:   not actor $LIPS dead 
jf @ASUKA5_1473 
00A1: put_actor $TANNER at 423.5625 -1393.063 25.0 

:ASUKA5_1473
jump @ASUKA5_1358 

:ASUKA5_1480
015F: set_camera_position 436.0 -1390.75 31.0 rotation 0.0 0.0 0.0 
0159: camera_on_ped $TANNER mode 15 switchstyle 1 
01D5: actor $TANNER go_to_and_drive_car $TANNER_CAR 

:ASUKA5_1517
if 
80DB:   not actor $TANNER in_car $TANNER_CAR 
jf @ASUKA5_1593 
wait 0 
if 
0118:   actor $TANNER dead 
jf @ASUKA5_1563 
jump @ASUKA5_2586 

:ASUKA5_1563
if 
0119:   car $TANNER_CAR wrecked 
jf @ASUKA5_1586 
jump @ASUKA5_2569 

:ASUKA5_1586
jump @ASUKA5_1517 

:ASUKA5_1593
if 
0118:   actor $TANNER dead 
jf @ASUKA5_1616 
jump @ASUKA5_2586 

:ASUKA5_1616
0395: clear_area 1 at 427.875 -1392.688 21.0625 range 20.0 
0158: camera_on_vehicle $TANNER_CAR mode 15 switchstyle 1 
03C4: set_status_text_to $TEST_TANNER_HEALTH_COUNTER 1 'DAM'  // DAMAGE:
gosub @ASUKA5_2716 
02C2: car $TANNER_CAR drive_to_point 319.875 -1388.563 -100.0 
00AF: set_car $TANNER_CAR driver_behaviour_to 13 
00AD: set_car $TANNER_CAR max_speed_to 20.0 
00AE: set_vehicle $TANNER_CAR traffic_behavior_to 2 
wait 1000 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
02A3: toggle_widescreen 0 
if 
8119:   not car $TANNER_CAR wrecked 
jf @ASUKA5_1951 

:ASUKA5_1740
if 
0185:   car $TANNER_CAR health > 999 
jf @ASUKA5_1951 
wait 0 
if 
0118:   actor $TANNER dead 
jf @ASUKA5_1786 
jump @ASUKA5_2586 

:ASUKA5_1786
if and
0119:   car $TANNER_CAR wrecked 
  $CLEARED_TIMER_ONCE_ASUKA5 == 0 // $ == int 
jf @ASUKA5_1821 
0151: remove_status_text $TEST_TANNER_HEALTH_COUNTER 
$CLEARED_TIMER_ONCE_ASUKA5 = 1 // $ = int 

:ASUKA5_1821
if 
81AD:   not car $TANNER_CAR 0 319.875 -1388.563 8.0 8.0 
jf @ASUKA5_1897 
if 
  $GOT_TO_COORD_ONCE == 0 // $ == int 
jf @ASUKA5_1890 
02C2: car $TANNER_CAR drive_to_point 319.875 -1388.563 -100.0 
00AF: set_car $TANNER_CAR driver_behaviour_to 13 

:ASUKA5_1890
jump @ASUKA5_1909 

:ASUKA5_1897
00A8: set_car $TANNER_CAR to_psycho_driver 
$GOT_TO_COORD_ONCE = 1 // $ = int 

:ASUKA5_1909
if and
01F4:   car $TANNER_CAR flipped 
01C1:   car $TANNER_CAR stopped 
jf @ASUKA5_1937 
jump @ASUKA5_2261 

:ASUKA5_1937
gosub @ASUKA5_2716 
jump @ASUKA5_1740 

:ASUKA5_1951
if 
0118:   actor $TANNER dead 
jf @ASUKA5_1974 
jump @ASUKA5_2586 

:ASUKA5_1974
if and
0119:   car $TANNER_CAR wrecked 
  $CLEARED_TIMER_ONCE_ASUKA5 == 0 // $ == int 
jf @ASUKA5_2009 
0151: remove_status_text $TEST_TANNER_HEALTH_COUNTER 
$CLEARED_TIMER_ONCE_ASUKA5 = 1 // $ = int 

:ASUKA5_2009
03D1: play_wav 
00AD: set_car $TANNER_CAR max_speed_to 30.0 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 
if 
8119:   not car $TANNER_CAR wrecked 
jf @ASUKA5_2050 
0227: $OLD_TANNER_HEALTH = car $TANNER_CAR health 

:ASUKA5_2050
if 
0185:   car $TANNER_CAR health > 300 
jf @ASUKA5_2261 
wait 0 
if 
0118:   actor $TANNER dead 
jf @ASUKA5_2096 
jump @ASUKA5_2586 

:ASUKA5_2096
if and
0119:   car $TANNER_CAR wrecked 
  $CLEARED_TIMER_ONCE_ASUKA5 == 0 // $ == int 
jf @ASUKA5_2131 
0151: remove_status_text $TEST_TANNER_HEALTH_COUNTER 
$CLEARED_TIMER_ONCE_ASUKA5 = 1 // $ = int 

:ASUKA5_2131
if 
81AD:   not car $TANNER_CAR 0 319.875 -1388.563 6.0 6.0 
jf @ASUKA5_2207 
if 
  $GOT_TO_COORD_ONCE == 0 // $ == int 
jf @ASUKA5_2200 
02C2: car $TANNER_CAR drive_to_point 319.875 -1388.563 -100.0 
00AF: set_car $TANNER_CAR driver_behaviour_to 13 

:ASUKA5_2200
jump @ASUKA5_2219 

:ASUKA5_2207
00A8: set_car $TANNER_CAR to_psycho_driver 
$GOT_TO_COORD_ONCE = 1 // $ = int 

:ASUKA5_2219
if and
01F4:   car $TANNER_CAR flipped 
01C1:   car $TANNER_CAR stopped 
jf @ASUKA5_2247 
jump @ASUKA5_2261 

:ASUKA5_2247
gosub @ASUKA5_2716 
jump @ASUKA5_2050 

:ASUKA5_2261
if 
0118:   actor $TANNER dead 
jf @ASUKA5_2284 
jump @ASUKA5_2586 

:ASUKA5_2284
0151: remove_status_text $TEST_TANNER_HEALTH_COUNTER 
0164: disable_marker $BLIP2_AS5 
020A: set_car $TANNER_CAR door_status_to 1 
01D3: actor $TANNER leave_car $TANNER_CAR 
0187: $BLIP3_AS5 = create_marker_above_actor $TANNER 
00AD: set_car $TANNER_CAR max_speed_to 0.0 
00AF: set_car $TANNER_CAR driver_behaviour_to 11 

:ASUKA5_2332
if 
00DB:   actor $TANNER in_car $TANNER_CAR 
jf @ASUKA5_2420 
wait 0 
if 
0118:   actor $TANNER dead 
jf @ASUKA5_2378 
jump @ASUKA5_2586 

:ASUKA5_2378
if and
0119:   car $TANNER_CAR wrecked 
  $CLEARED_TIMER_ONCE_ASUKA5 == 0 // $ == int 
jf @ASUKA5_2413 
0151: remove_status_text $TEST_TANNER_HEALTH_COUNTER 
$CLEARED_TIMER_ONCE_ASUKA5 = 1 // $ = int 

:ASUKA5_2413
jump @ASUKA5_2332 

:ASUKA5_2420
if 
0118:   actor $TANNER dead 
jf @ASUKA5_2443 
jump @ASUKA5_2586 

:ASUKA5_2443
02A9: set_actor $TANNER immune_to_nonplayer 1 
if and
0119:   car $TANNER_CAR wrecked 
  $CLEARED_TIMER_ONCE_ASUKA5 == 0 // $ == int 
jf @ASUKA5_2485 
0151: remove_status_text $TEST_TANNER_HEALTH_COUNTER 
$CLEARED_TIMER_ONCE_ASUKA5 = 1 // $ = int 

:ASUKA5_2485
01D0: actor $TANNER avoid_player $PLAYER_CHAR 
0245: set_actor $TANNER walk_style_to 18 

:ASUKA5_2500
if 
8118:   not actor $TANNER dead 
jf @ASUKA5_2562 
wait 0 
if and
0119:   car $TANNER_CAR wrecked 
  $CLEARED_TIMER_ONCE_ASUKA5 == 0 // $ == int 
jf @ASUKA5_2555 
0151: remove_status_text $TEST_TANNER_HEALTH_COUNTER 
$CLEARED_TIMER_ONCE_ASUKA5 = 1 // $ = int 

:ASUKA5_2555
jump @ASUKA5_2500 

:ASUKA5_2562
jump @ASUKA5_2586 

:ASUKA5_2569
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:ASUKA5_2586
$FLAG_ASUKA_MISSION5_PASSED = 1 // $ = int 
0394: play_music 1 
01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1  // MISSION PASSED! $~1~
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 20000 
0164: disable_marker $ASUKA_CONTACT_BLIP 
0318: set_latest_mission_passed 'AM5'  // 'TWO-FACED TANNER'
030C: progress_made += 1 
return 

:ASUKA5_2649
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 0 // $ = int 
0249: release_model #ESPERANT 
0296: unload_special_actor 1 
if 
8118:   not actor $TANNER dead 
jf @ASUKA5_2692 
034F: destroy_actor_with_fade $TANNER // The actor fades away like a ghost 

:ASUKA5_2692
0164: disable_marker $BLIP1_AS5 
0164: disable_marker $BLIP2_AS5 
0164: disable_marker $BLIP3_AS5 
0151: remove_status_text $TEST_TANNER_HEALTH_COUNTER 
mission_cleanup 
return 

:ASUKA5_2716
if 
8119:   not car $TANNER_CAR wrecked 
jf @ASUKA5_2832 
0227: $TEST_TANNER_HEALTH_COUNTER = car $TANNER_CAR health 
if 
001C:   $OLD_TANNER_HEALTH > $TEST_TANNER_HEALTH_COUNTER // $ > $ int 
jf @ASUKA5_2766 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 4 

:ASUKA5_2766
0084: $OLD_TANNER_HEALTH = $TEST_TANNER_HEALTH_COUNTER // $ = $ int 
$TEST_TANNER_HEALTH_COUNTER2 = 1000 // $ = int 
0060: $TEST_TANNER_HEALTH_COUNTER2 -= $TEST_TANNER_HEALTH_COUNTER // $ -= $ int 
if 
  $TEST_TANNER_HEALTH_COUNTER2 > 700 // $ > int 
jf @ASUKA5_2817 
$TEST_TANNER_HEALTH_COUNTER2 = 700 // $ = int 

:ASUKA5_2817
0084: $TEST_TANNER_HEALTH_COUNTER = $TEST_TANNER_HEALTH_COUNTER2 // $ = $ int 
$TEST_TANNER_HEALTH_COUNTER /= 7 // $ /= int 

:ASUKA5_2832
return 

//-------------Mission 49---------------
// Originally: Kanbu Bust-Out

:KENJI1
script_name 'KENJI1' 
gosub @KENJI1_46 
if 
  wasted_or_busted 
jf @KENJI1_37 
gosub @KENJI1_4066 

:KENJI1_37
gosub @KENJI1_4149 
terminate_this_script 

:KENJI1_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM1 = 0 // $ = int 
$FLAG_PLAYER_HAD_BOMB_MESSAGE_KM1 = 0 // $ = int 
$FLAG_PLAYER_GOT_COPS_MESSAGE_KM1 = 0 // $ = int 
$FLAG_PLAYER_WANTED_LEVEL_CHANGED = 0 // $ = int 
$FLAG_BLIP_ON_YAKUZA_PED1_KM1 = 0 // $ = int 
$FLAG_CAR_GOT_BOMB_KM1 = 0 // $ = int 
$TOTAL_COUNTER_KM1 = 0 // $ = int 
$COUNTER_BOMB_KM1 = 0 // $ = int 
$COUNTER_POLICE_KM1 = 0 // $ = int 
$FLAG_HAD_BOMB_MESSAGE_KM1 = 0 // $ = int 
$FLAG_BLIP_ON_KM1 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
$FLAG_AREA_BOMB_MESSAGE_KM1 = 0 // $ = int 
$FLAG_SPRAY_BLIP_ON_KM1 = 0 // $ = int 
$FLAG_BOMB_KM1 = 0 // $ = int 
$DEBRIS1_X = 0.0 // $ = float 
$DEBRIS1_Y = 0.0 // $ = float 
$DEBRIS1_Z = 0.0 // $ = float 
$DEBRIS2_X = 0.0 // $ = float 
$DEBRIS2_Y = 0.0 // $ = float 
$DEBRIS2_Z = 0.0 // $ = float 
$DEBRIS3_X = 0.0 // $ = float 
$DEBRIS3_Y = 0.0 // $ = float 
$DEBRIS3_Z = 0.0 // $ = float 
$DEBRIS4_X = 0.0 // $ = float 
$DEBRIS4_Y = 0.0 // $ = float 
$DEBRIS4_Z = 0.0 // $ = float 
$FLAG_DOJO_BLIP_ON = 0 // $ = int 
$FLAG_PLAYER_WANTED = 0 // $ = int 
$FLAG_KANBU_IN_GROUP = 0 // $ = int 
$FLAG_PLAYER_HAD_DOME_MESSAGE_KM1 = 0 // $ = int 
$FLAG_PLAYED_COP_RADIO_KM1 = 0 // $ = int 
if 
  $FLAG_NEED_WALL_CHANGE_KM1 == 1 // $ == int 
jf @KENJI1_347 
03B6: replace_model_at 328.0 -1090.25 26.9375 radius 2.0 from #POLICE_CELHOLE to #POLICE_CELL_WALL 
$FLAG_NEED_WALL_CHANGE_KM1 = 0 // $ = int 

:KENJI1_347
023C: load_special_actor 1 'KENJI' 
0247: request_model #GANG07 
0247: request_model #CASINO_GARDEN 
02F3: load_object #CUTOBJ01 'KENJIH' 
02F3: load_object #CUTOBJ02 'PLAYERH' 
038B: load_requested_models 

:KENJI1_396
if or
823D:   not special_actor 1 loaded 
8248:   not model #GANG07 available 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CASINO_GARDEN available 
jf @KENJI1_441 
wait 0 
jump @KENJI1_396 

:KENJI1_441
02E4: load_cutscene_data 'K1_KBO' 
0244: set_cutscene_pos 476.375 -1382.125 67.3125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_KENJI = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_KENJI 'KENJI' 
02E5: $CS_YAKUZA = create_cutscene_object #GANG07 
02E6: set_cutscene_anim $CS_YAKUZA 'GANG07' 
02F4: create_cutscene_actor $CS_KENJIHEAD from_head #CUTOBJ01 and_body $CS_KENJI 
02F5: set_head_anim $CS_KENJIHEAD 'KENJI' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ02 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
0395: clear_area 1 at 459.0625 -1413.0 25.0625 range 1.0 
0055: put_player $PLAYER_CHAR at 459.0625 -1413.0 25.0625 
0171: set_player $PLAYER_CHAR z_angle_to 132.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:KENJI1_630
if 
  8392 > $CS_TIME // int > $ 
jf @KENJI1_665 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI1_630 

:KENJI1_665
00BC: text_highpriority 'KM1_A' time 10000 1  // My sister speaks highly of you,

:KENJI1_680
if 
  9918 > $CS_TIME // int > $ 
jf @KENJI1_715 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI1_680 

:KENJI1_715
00BC: text_highpriority 'KM1_E' time 10000 1  // though I am yet to be convinced that a gaijin can offer anything but disappointment.

:KENJI1_730
if 
  13732 > $CS_TIME // int > $ 
jf @KENJI1_765 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI1_730 

:KENJI1_765
00BC: text_highpriority 'KM1_B' time 10000 1  // Perhaps you could help deal with a situation that has me at a disadvantage.

:KENJI1_780
if 
  17547 > $CS_TIME // int > $ 
jf @KENJI1_815 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI1_780 

:KENJI1_815
00BC: text_highpriority 'KM1_F' time 10000 1  // Of course failure has its own disgrace.

:KENJI1_830
if 
  20683 > $CS_TIME // int > $ 
jf @KENJI1_865 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI1_830 

:KENJI1_865
00BC: text_highpriority 'KM1_C' time 10000 1  // A Yakuza Kanbu is in custody awaiting transfer for trial.

:KENJI1_880
if 
  23650 > $CS_TIME // int > $ 
jf @KENJI1_915 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI1_880 

:KENJI1_915
00BC: text_highpriority 'KM1_G' time 10000 1  // He is a valued member of the family.

:KENJI1_930
if 
  25430 > $CS_TIME // int > $ 
jf @KENJI1_965 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI1_930 

:KENJI1_965
00BC: text_highpriority 'KM1_H' time 10000 1  // Break him out of custody and get him to the dojo at Bedford Point.

:KENJI1_980
if 
  28749 > $CS_TIME // int > $ 
jf @KENJI1_1015 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI1_980 

:KENJI1_1015
03D5: remove_text 'KM1_H'  // Break him out of custody and get him to the dojo at Bedford Point.

:KENJI1_1025
if 
  31200 > $CS_TIME // int > $ 
jf @KENJI1_1060 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI1_1025 

:KENJI1_1060
fade 0 1500 

:KENJI1_1067
if 
82E9:   not cutscene_reached_end 
jf @KENJI1_1091 
wait 0 
jump @KENJI1_1067 

:KENJI1_1091
00BE: text_clear_all 

:KENJI1_1093
if 
  fading 
jf @KENJI1_1117 
wait 0 
jump @KENJI1_1093 

:KENJI1_1117
02EA: end_cutscene 
03AD: set_rubbish 1 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CASINO_GARDEN 
00BC: text_highpriority 'KM1_1' time 5000 1  // ~g~Steal a cop car!
0247: request_model #RUBBLE01 
0247: request_model #RUBBLE02 
03CF: load_wav 'K1_A' 

:KENJI1_1191
if or
8248:   not model #RUBBLE01 available 
8248:   not model #RUBBLE02 available 
83D0:   not wav_loaded 
jf @KENJI1_1225 
wait 0 
jump @KENJI1_1191 

:KENJI1_1225
018D: $CELL_BEATING = create_sound 77 at 326.375 -1092.375 26.0 

:KENJI1_1241
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #POLICE 
jf @KENJI1_1270 
wait 0 
jump @KENJI1_1241 

:KENJI1_1270
00DA: $MISSION_COP_CAR_KM1 = player $PLAYER_CHAR car 
00BC: text_highpriority 'KM1_2' time 5000 1  // ~g~Rig the car with a bomb!
03BC: $SPHERE_KM1 = create_sphere 373.875 -576.375 25.0625 4.0 
02A8: $RADAR_BLIP_COORD1_KM1 = create_marker 2 at 380.0 -577.0 25.0625 

:KENJI1_1326
if 
   not $FLAG_CAR_GOT_BOMB_KM1 == 1 // $ == int 
jf @KENJI1_1677 
wait 0 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #POLICE 
jf @KENJI1_1529 
00DA: $MISSION_COP_CAR_KM1 = player $PLAYER_CHAR car 
if 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_KM1 == 1 // $ == int 
jf @KENJI1_1450 
02A8: $RADAR_BLIP_COORD1_KM1 = create_marker 2 at 380.0 -577.0 25.0625 
if 
  $FLAG_PLAYER_HAD_DOME_MESSAGE_KM1 == 0 // $ == int 
jf @KENJI1_1443 
03BC: $SPHERE_KM1 = create_sphere 373.875 -576.375 25.0625 4.0 

:KENJI1_1443
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM1 = 0 // $ = int 

:KENJI1_1450
if 
0228:   car $MISSION_COP_CAR_KM1 bomb_status == 1 
jf @KENJI1_1482 
$FLAG_CAR_GOT_BOMB_KM1 = 1 // $ = int 
jump @KENJI1_1522 

:KENJI1_1482
if 
  $FLAG_HAD_BOMB_MESSAGE_KM1 == 0 // $ == int 
jf @KENJI1_1522 
00BC: text_highpriority 'KM1_2' time 5000 1  // ~g~Rig the car with a bomb!
$FLAG_HAD_BOMB_MESSAGE_KM1 = 1 // $ = int 

:KENJI1_1522
jump @KENJI1_1586 

:KENJI1_1529
if 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_KM1 == 0 // $ == int 
jf @KENJI1_1579 
00BC: text_highpriority 'KM1_4' time 7000 1  // ~g~You need a cop car to do the job!
0164: disable_marker $RADAR_BLIP_COORD1_KM1 
03BD: destroy_sphere $SPHERE_KM1 
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM1 = 1 // $ = int 

:KENJI1_1579
$FLAG_HAD_BOMB_MESSAGE_KM1 = 0 // $ = int 

:KENJI1_1586
if 
00E5:   player $PLAYER_CHAR 0 373.875 -576.375 radius 2.0 2.0 
jf @KENJI1_1663 
if 
  $FLAG_PLAYER_HAD_DOME_MESSAGE_KM1 == 0 // $ == int 
jf @KENJI1_1656 
03E5: text_box 'KM1_13'  // Drive the vehicle into the garage!
03BD: destroy_sphere $SPHERE_KM1 
$FLAG_PLAYER_HAD_DOME_MESSAGE_KM1 = 1 // $ = int 

:KENJI1_1656
jump @KENJI1_1670 

:KENJI1_1663
$FLAG_PLAYER_HAD_DOME_MESSAGE_KM1 = 0 // $ = int 

:KENJI1_1670
jump @KENJI1_1326 

:KENJI1_1677
0164: disable_marker $RADAR_BLIP_COORD1_KM1 
03BD: destroy_sphere $SPHERE_KM1 
00BC: text_highpriority 'KM1_5' time 7000 1  // ~g~Okay now go to the police station.
018A: $RADAR_BLIP_COORD2_KM1 = create_checkpoint_at 327.0 -1086.0 -100.0 
$BLOB_FLAG = 1 // $ = int 
$FLAG_BLIP_ON_KM1 = 1 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:KENJI1_1737
if 
  $COUNTER_BOMB_KM1 == 0 // $ == int 
jf @KENJI1_2357 
wait 0 
if 
  $FLAG_AREA_BOMB_MESSAGE_KM1 == 0 // $ == int 
jf @KENJI1_2350 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #POLICE 
jf @KENJI1_2261 
00DA: $MISSION_COP_CAR_KM1 = player $PLAYER_CHAR car 
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM1 = 0 // $ = int 
if or
0228:   car $MISSION_COP_CAR_KM1 bomb_status == 1 
0228:   car $MISSION_COP_CAR_KM1 bomb_status == 4 
jf @KENJI1_2143 
if 
  $FLAG_PLAYER_HAD_BOMB_MESSAGE_KM1 == 1 // $ == int 
jf @KENJI1_1865 
0164: disable_marker $RADAR_BLIP_COORD1_KM1 
$FLAG_PLAYER_HAD_BOMB_MESSAGE_KM1 = 0 // $ = int 

:KENJI1_1865
if 
  $FLAG_BLIP_ON_KM1 == 0 // $ == int 
jf @KENJI1_1911 
018A: $RADAR_BLIP_COORD2_KM1 = create_checkpoint_at 327.0 -1086.0 -100.0 
$FLAG_BLIP_ON_KM1 = 1 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:KENJI1_1911
if 
00B1:   car $MISSION_COP_CAR_KM1 $BLOB_FLAG 331.6875 -1091.0 24.0 323.6875 -1078.25 33.0 
jf @KENJI1_2136 
0293: $CONTROLMODE = current_controls 
if 
  $FLAG_BOMB_KM1 == 0 // $ == int 
jf @KENJI1_2090 
if 
  $CONTROLMODE == 0 // $ == int 
jf @KENJI1_1999 
03E5: text_box 'KM1_8A'  // Press the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way.

:KENJI1_1999
if 
  $CONTROLMODE == 1 // $ == int 
jf @KENJI1_2027 
03E5: text_box 'KM1_8A'  // Press the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way.

:KENJI1_2027
if 
  $CONTROLMODE == 2 // $ == int 
jf @KENJI1_2055 
03E5: text_box 'KM1_8A'  // Press the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way.

:KENJI1_2055
if 
  $CONTROLMODE == 3 // $ == int 
jf @KENJI1_2083 
03E5: text_box 'KM1_8D'  // Press the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way.

:KENJI1_2083
$FLAG_BOMB_KM1 = 1 // $ = int 

:KENJI1_2090
if 
0228:   car $MISSION_COP_CAR_KM1 bomb_status == 4 
jf @KENJI1_2129 
$COUNTER_BOMB_KM1 = 1 // $ = int 
$FLAG_AREA_BOMB_MESSAGE_KM1 = 1 // $ = int 
jump @KENJI1_2136 

:KENJI1_2129
$FLAG_AREA_BOMB_MESSAGE_KM1 = 0 // $ = int 

:KENJI1_2136
jump @KENJI1_2254 

:KENJI1_2143
if 
  $FLAG_AREA_BOMB_MESSAGE_KM1 == 0 // $ == int 
jf @KENJI1_2254 
if 
  $FLAG_PLAYER_HAD_BOMB_MESSAGE_KM1 == 0 // $ == int 
jf @KENJI1_2254 
00BC: text_highpriority 'KM1_6' time 7000 1  // ~g~Fit the car with a bomb!
02A8: $RADAR_BLIP_COORD1_KM1 = create_marker 2 at 380.0 -577.0 25.0625 
$FLAG_PLAYER_HAD_BOMB_MESSAGE_KM1 = 1 // $ = int 
if 
  $FLAG_BLIP_ON_KM1 == 1 // $ == int 
jf @KENJI1_2254 
0164: disable_marker $RADAR_BLIP_COORD2_KM1 
$FLAG_BLIP_ON_KM1 = 0 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:KENJI1_2254
jump @KENJI1_2350 

:KENJI1_2261
$BLOB_FLAG = 0 // $ = int 
if 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_KM1 == 0 // $ == int 
jf @KENJI1_2320 
00BC: text_highpriority 'KM1_4' time 7000 1  // ~g~You need a cop car to do the job!
0164: disable_marker $RADAR_BLIP_COORD2_KM1 
$FLAG_BLIP_ON_KM1 = 0 // $ = int 
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM1 = 1 // $ = int 

:KENJI1_2320
if 
  $FLAG_PLAYER_HAD_BOMB_MESSAGE_KM1 == 1 // $ == int 
jf @KENJI1_2350 
0164: disable_marker $RADAR_BLIP_COORD1_KM1 
$FLAG_PLAYER_HAD_BOMB_MESSAGE_KM1 = 0 // $ = int 

:KENJI1_2350
jump @KENJI1_1737 

:KENJI1_2357
03E6: remove_text_box 
0164: disable_marker $RADAR_BLIP_COORD2_KM1 

:KENJI1_2364
if 
8356:   not explosion_type 3 in_cube 323.25 -1072.563 24.0 335.5 -1094.0 33.0 
jf @KENJI1_2453 
if 
0119:   car $MISSION_COP_CAR_KM1 wrecked 
jf @KENJI1_2442 
00BC: text_highpriority 'KM1_11' time 5000 1  // ~r~You brought the heat down on yourself!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
jump @KENJI1_4066 

:KENJI1_2442
wait 0 
jump @KENJI1_2364 

:KENJI1_2453
if 
8119:   not car $MISSION_COP_CAR_KM1 wrecked 
jf @KENJI1_2505 
00BC: text_highpriority 'KM1_11' time 5000 1  // ~r~You brought the heat down on yourself!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
jump @KENJI1_4066 
jump @KENJI1_2512 

:KENJI1_2505
gosub @KENJI1_4221 

:KENJI1_2512
018E: stop_sound $CELL_BEATING 
018D: $POLICE_ALARM = create_sound 69 at 328.375 -1088.125 28.25 
0395: clear_area 1 at 327.0 -1086.0 -100.0 range 4.0 
03B6: replace_model_at 328.0 -1090.25 26.9375 radius 2.0 from #POLICE_CELL_WALL to #POLICE_CELHOLE 
$FLAG_NEED_WALL_CHANGE_KM1 = 1 // $ = int 
0164: disable_marker $RADAR_BLIP_COORD2_KM1 
wait 500 
009A: $YAKUZA_PED1_KM1 = create_actor 10 #GANG07 at 328.1875 -1092.188 24.875 
0319: set_actor $YAKUZA_PED1_KM1 wander_state_to 1 
01ED: reset_actor $YAKUZA_PED1_KM1 threat_search 
01DF: tie_actor $YAKUZA_PED1_KM1 to_player $PLAYER_CHAR 
00BC: text_highpriority 'KM1_12' time 7000 1  // ~g~Get him to the dojo but get rid of the cops first!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
02A8: $SPRAY_BLIP_KM1 = create_marker 18 at 379.0 -493.75 25.1875 
TIMERA = 0 // @ = int 

:KENJI1_2669
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @KENJI1_2924 
wait 0 
if 
  $FLAG_PLAYED_COP_RADIO_KM1 == 0 // $ == int 
jf @KENJI1_2737 
if 
  TIMERA > 2000 // @ > int 
jf @KENJI1_2737 
03D1: play_wav 
$FLAG_PLAYED_COP_RADIO_KM1 = 1 // $ = int 

:KENJI1_2737
if 
0118:   actor $YAKUZA_PED1_KM1 dead 
jf @KENJI1_2775 
00BC: text_highpriority 'KM1_10' time 5000 1  // ~r~The Yakuza Kanbu is dead -along with your honor!
jump @KENJI1_4066 

:KENJI1_2775
if 
8320:   not actor $YAKUZA_PED1_KM1 in_range_of_player $PLAYER_CHAR 
jf @KENJI1_2847 
if 
  $FLAG_BLIP_ON_YAKUZA_PED1_KM1 == 0 // $ == int 
jf @KENJI1_2847 
00BC: text_highpriority 'HEY6' time 5000 1  // ~g~You left your honor with the Yakuza Kanbu. You must protect him!
0187: $RADAR_BLIP_PED1_KM1 = create_marker_above_actor $YAKUZA_PED1_KM1 
0164: disable_marker $SPRAY_BLIP_KM1 
$FLAG_BLIP_ON_YAKUZA_PED1_KM1 = 1 // $ = int 

:KENJI1_2847
if and
00E9:   player $PLAYER_CHAR 0 $YAKUZA_PED1_KM1 radius 8.0 8.0 
  $FLAG_BLIP_ON_YAKUZA_PED1_KM1 == 1 // $ == int 
jf @KENJI1_2917 
01DF: tie_actor $YAKUZA_PED1_KM1 to_player $PLAYER_CHAR 
02A8: $SPRAY_BLIP_KM1 = create_marker 18 at 379.0 -493.75 25.1875 
0164: disable_marker $RADAR_BLIP_PED1_KM1 
$FLAG_BLIP_ON_YAKUZA_PED1_KM1 = 0 // $ = int 

:KENJI1_2917
jump @KENJI1_2669 

:KENJI1_2924
0164: disable_marker $SPRAY_BLIP_KM1 
00BC: text_highpriority 'KM1_3' time 7000 1  // ~g~Now get him to the Yakuza dojo.
018A: $RADAR_BLIP_COORD3_KM1 = create_checkpoint_at 105.5625 -1292.625 -100.0 
$FLAG_DOJO_BLIP_ON = 1 // $ = int 
03CF: load_wav 'K1_B' 
$BLOB_FLAG = 1 // $ = int 

:KENJI1_2982
if or
80E6:   not player $PLAYER_CHAR stopped $BLOB_FLAG 105.5625 -1292.625 radius 3.0 4.0 
80EF:   not actor $YAKUZA_PED1_KM1 stopped 0 105.5625 -1292.625 radius 3.0 4.0 
83D0:   not wav_loaded 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @KENJI1_3564 
wait 0 
if 
0118:   actor $YAKUZA_PED1_KM1 dead 
jf @KENJI1_3083 
00BC: text_highpriority 'KM1_10' time 5000 1  // ~r~The Yakuza Kanbu is dead -along with your honor!
jump @KENJI1_4066 

:KENJI1_3083
if 
8320:   not actor $YAKUZA_PED1_KM1 in_range_of_player $PLAYER_CHAR 
jf @KENJI1_3194 
if 
  $FLAG_BLIP_ON_YAKUZA_PED1_KM1 == 0 // $ == int 
jf @KENJI1_3157 
00BC: text_highpriority 'HEY6' time 5000 1  // ~g~You left your honor with the Yakuza Kanbu. You must protect him!
0187: $RADAR_BLIP_PED1_KM1 = create_marker_above_actor $YAKUZA_PED1_KM1 
$FLAG_BLIP_ON_YAKUZA_PED1_KM1 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:KENJI1_3157
if 
  $FLAG_SPRAY_BLIP_ON_KM1 == 1 // $ == int 
jf @KENJI1_3194 
0164: disable_marker $SPRAY_BLIP_KM1 
$FLAG_SPRAY_BLIP_ON_KM1 = 0 // $ = int 
$FLAG_PLAYER_GOT_COPS_MESSAGE_KM1 = 0 // $ = int 

:KENJI1_3194
if and
00E9:   player $PLAYER_CHAR 0 $YAKUZA_PED1_KM1 radius 8.0 8.0 
  $FLAG_BLIP_ON_YAKUZA_PED1_KM1 == 1 // $ == int 
jf @KENJI1_3255 
01DF: tie_actor $YAKUZA_PED1_KM1 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED1_KM1 
$FLAG_BLIP_ON_YAKUZA_PED1_KM1 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:KENJI1_3255
if 
010F:   player $PLAYER_CHAR wanted_level > 0 
jf @KENJI1_3361 
if 
  $FLAG_PLAYER_GOT_COPS_MESSAGE_KM1 == 0 // $ == int 
jf @KENJI1_3354 
if 
  $FLAG_BLIP_ON_YAKUZA_PED1_KM1 == 0 // $ == int 
jf @KENJI1_3354 
00BC: text_highpriority 'WANTED1' time 7000 1  // ~g~Shake the cops and lose your wanted level!
02A8: $SPRAY_BLIP_KM1 = create_marker 18 at 379.0 -493.75 25.1875 
$FLAG_PLAYER_GOT_COPS_MESSAGE_KM1 = 1 // $ = int 
$FLAG_SPRAY_BLIP_ON_KM1 = 1 // $ = int 

:KENJI1_3354
jump @KENJI1_3398 

:KENJI1_3361
$FLAG_PLAYER_GOT_COPS_MESSAGE_KM1 = 0 // $ = int 
if 
  $FLAG_SPRAY_BLIP_ON_KM1 == 1 // $ == int 
jf @KENJI1_3398 
0164: disable_marker $SPRAY_BLIP_KM1 
$FLAG_SPRAY_BLIP_ON_KM1 = 0 // $ = int 

:KENJI1_3398
if 
  $FLAG_SPRAY_BLIP_ON_KM1 == 0 // $ == int 
jf @KENJI1_3495 
if 
  $FLAG_BLIP_ON_YAKUZA_PED1_KM1 == 0 // $ == int 
jf @KENJI1_3495 
if 
  $FLAG_DOJO_BLIP_ON == 0 // $ == int 
jf @KENJI1_3495 
018A: $RADAR_BLIP_COORD3_KM1 = create_checkpoint_at 105.5625 -1292.625 -100.0 
00BC: text_highpriority 'KM1_3' time 7000 1  // ~g~Now get him to the Yakuza dojo.
$BLOB_FLAG = 1 // $ = int 
$FLAG_DOJO_BLIP_ON = 1 // $ = int 

:KENJI1_3495
if 
  $FLAG_DOJO_BLIP_ON == 1 // $ == int 
jf @KENJI1_3557 
if or
  $FLAG_SPRAY_BLIP_ON_KM1 == 1 // $ == int 
  $FLAG_BLIP_ON_YAKUZA_PED1_KM1 == 1 // $ == int 
jf @KENJI1_3557 
0164: disable_marker $RADAR_BLIP_COORD3_KM1 
$BLOB_FLAG = 0 // $ = int 
$FLAG_DOJO_BLIP_ON = 0 // $ = int 

:KENJI1_3557
jump @KENJI1_2982 

:KENJI1_3564
0164: disable_marker $RADAR_BLIP_COORD3_KM1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
01E0: clear_leader $YAKUZA_PED1_KM1 
03D1: play_wav 

:KENJI1_3601
if 
83D2:   not wav_ended 
jf @KENJI1_3663 
wait 0 
if 
0118:   actor $YAKUZA_PED1_KM1 dead 
jf @KENJI1_3656 
00BC: text_highpriority 'KM1_10' time 5000 1  // ~r~The Yakuza Kanbu is dead -along with your honor!
jump @KENJI1_4066 

:KENJI1_3656
jump @KENJI1_3601 

:KENJI1_3663
015F: set_camera_position 93.4375 -1279.25 35.0625 rotation 0.0 0.0 0.0 
0160: point_camera 94.1875 -1279.875 34.75 switchstyle 2 
0319: set_actor $YAKUZA_PED1_KM1 wander_state_to 0 
if 
00DF:   actor $YAKUZA_PED1_KM1 in_any_car 
jf @KENJI1_3841 
00D9: $CAR_KM1 = actor $YAKUZA_PED1_KM1 car // add to mission cleanup 
01D3: actor $YAKUZA_PED1_KM1 leave_car $CAR_KM1 

:KENJI1_3735
if 
00DB:   actor $YAKUZA_PED1_KM1 in_car $CAR_KM1 
jf @KENJI1_3841 
wait 0 
if 
0118:   actor $YAKUZA_PED1_KM1 dead 
jf @KENJI1_3796 
00BC: text_highpriority 'KM1_10' time 5000 1  // ~r~The Yakuza Kanbu is dead -along with your honor!
jump @KENJI1_4066 

:KENJI1_3796
if 
0119:   car $CAR_KM1 wrecked 
jf @KENJI1_3834 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @KENJI1_4066 

:KENJI1_3834
jump @KENJI1_3735 

:KENJI1_3841
0395: clear_area 1 at 111.0 -1274.75 25.125 range 6.0 
0239: actor $YAKUZA_PED1_KM1 run_to 111.0 -1274.75 
TIMERB = 0 // @ = int 

:KENJI1_3875
if 
80FF:   not actor $YAKUZA_PED1_KM1 0 111.0 -1274.75 25.125 radius 2.0 2.0 2.0 
jf @KENJI1_4027 
wait 0 
if 
0118:   actor $YAKUZA_PED1_KM1 dead 
jf @KENJI1_3953 
00BC: text_highpriority 'KM1_10' time 5000 1  // ~r~The Yakuza Kanbu is dead -along with your honor!
jump @KENJI1_4066 

:KENJI1_3953
if 
  TIMERB >= 8000 // @ >= int 
jf @KENJI1_4020 
if 
80FF:   not actor $YAKUZA_PED1_KM1 0 111.0 -1274.75 25.125 radius 2.0 2.0 2.0 
jf @KENJI1_4020 
034F: destroy_actor_with_fade $YAKUZA_PED1_KM1 // The actor fades away like a ghost 
jump @KENJI1_4027 

:KENJI1_4020
jump @KENJI1_3875 

:KENJI1_4027
009B: destroy_actor_instantly $YAKUZA_PED1_KM1 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
02EB: restore_camera_with_jumpcut 
jump @KENJI1_4083 

:KENJI1_4066
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:KENJI1_4083
$FLAG_KENJI_MISSION1_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'KM1'  // 'KANBU BUST-OUT'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_47 
return 

:KENJI1_4149
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 0 // $ = int 
018E: stop_sound $POLICE_ALARM 
018E: stop_sound $CELL_BEATING 
0249: release_model #GANG07 
0249: release_model #RUBBLE01 
0249: release_model #RUBBLE02 
0164: disable_marker $RADAR_BLIP_COORD1_KM1 
0164: disable_marker $RADAR_BLIP_COORD2_KM1 
0164: disable_marker $RADAR_BLIP_COORD3_KM1 
0164: disable_marker $RADAR_BLIP_PED1_KM1 
0164: disable_marker $SPRAY_BLIP_KM1 
03BD: destroy_sphere $SPHERE_KM1 
mission_cleanup 
return 

:KENJI1_4221
020C: create_explosion 5 at 328.0625 -1087.5 27.6875 
039D: scatter_particles 15 4.0 0 0 0 3000 at 328.0625 -1088.25 26.0 0.0 0.0 0.0 
0107: $DEBRIS1 = create_object #RUBBLE02 at 328.0625 -1084.063 27.0 
0107: $DEBRIS2 = create_object #RUBBLE02 at 328.5 -1084.688 27.0 
0107: $DEBRIS3 = create_object #RUBBLE01 at 326.5625 -1083.688 26.0 
0107: $DEBRIS4 = create_object #RUBBLE01 at 330.0 -1084.375 27.0 
0392: object $DEBRIS1 toggle_in_moving_list 1 
0392: object $DEBRIS2 toggle_in_moving_list 1 
0392: object $DEBRIS3 toggle_in_moving_list 1 
0392: object $DEBRIS4 toggle_in_moving_list 1 
0381: throw_object $DEBRIS1 distance 3.0 16.0 15.0 
0381: throw_object $DEBRIS2 distance -5.0 10.0 5.0 
0381: throw_object $DEBRIS3 distance 7.0 7.0 7.0 
0381: throw_object $DEBRIS4 distance -4.0 13.0 10.0 
return 

//-------------Mission 50---------------
// Originally: Grand Theft Auto

:KENJI2
script_name 'KENJI2' 
gosub @KENJI2_46 
if 
  wasted_or_busted 
jf @KENJI2_37 
gosub @KENJI2_3461 

:KENJI2_37
gosub @KENJI2_3544 
terminate_this_script 

:KENJI2_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR1_KM2 = 0 // $ = int 
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR2_KM2 = 0 // $ = int 
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR3_KM2 = 0 // $ = int 
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR4_KM2 = 0 // $ = int 
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR5_KM2 = 0 // $ = int 
$FLAG_CAR1_IN_GARAGE = 0 // $ = int 
$FLAG_CAR2_IN_GARAGE = 0 // $ = int 
$FLAG_CAR3_IN_GARAGE = 0 // $ = int 
$FLAG_CAR4_IN_GARAGE = 0 // $ = int 
$FLAG_CAR5_IN_GARAGE = 0 // $ = int 
$COUNTER_NUMBER_OF_CARS_IN_GARAGE_KM2 = 0 // $ = int 
$FLAG_BLIP_CAR1_ON = 0 // $ = int 
$FLAG_BLIP_CAR2_ON = 0 // $ = int 
$FLAG_BLIP_CAR3_ON = 0 // $ = int 
$FLAG_BLIP_CAR4_ON = 0 // $ = int 
$FLAG_BLIP_CAR5_ON = 0 // $ = int 
$FLAG_CAR1_DESTROYED = 0 // $ = int 
$FLAG_CAR2_DESTROYED = 0 // $ = int 
$FLAG_CAR3_DESTROYED = 0 // $ = int 
$FLAG_CAR4_DESTROYED = 0 // $ = int 
$FLAG_CAR5_DESTROYED = 0 // $ = int 
$FLAG_GARAGE_NO_BLIP_CAR1_KM2 = 0 // $ = int 
$FLAG_GARAGE_NO_BLIP_CAR2_KM2 = 0 // $ = int 
$FLAG_GARAGE_NO_BLIP_CAR3_KM2 = 0 // $ = int 
$FLAG_GARAGE_NO_BLIP_CAR4_KM2 = 0 // $ = int 
$FLAG_GARAGE_NO_BLIP_CAR5_KM2 = 0 // $ = int 
$FLAG_SPRAY_BLIP_ON_CAR1_KM2 = 0 // $ = int 
$FLAG_SPRAY_BLIP_ON_CAR2_KM2 = 0 // $ = int 
$FLAG_SPRAY_BLIP_ON_CAR3_KM2 = 0 // $ = int 
$FLAG_SPRAY_BLIP_ON_CAR4_KM2 = 0 // $ = int 
$FLAG_SPRAY_BLIP_ON_CAR5_KM2 = 0 // $ = int 
$TIMER_KM2 = 361000 // $ = int 
$FLAG_PLAYER_HAD_GARAGE_CAR1_MESSAGE = 0 // $ = int 
$FLAG_PLAYER_HAD_GARAGE_CAR2_MESSAGE = 0 // $ = int 
$FLAG_PLAYER_HAD_GARAGE_CAR3_MESSAGE = 0 // $ = int 
$FLAG_PLAYER_HAD_GARAGE_CAR4_MESSAGE = 0 // $ = int 
$FLAG_PLAYER_HAD_GARAGE_CAR5_MESSAGE = 0 // $ = int 
023C: load_special_actor 1 'KENJI' 
02F3: load_object #CUTOBJ01 'KENJIH' 
02F3: load_object #CUTOBJ02 'PLAYERH' 
02F3: load_object #CUTOBJ03 'MINNOTE' 
0247: request_model #CASINO_GARDEN 
038B: load_requested_models 

:KENJI2_386
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CASINO_GARDEN available 
jf @KENJI2_432 
wait 0 
jump @KENJI2_386 

:KENJI2_432
02E4: load_cutscene_data 'K2_GIS' 
0244: set_cutscene_pos 476.375 -1382.125 67.3125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_KENJI = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_KENJI 'KENJI' 
02F4: create_cutscene_actor $CS_KENJIHEAD from_head #CUTOBJ01 and_body $CS_KENJI 
02F5: set_head_anim $CS_KENJIHEAD 'KENJI' 
02E5: $CS_NOTE = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $CS_NOTE 'MINNOTE' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ02 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
0395: clear_area 1 at 459.0625 -1413.0 25.0625 range 1.0 
0055: put_player $PLAYER_CHAR at 459.0625 -1413.0 25.0625 
0171: set_player $PLAYER_CHAR z_angle_to 132.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:KENJI2_622
if 
  3902 > $CS_TIME // int > $ 
jf @KENJI2_657 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI2_622 

:KENJI2_657
00BC: text_highpriority 'KM2_A' time 10000 1  // It is impossible to over-estimate the importance of etiquette in this line of work.

:KENJI2_672
if 
  8570 > $CS_TIME // int > $ 
jf @KENJI2_707 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI2_672 

:KENJI2_707
00BC: text_highpriority 'KM2_B' time 10000 1  // To my eternal shame, a man once did me a favor and I have never had the opportunity to repay his kindness.

:KENJI2_722
if 
  15119 > $CS_TIME // int > $ 
jf @KENJI2_757 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI2_722 

:KENJI2_757
00BC: text_highpriority 'KM2_C' time 10000 1  // The man's weakness is motor cars and he has requested that we acquire him certain models for his collection.

:KENJI2_772
if 
  21459 > $CS_TIME // int > $ 
jf @KENJI2_807 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI2_772 

:KENJI2_807
00BC: text_highpriority 'KM2_D' time 10000 1  // Needless to say, we must give him the cars as a gift, to repay the debt that I owe him.

:KENJI2_822
if 
  27033 > $CS_TIME // int > $ 
jf @KENJI2_857 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI2_822 

:KENJI2_857
00BC: text_highpriority 'KM2_E' time 10000 1  // You must obtain the cars on this list and deliver them to a garage behind the car park in Newport.

:KENJI2_872
if 
  33164 > $CS_TIME // int > $ 
jf @KENJI2_909 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI2_872 

:KENJI2_909
00BC: text_highpriority 'KM2_F' time 10000 1  // My honor demands it.

:KENJI2_924
if 
  34918 > $CS_TIME // int > $ 
jf @KENJI2_961 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI2_924 

:KENJI2_961
03D5: remove_text 'KM2_F'  // My honor demands it.

:KENJI2_971
if 
  39333 > $CS_TIME // int > $ 
jf @KENJI2_1008 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI2_971 

:KENJI2_1008
fade 0 1500 

:KENJI2_1015
if 
82E9:   not cutscene_reached_end 
jf @KENJI2_1039 
wait 0 
jump @KENJI2_1015 

:KENJI2_1039
00BE: text_clear_all 

:KENJI2_1041
if 
  fading 
jf @KENJI2_1065 
wait 0 
jump @KENJI2_1041 

:KENJI2_1065
02EA: end_cutscene 
03AD: set_rubbish 1 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CASINO_GARDEN 
0247: request_model #CHEETAH 
0247: request_model #STINGER 
0247: request_model #INFERNUS 

:KENJI2_1121
if or
8248:   not model #CHEETAH available 
8248:   not model #STINGER available 
8248:   not model #INFERNUS available 
jf @KENJI2_1155 
wait 0 
jump @KENJI2_1121 

:KENJI2_1155
00BC: text_highpriority 'KM2_3' time 5000 1  // ~g~Remember the ~r~cars~g~ have to be in mint condition to be accepted by the ~p~garage~g~.
018A: $RADAR_BLIP_COORD1_KM2 = create_checkpoint_at 375.0 -506.875 -100.0 
00A5: $CAR_TO_STEAL1_KM2 = create_car #CHEETAH at 348.25 -0.5 -100.0 
0175: set_car $CAR_TO_STEAL1_KM2 z_angle_to 270.0 
0229: set_car $CAR_TO_STEAL1_KM2 color_to 13 13 
0294: set_vehicle $CAR_TO_STEAL1_KM2 sprayable 0 
0186: $RADAR_BLIP_CAR1_KM2 = create_marker_above_car $CAR_TO_STEAL1_KM2 
$FLAG_BLIP_CAR1_ON = 1 // $ = int 
00A5: $CAR_TO_STEAL3_KM2 = create_car #STINGER at -71.0625 -1467.375 25.0625 
0229: set_car $CAR_TO_STEAL3_KM2 color_to 13 13 
0294: set_vehicle $CAR_TO_STEAL3_KM2 sprayable 0 
0186: $RADAR_BLIP_CAR3_KM2 = create_marker_above_car $CAR_TO_STEAL3_KM2 
0175: set_car $CAR_TO_STEAL3_KM2 z_angle_to 270.0 
$FLAG_BLIP_CAR3_ON = 1 // $ = int 
00A5: $CAR_TO_STEAL4_KM2 = create_car #INFERNUS at -61.6875 -358.375 15.1875 
0229: set_car $CAR_TO_STEAL4_KM2 color_to 13 13 
0294: set_vehicle $CAR_TO_STEAL4_KM2 sprayable 0 
0186: $RADAR_BLIP_CAR4_KM2 = create_marker_above_car $CAR_TO_STEAL4_KM2 
0175: set_car $CAR_TO_STEAL4_KM2 z_angle_to 90.0 
$FLAG_BLIP_CAR4_ON = 1 // $ = int 
014E: set_timer_to $TIMER_KM2 

:KENJI2_1354
if 
  $TIMER_KM2 > 0 // $ > int 
jf @KENJI2_3439 
wait 0 
if 
  $COUNTER_NUMBER_OF_CARS_IN_GARAGE_KM2 == 3 // $ == int 
jf @KENJI2_1401 
jump @KENJI2_3478 

:KENJI2_1401
if 
  $FLAG_CAR1_IN_GARAGE == 0 // $ == int 
jf @KENJI2_2078 
if and
021C:   car_inside_garage $GARAGE_KM2 
  $FLAG_GARAGE_NO_BLIP_CAR1_KM2 == 1 // $ == int 
jf @KENJI2_1512 
$FLAG_CAR1_DESTROYED = 1 // $ = int 
$COUNTER_NUMBER_OF_CARS_IN_GARAGE_KM2 += 1 // $ += int 
018C: play_sound 94 at 380.25 -506.75 26.0625 
00BC: text_highpriority 'KM2_2' time 5000 1  // ~g~Car delivered.
if 
8119:   not car $CAR_TO_STEAL1_KM2 wrecked 
jf @KENJI2_1505 
00A6: destroy_car $CAR_TO_STEAL1_KM2 

:KENJI2_1505
$FLAG_CAR1_IN_GARAGE = 1 // $ = int 

:KENJI2_1512
if 
  $FLAG_CAR1_DESTROYED == 0 // $ == int 
jf @KENJI2_2078 
if 
0119:   car $CAR_TO_STEAL1_KM2 wrecked 
jf @KENJI2_1582 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
$FLAG_CAR1_DESTROYED = 1 // $ = int 
jump @KENJI2_3461 
jump @KENJI2_1625 

:KENJI2_1582
if and
01F4:   car $CAR_TO_STEAL1_KM2 flipped 
01C1:   car $CAR_TO_STEAL1_KM2 stopped 
jf @KENJI2_1625 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @KENJI2_3461 

:KENJI2_1625
if 
01AC:   car $CAR_TO_STEAL1_KM2 stopped 0 377.25 -511.375 25.0625 383.6875 -502.0 30.0 
jf @KENJI2_1764 
if 
83C9:   not car $CAR_TO_STEAL1_KM2 visibly_damaged 
jf @KENJI2_1684 
$FLAG_GARAGE_NO_BLIP_CAR1_KM2 = 1 // $ = int 

:KENJI2_1684
if 
0422:   garage_contain_car $GARAGE_KM2 $CAR_TO_STEAL1_KM2 
jf @KENJI2_1750 
if 
  $FLAG_PLAYER_HAD_GARAGE_CAR1_MESSAGE == 0 // $ == int 
jf @KENJI2_1743 
00BC: text_highpriority 'GARAGE1' time 5000 1  // ~g~Get out of the vehicle and walk outside.
$FLAG_PLAYER_HAD_GARAGE_CAR1_MESSAGE = 1 // $ = int 

:KENJI2_1743
jump @KENJI2_1757 

:KENJI2_1750
$FLAG_PLAYER_HAD_GARAGE_CAR1_MESSAGE = 0 // $ = int 

:KENJI2_1757
jump @KENJI2_1771 

:KENJI2_1764
$FLAG_GARAGE_NO_BLIP_CAR1_KM2 = 0 // $ = int 

:KENJI2_1771
if 
00DC:   player $PLAYER_CHAR in_car $CAR_TO_STEAL1_KM2 
jf @KENJI2_1983 
if 
  $FLAG_BLIP_CAR1_ON == 1 // $ == int 
jf @KENJI2_1820 
0164: disable_marker $RADAR_BLIP_CAR1_KM2 
$FLAG_BLIP_CAR1_ON = 0 // $ = int 

:KENJI2_1820
if 
03C9:   car $CAR_TO_STEAL1_KM2 visibly_damaged 
jf @KENJI2_1931 
if 
  $FLAG_PLAYER_DAMAGE_MESSAGE_CAR1_KM2 == 0 // $ == int 
jf @KENJI2_1883 
00BC: text_highpriority 'KM2_1' time 7000 1  // ~g~Repair the car, it's gotta be mint.
021B: set_garage $GARAGE_KM2 to_accept_car -1 
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR1_KM2 = 1 // $ = int 

:KENJI2_1883
if 
  $FLAG_SPRAY_BLIP_ON_CAR1_KM2 == 0 // $ == int 
jf @KENJI2_1924 
02A8: $SPRAY_BLIP_KM2 = create_marker 18 at 379.0 -493.75 25.1875 
$FLAG_SPRAY_BLIP_ON_CAR1_KM2 = 1 // $ = int 

:KENJI2_1924
jump @KENJI2_1976 

:KENJI2_1931
021B: set_garage $GARAGE_KM2 to_accept_car $CAR_TO_STEAL1_KM2 
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR1_KM2 = 0 // $ = int 
if 
  $FLAG_SPRAY_BLIP_ON_CAR1_KM2 == 1 // $ == int 
jf @KENJI2_1976 
0164: disable_marker $SPRAY_BLIP_KM2 
$FLAG_SPRAY_BLIP_ON_CAR1_KM2 = 0 // $ = int 

:KENJI2_1976
jump @KENJI2_2078 

:KENJI2_1983
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR1_KM2 = 0 // $ = int 
if 
  $FLAG_SPRAY_BLIP_ON_CAR1_KM2 == 1 // $ == int 
jf @KENJI2_2020 
0164: disable_marker $SPRAY_BLIP_KM2 
$FLAG_SPRAY_BLIP_ON_CAR1_KM2 = 0 // $ = int 

:KENJI2_2020
if 
  $FLAG_BLIP_CAR1_ON == 0 // $ == int 
jf @KENJI2_2078 
if 
  $FLAG_GARAGE_NO_BLIP_CAR1_KM2 == 0 // $ == int 
jf @KENJI2_2078 
0186: $RADAR_BLIP_CAR1_KM2 = create_marker_above_car $CAR_TO_STEAL1_KM2 
021B: set_garage $GARAGE_KM2 to_accept_car -1 
$FLAG_BLIP_CAR1_ON = 1 // $ = int 

:KENJI2_2078
if 
  $FLAG_CAR3_IN_GARAGE == 0 // $ == int 
jf @KENJI2_2755 
if and
021C:   car_inside_garage $GARAGE_KM2 
  $FLAG_GARAGE_NO_BLIP_CAR3_KM2 == 1 // $ == int 
jf @KENJI2_2189 
$FLAG_CAR3_DESTROYED = 1 // $ = int 
$COUNTER_NUMBER_OF_CARS_IN_GARAGE_KM2 += 1 // $ += int 
018C: play_sound 94 at 380.25 -506.75 26.0625 
00BC: text_highpriority 'KM2_2' time 5000 1  // ~g~Car delivered.
if 
8119:   not car $CAR_TO_STEAL3_KM2 wrecked 
jf @KENJI2_2182 
00A6: destroy_car $CAR_TO_STEAL3_KM2 

:KENJI2_2182
$FLAG_CAR3_IN_GARAGE = 1 // $ = int 

:KENJI2_2189
if 
  $FLAG_CAR3_DESTROYED == 0 // $ == int 
jf @KENJI2_2755 
if 
0119:   car $CAR_TO_STEAL3_KM2 wrecked 
jf @KENJI2_2259 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
$FLAG_CAR3_DESTROYED = 1 // $ = int 
jump @KENJI2_3461 
jump @KENJI2_2302 

:KENJI2_2259
if and
01F4:   car $CAR_TO_STEAL3_KM2 flipped 
01C1:   car $CAR_TO_STEAL3_KM2 stopped 
jf @KENJI2_2302 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @KENJI2_3461 

:KENJI2_2302
if 
01AC:   car $CAR_TO_STEAL3_KM2 stopped 0 377.25 -511.375 25.0625 383.6875 -502.0 30.0 
jf @KENJI2_2441 
if 
83C9:   not car $CAR_TO_STEAL3_KM2 visibly_damaged 
jf @KENJI2_2361 
$FLAG_GARAGE_NO_BLIP_CAR3_KM2 = 1 // $ = int 

:KENJI2_2361
if 
0422:   garage_contain_car $GARAGE_KM2 $CAR_TO_STEAL3_KM2 
jf @KENJI2_2427 
if 
  $FLAG_PLAYER_HAD_GARAGE_CAR3_MESSAGE == 0 // $ == int 
jf @KENJI2_2420 
00BC: text_highpriority 'GARAGE1' time 5000 1  // ~g~Get out of the vehicle and walk outside.
$FLAG_PLAYER_HAD_GARAGE_CAR3_MESSAGE = 1 // $ = int 

:KENJI2_2420
jump @KENJI2_2434 

:KENJI2_2427
$FLAG_PLAYER_HAD_GARAGE_CAR3_MESSAGE = 0 // $ = int 

:KENJI2_2434
jump @KENJI2_2448 

:KENJI2_2441
$FLAG_GARAGE_NO_BLIP_CAR3_KM2 = 0 // $ = int 

:KENJI2_2448
if 
00DC:   player $PLAYER_CHAR in_car $CAR_TO_STEAL3_KM2 
jf @KENJI2_2660 
if 
  $FLAG_BLIP_CAR3_ON == 1 // $ == int 
jf @KENJI2_2497 
0164: disable_marker $RADAR_BLIP_CAR3_KM2 
$FLAG_BLIP_CAR3_ON = 0 // $ = int 

:KENJI2_2497
if 
03C9:   car $CAR_TO_STEAL3_KM2 visibly_damaged 
jf @KENJI2_2608 
if 
  $FLAG_PLAYER_DAMAGE_MESSAGE_CAR3_KM2 == 0 // $ == int 
jf @KENJI2_2560 
00BC: text_highpriority 'KM2_1' time 7000 1  // ~g~Repair the car, it's gotta be mint.
021B: set_garage $GARAGE_KM2 to_accept_car -1 
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR3_KM2 = 1 // $ = int 

:KENJI2_2560
if 
  $FLAG_SPRAY_BLIP_ON_CAR3_KM2 == 0 // $ == int 
jf @KENJI2_2601 
02A8: $SPRAY_BLIP_KM2 = create_marker 18 at 379.0 -493.75 25.1875 
$FLAG_SPRAY_BLIP_ON_CAR3_KM2 = 1 // $ = int 

:KENJI2_2601
jump @KENJI2_2653 

:KENJI2_2608
021B: set_garage $GARAGE_KM2 to_accept_car $CAR_TO_STEAL3_KM2 
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR3_KM2 = 0 // $ = int 
if 
  $FLAG_SPRAY_BLIP_ON_CAR3_KM2 == 1 // $ == int 
jf @KENJI2_2653 
0164: disable_marker $SPRAY_BLIP_KM2 
$FLAG_SPRAY_BLIP_ON_CAR3_KM2 = 0 // $ = int 

:KENJI2_2653
jump @KENJI2_2755 

:KENJI2_2660
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR3_KM2 = 0 // $ = int 
if 
  $FLAG_SPRAY_BLIP_ON_CAR3_KM2 == 1 // $ == int 
jf @KENJI2_2697 
0164: disable_marker $SPRAY_BLIP_KM2 
$FLAG_SPRAY_BLIP_ON_CAR3_KM2 = 0 // $ = int 

:KENJI2_2697
if 
  $FLAG_BLIP_CAR3_ON == 0 // $ == int 
jf @KENJI2_2755 
if 
  $FLAG_GARAGE_NO_BLIP_CAR3_KM2 == 0 // $ == int 
jf @KENJI2_2755 
0186: $RADAR_BLIP_CAR3_KM2 = create_marker_above_car $CAR_TO_STEAL3_KM2 
021B: set_garage $GARAGE_KM2 to_accept_car -1 
$FLAG_BLIP_CAR3_ON = 1 // $ = int 

:KENJI2_2755
if 
  $FLAG_CAR4_IN_GARAGE == 0 // $ == int 
jf @KENJI2_3432 
if and
021C:   car_inside_garage $GARAGE_KM2 
  $FLAG_GARAGE_NO_BLIP_CAR4_KM2 == 1 // $ == int 
jf @KENJI2_2866 
$FLAG_CAR4_DESTROYED = 1 // $ = int 
$COUNTER_NUMBER_OF_CARS_IN_GARAGE_KM2 += 1 // $ += int 
018C: play_sound 94 at 380.25 -506.75 26.0625 
00BC: text_highpriority 'KM2_2' time 5000 1  // ~g~Car delivered.
if 
8119:   not car $CAR_TO_STEAL4_KM2 wrecked 
jf @KENJI2_2859 
00A6: destroy_car $CAR_TO_STEAL4_KM2 

:KENJI2_2859
$FLAG_CAR4_IN_GARAGE = 1 // $ = int 

:KENJI2_2866
if 
  $FLAG_CAR4_DESTROYED == 0 // $ == int 
jf @KENJI2_3432 
if 
0119:   car $CAR_TO_STEAL4_KM2 wrecked 
jf @KENJI2_2936 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
$FLAG_CAR4_DESTROYED = 1 // $ = int 
jump @KENJI2_3461 
jump @KENJI2_2979 

:KENJI2_2936
if and
01F4:   car $CAR_TO_STEAL4_KM2 flipped 
01C1:   car $CAR_TO_STEAL4_KM2 stopped 
jf @KENJI2_2979 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @KENJI2_3461 

:KENJI2_2979
if 
01AC:   car $CAR_TO_STEAL4_KM2 stopped 0 377.25 -511.375 25.0625 383.6875 -502.0 30.0 
jf @KENJI2_3118 
if 
83C9:   not car $CAR_TO_STEAL4_KM2 visibly_damaged 
jf @KENJI2_3038 
$FLAG_GARAGE_NO_BLIP_CAR4_KM2 = 1 // $ = int 

:KENJI2_3038
if 
0422:   garage_contain_car $GARAGE_KM2 $CAR_TO_STEAL4_KM2 
jf @KENJI2_3104 
if 
  $FLAG_PLAYER_HAD_GARAGE_CAR4_MESSAGE == 0 // $ == int 
jf @KENJI2_3097 
00BC: text_highpriority 'GARAGE1' time 5000 1  // ~g~Get out of the vehicle and walk outside.
$FLAG_PLAYER_HAD_GARAGE_CAR4_MESSAGE = 1 // $ = int 

:KENJI2_3097
jump @KENJI2_3111 

:KENJI2_3104
$FLAG_PLAYER_HAD_GARAGE_CAR4_MESSAGE = 0 // $ = int 

:KENJI2_3111
jump @KENJI2_3125 

:KENJI2_3118
$FLAG_GARAGE_NO_BLIP_CAR4_KM2 = 0 // $ = int 

:KENJI2_3125
if 
00DC:   player $PLAYER_CHAR in_car $CAR_TO_STEAL4_KM2 
jf @KENJI2_3337 
if 
  $FLAG_BLIP_CAR4_ON == 1 // $ == int 
jf @KENJI2_3174 
0164: disable_marker $RADAR_BLIP_CAR4_KM2 
$FLAG_BLIP_CAR4_ON = 0 // $ = int 

:KENJI2_3174
if 
03C9:   car $CAR_TO_STEAL4_KM2 visibly_damaged 
jf @KENJI2_3285 
if 
  $FLAG_PLAYER_DAMAGE_MESSAGE_CAR4_KM2 == 0 // $ == int 
jf @KENJI2_3237 
00BC: text_highpriority 'KM2_1' time 7000 1  // ~g~Repair the car, it's gotta be mint.
021B: set_garage $GARAGE_KM2 to_accept_car -1 
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR4_KM2 = 1 // $ = int 

:KENJI2_3237
if 
  $FLAG_SPRAY_BLIP_ON_CAR4_KM2 == 0 // $ == int 
jf @KENJI2_3278 
02A8: $SPRAY_BLIP_KM2 = create_marker 18 at 379.0 -493.75 25.1875 
$FLAG_SPRAY_BLIP_ON_CAR4_KM2 = 1 // $ = int 

:KENJI2_3278
jump @KENJI2_3330 

:KENJI2_3285
021B: set_garage $GARAGE_KM2 to_accept_car $CAR_TO_STEAL4_KM2 
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR4_KM2 = 0 // $ = int 
if 
  $FLAG_SPRAY_BLIP_ON_CAR4_KM2 == 1 // $ == int 
jf @KENJI2_3330 
0164: disable_marker $SPRAY_BLIP_KM2 
$FLAG_SPRAY_BLIP_ON_CAR4_KM2 = 0 // $ = int 

:KENJI2_3330
jump @KENJI2_3432 

:KENJI2_3337
$FLAG_PLAYER_DAMAGE_MESSAGE_CAR4_KM2 = 0 // $ = int 
if 
  $FLAG_SPRAY_BLIP_ON_CAR4_KM2 == 1 // $ == int 
jf @KENJI2_3374 
0164: disable_marker $SPRAY_BLIP_KM2 
$FLAG_SPRAY_BLIP_ON_CAR4_KM2 = 0 // $ = int 

:KENJI2_3374
if 
  $FLAG_BLIP_CAR4_ON == 0 // $ == int 
jf @KENJI2_3432 
if 
  $FLAG_GARAGE_NO_BLIP_CAR4_KM2 == 0 // $ == int 
jf @KENJI2_3432 
0186: $RADAR_BLIP_CAR4_KM2 = create_marker_above_car $CAR_TO_STEAL4_KM2 
021B: set_garage $GARAGE_KM2 to_accept_car -1 
$FLAG_BLIP_CAR4_ON = 1 // $ = int 

:KENJI2_3432
jump @KENJI2_1354 

:KENJI2_3439
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @KENJI2_3461 

:KENJI2_3461
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:KENJI2_3478
$FLAG_KENJI_MISSION2_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'KM2'  // 'GRAND THEFT AUTO'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 25000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 25000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_48 
return 

:KENJI2_3544
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 0 // $ = int 
021B: set_garage $GARAGE_KM2 to_accept_car -1 
014F: stop_timer $TIMER_KM2 
0164: disable_marker $RADAR_BLIP_COORD1_KM2 
0164: disable_marker $RADAR_BLIP_CAR1_KM2 
0164: disable_marker $RADAR_BLIP_CAR3_KM2 
0164: disable_marker $RADAR_BLIP_CAR4_KM2 
0164: disable_marker $SPRAY_BLIP_KM2 
0249: release_model #CHEETAH 
0249: release_model #STINGER 
0249: release_model #INFERNUS 
mission_cleanup 
return 

//-------------Mission 51---------------
// Originally: Deal Steal

:KENJI3
script_name 'KENJI3' 
gosub @KENJI3_46 
if 
  wasted_or_busted 
jf @KENJI3_37 
gosub @KENJI3_6548 

:KENJI3_37
gosub @KENJI3_6631 
terminate_this_script 

:KENJI3_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 = 0 // $ = int 
$FLAG_PLAYER_BEEN_BAD_KM3 = 0 // $ = int 
$COUNTER_NUMBER_OF_COLOMBIANS_KILLED_KM3 = 0 // $ = int 
$COUNTER_ALL_COLOMBIAN_CARS_DEAD_KM3 = 0 // $ = int 
$FLAG_COLOMBIAN1_DEAD_KM3 = 0 // $ = int 
$FLAG_COLOMBIAN2_DEAD_KM3 = 0 // $ = int 
$FLAG_COLOMBIAN5_DEAD_KM3 = 0 // $ = int 
$FLAG_COLOMBIAN6_DEAD_KM3 = 0 // $ = int 
$FLAG_COLOMBIAN_CAR1_DEAD_KM3 = 0 // $ = int 
$FLAG_COLOMBIAN_CAR2_DEAD_KM3 = 0 // $ = int 
$FLAG_YAKUZA1_KM3_DEAD = 0 // $ = int 
$FLAG_BLIP_ON_YAKUZA_KM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
$FLAG_YAKUZA_MESSAGE_KM3 = 0 // $ = int 
$FLAG_BLOKE_IN_CAR_KM3 = 0 // $ = int 
$FLAG_CAR1_CREATED_KM3 = 0 // $ = int 
$FLAG_CAR2_CREATED_KM3 = 0 // $ = int 
$MONEY_BEEN_PICKED_UP_KM3 = 0 // $ = int 
$FLAG_MONEY_CREATED_KM3 = 0 // $ = int 
$FLAG_GO_FOR_PLAYER_KM3 = 0 // $ = int 
$FLAG_TRAP_AUDIO_REMOVED_KM3 = 0 // $ = int 
$FLAG_HELPER_NOT_IN_CAR_KM3 = 0 // $ = int 
01E8: create_forbidden_for_cars_cube 121.8125 -46.375 14.0 363.8125 54.25 20.0 
022B: create_forbidden_for_peds_cube 121.8125 -46.375 14.0 363.8125 54.25 20.0 
023C: load_special_actor 1 'KENJI' 
0247: request_model #GANG07 
02F3: load_object #CUTOBJ01 'KENJIH' 
02F3: load_object #CUTOBJ02 'PLAYERH' 
0247: request_model #CASINO_GARDEN 
038B: load_requested_models 

:KENJI3_309
if or
823D:   not special_actor 1 loaded 
8248:   not model #GANG07 available 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CASINO_GARDEN available 
jf @KENJI3_354 
wait 0 
jump @KENJI3_309 

:KENJI3_354
02E4: load_cutscene_data 'K3_DS' 
0244: set_cutscene_pos 476.375 -1382.125 67.3125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_KENJI = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_KENJI 'KENJI' 
02E5: $CS_YAKUZA = create_cutscene_object #GANG07 
02E6: set_cutscene_anim $CS_YAKUZA 'GANG07' 
02F4: create_cutscene_actor $CS_KENJIHEAD from_head #CUTOBJ01 and_body $CS_KENJI 
02F5: set_head_anim $CS_KENJIHEAD 'KENJI' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ02 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
0395: clear_area 1 at 459.0625 -1413.0 25.0625 range 1.0 
0055: put_player $PLAYER_CHAR at 459.0625 -1413.0 25.0625 
0171: set_player $PLAYER_CHAR z_angle_to 132.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:KENJI3_543
if 
  1533 > $CS_TIME // int > $ 
jf @KENJI3_578 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI3_543 

:KENJI3_578
00BC: text_highpriority 'KM3_A' time 10000 1  // When trouble looms, the fool turns his back, while the wise man faces it down.

:KENJI3_593
if 
  6549 > $CS_TIME // int > $ 
jf @KENJI3_628 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI3_593 

:KENJI3_628
00BC: text_highpriority 'KM3_B' time 10000 1  // The Colombian Cartel have ignored repeated requests to leave our interests in Liberty well alone.

:KENJI3_643
if 
  11426 > $CS_TIME // int > $ 
jf @KENJI3_678 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI3_643 

:KENJI3_678
00BC: text_highpriority 'KM3_C' time 10000 1  // Now they are negotiating terms with the Jamaicans in order to humiliate us further.

:KENJI3_693
if 
  15676 > $CS_TIME // int > $ 
jf @KENJI3_728 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI3_693 

:KENJI3_728
00BC: text_highpriority 'KM3_D' time 10000 1  // They are finalizing a deal across town.

:KENJI3_743
if 
  17697 > $CS_TIME // int > $ 
jf @KENJI3_778 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI3_743 

:KENJI3_778
00BC: text_highpriority 'KM3_F' time 10000 1  // Take one of my men, steal a Yardie car, and go and pay your respects to the Colombians.

:KENJI3_793
if 
  22086 > $CS_TIME // int > $ 
jf @KENJI3_828 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI3_793 

:KENJI3_828
00BC: text_highpriority 'KM3_E' time 10000 1  // Our Honor demands that you leave no one alive.

:KENJI3_843
if 
  24442 > $CS_TIME // int > $ 
jf @KENJI3_878 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI3_843 

:KENJI3_878
03D5: remove_text 'KM3_E'  // Our Honor demands that you leave no one alive.

:KENJI3_888
if 
  25000 > $CS_TIME // int > $ 
jf @KENJI3_923 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI3_888 

:KENJI3_923
fade 0 1500 

:KENJI3_930
if 
82E9:   not cutscene_reached_end 
jf @KENJI3_954 
wait 0 
jump @KENJI3_930 

:KENJI3_954
00BE: text_clear_all 

:KENJI3_956
if 
  fading 
jf @KENJI3_980 
wait 0 
jump @KENJI3_956 

:KENJI3_980
02EA: end_cutscene 
03AD: set_rubbish 1 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CASINO_GARDEN 
0247: request_model #YARDIE 
0247: request_model #COLUMB 
0247: request_model #GANG09 
0247: request_model #GANG11 

:KENJI3_1037
if or
8248:   not model #YARDIE available 
8248:   not model #GANG09 available 
8248:   not model #GANG11 available 
8248:   not model #COLUMB available 
jf @KENJI3_1077 
wait 0 
jump @KENJI3_1037 

:KENJI3_1077
00BC: text_highpriority 'KM3_1' time 7000 1  // ~g~The Cartel are expecting a Yardie Posse go and steal a Yardie car! Head north you'll find one in Newport.
03CF: load_wav 'K3_A' 

:KENJI3_1102
if or
80DE:   not player $PLAYER_CHAR driving_vehicle_type #YARDIE 
83D0:   not wav_loaded 
jf @KENJI3_1134 
wait 0 
jump @KENJI3_1102 

:KENJI3_1134
00BC: text_highpriority 'KM3_2' time 7000 1  // ~g~Go and pick up your contact.
009A: $YAKUZA1_KM3 = create_actor 4 #GANG07 at 99.5625 -414.25 -100.0 
01ED: reset_actor $YAKUZA1_KM3 threat_search 
0243: set_actor $YAKUZA1_KM3 ped_stats_to 16 
0173: set_actor $YAKUZA1_KM3 z_angle_to 0.0 
01B2: give_actor $YAKUZA1_KM3 weapon 3 ammo 30000 
0187: $RADAR_BLIP_PED1_KM3 = create_marker_above_actor $YAKUZA1_KM3 

:KENJI3_1205
if or
80FD:   not player $PLAYER_CHAR 0 $YAKUZA1_KM3 in_car radius 8.0 8.0 8.0 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #YARDIE 
829F:   not player $PLAYER_CHAR stopped 
jf @KENJI3_1412 
wait 0 
if 
0118:   actor $YAKUZA1_KM3 dead 
jf @KENJI3_1297 
00BC: text_highpriority 'KM3_10' time 5000 1  // ~r~The contact is dead!
$FLAG_YAKUZA1_KM3_DEAD = 1 // $ = int 
jump @KENJI3_6548 

:KENJI3_1297
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #YARDIE 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 == 0 // $ == int 
jf @KENJI3_1357 
00BC: text_highpriority 'KM3_8' time 7000 1  // ~g~You need a Yardie car to get on with the job!
0164: disable_marker $RADAR_BLIP_PED1_KM3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:KENJI3_1357
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #YARDIE 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 == 1 // $ == int 
jf @KENJI3_1405 
0187: $RADAR_BLIP_PED1_KM3 = create_marker_above_actor $YAKUZA1_KM3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:KENJI3_1405
jump @KENJI3_1205 

:KENJI3_1412
01DF: tie_actor $YAKUZA1_KM3 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED1_KM3 

:KENJI3_1425
if or
80FD:   not player $PLAYER_CHAR 0 $YAKUZA1_KM3 in_car radius 1.0 1.0 3.0 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #YARDIE 
jf @KENJI3_1737 
wait 0 
if 
0118:   actor $YAKUZA1_KM3 dead 
jf @KENJI3_1512 
00BC: text_highpriority 'KM3_10' time 5000 1  // ~r~The contact is dead!
$FLAG_YAKUZA1_KM3_DEAD = 1 // $ = int 
jump @KENJI3_6548 

:KENJI3_1512
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #YARDIE 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 == 0 // $ == int 
jf @KENJI3_1572 
00BC: text_highpriority 'KM3_8' time 7000 1  // ~g~You need a Yardie car to get on with the job!
0164: disable_marker $RADAR_BLIP_PED1_KM3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:KENJI3_1572
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #YARDIE 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 == 1 // $ == int 
jf @KENJI3_1620 
0187: $RADAR_BLIP_PED1_KM3 = create_marker_above_actor $YAKUZA1_KM3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:KENJI3_1620
if and
8320:   not actor $YAKUZA1_KM3 in_range_of_player $PLAYER_CHAR 
  $FLAG_YAKUZA_MESSAGE_KM3 == 0 // $ == int 
jf @KENJI3_1676 
00BC: text_highpriority 'HEY9' time 5000 1  // ~g~You want the word on the street? Go see the contact!
0187: $RADAR_BLIP_PED1_KM3 = create_marker_above_actor $YAKUZA1_KM3 
$FLAG_YAKUZA_MESSAGE_KM3 = 1 // $ = int 

:KENJI3_1676
if and
00E9:   player $PLAYER_CHAR 0 $YAKUZA1_KM3 radius 8.0 8.0 
  $FLAG_YAKUZA_MESSAGE_KM3 == 1 // $ == int 
jf @KENJI3_1730 
01DF: tie_actor $YAKUZA1_KM3 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED1_KM3 
$FLAG_YAKUZA_MESSAGE_KM3 = 0 // $ = int 

:KENJI3_1730
jump @KENJI3_1425 

:KENJI3_1737
0164: disable_marker $RADAR_BLIP_PED1_KM3 
00BC: text_highpriority 'KM3_3' time 5000 1  // ~g~The meeting is being held in the hospital parking lot in Rockford!
018A: $RADAR_BLIP_COORD2_KM3 = create_checkpoint_at 231.0625 -26.25 -100.0 
00A5: $COLOMBIAN_CAR1_KM3 = create_car #COLUMB at 230.25 -42.1875 -100.0 
0175: set_car $COLOMBIAN_CAR1_KM3 z_angle_to 0.0 
02AA: set_car $COLOMBIAN_CAR1_KM3 immune_to_nonplayer 1 
0135: 3 = car $COLOMBIAN_CAR1_KM3 door_status 
$FLAG_CAR1_CREATED_KM3 = 1 // $ = int 
00A5: $COLOMBIAN_CAR2_KM3 = create_car #COLUMB at 235.875 -41.25 -100.0 
0175: set_car $COLOMBIAN_CAR2_KM3 z_angle_to 0.0 
02AA: set_car $COLOMBIAN_CAR2_KM3 immune_to_nonplayer 1 
0135: 3 = car $COLOMBIAN_CAR2_KM3 door_status 
$FLAG_CAR2_CREATED_KM3 = 1 // $ = int 
0129: $COLOMBIAN1_KM3 = create_actor 12 #GANG11 in_car $COLOMBIAN_CAR1_KM3 driverseat 
01B2: give_actor $COLOMBIAN1_KM3 weapon 5 ammo 30000 
01ED: reset_actor $COLOMBIAN1_KM3 threat_search 
00A9: set_car $COLOMBIAN_CAR1_KM3 to_normal_driver 
01C8: $COLOMBIAN2_KM3 = create_actor 12 #GANG11 in_car $COLOMBIAN_CAR1_KM3 passenger_seat 0 
01B2: give_actor $COLOMBIAN2_KM3 weapon 3 ammo 30000 
01ED: reset_actor $COLOMBIAN2_KM3 threat_search 
0129: $COLOMBIAN5_KM3 = create_actor 12 #GANG11 in_car $COLOMBIAN_CAR2_KM3 driverseat 
01B2: give_actor $COLOMBIAN5_KM3 weapon 3 ammo 30000 
00A9: set_car $COLOMBIAN_CAR2_KM3 to_normal_driver 
01ED: reset_actor $COLOMBIAN5_KM3 threat_search 
01C8: $COLOMBIAN6_KM3 = create_actor 12 #GANG11 in_car $COLOMBIAN_CAR2_KM3 passenger_seat 0 
01B2: give_actor $COLOMBIAN6_KM3 weapon 5 ammo 30000 
01ED: reset_actor $COLOMBIAN6_KM3 threat_search 
$BLOB_FLAG = 1 // $ = int 

:KENJI3_1992
if or
80E8:   not player $PLAYER_CHAR stopped $BLOB_FLAG 231.0625 -26.25 radius 6.0 6.0 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #YARDIE 
jf @KENJI3_2672 
wait 0 
if 
  $FLAG_YAKUZA1_KM3_DEAD == 0 // $ == int 
jf @KENJI3_2226 
if 
0118:   actor $YAKUZA1_KM3 dead 
jf @KENJI3_2083 
$FLAG_YAKUZA1_KM3_DEAD = 1 // $ = int 
jump @KENJI3_2226 

:KENJI3_2083
if and
8320:   not actor $YAKUZA1_KM3 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_YAKUZA_KM3 == 0 // $ == int 
jf @KENJI3_2151 
00BC: text_highpriority 'HEY7' time 5000 1  // ~g~An extra gun could be useful. Go back and pick up your contact!
0187: $RADAR_BLIP_PED1_KM3 = create_marker_above_actor $YAKUZA1_KM3 
0164: disable_marker $RADAR_BLIP_COORD2_KM3 
$FLAG_BLIP_ON_YAKUZA_KM3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:KENJI3_2151
if and
00E9:   player $PLAYER_CHAR 0 $YAKUZA1_KM3 radius 8.0 8.0 
  $FLAG_BLIP_ON_YAKUZA_KM3 == 1 // $ == int 
jf @KENJI3_2226 
01DF: tie_actor $YAKUZA1_KM3 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED1_KM3 
018A: $RADAR_BLIP_COORD2_KM3 = create_checkpoint_at 231.0625 -26.25 -100.0 
$FLAG_BLIP_ON_YAKUZA_KM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:KENJI3_2226
if 
0119:   car $COLOMBIAN_CAR1_KM3 wrecked 
jf @KENJI3_2271 
$FLAG_COLOMBIAN_CAR1_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_11' time 5000 1  // ~g~The Cartel have been attacked and the briefcase has not been recovered.
jump @KENJI3_6548 

:KENJI3_2271
if 
0119:   car $COLOMBIAN_CAR2_KM3 wrecked 
jf @KENJI3_2316 
$FLAG_COLOMBIAN_CAR2_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_11' time 5000 1  // ~g~The Cartel have been attacked and the briefcase has not been recovered.
jump @KENJI3_6548 

:KENJI3_2316
if 
0118:   actor $COLOMBIAN1_KM3 dead 
jf @KENJI3_2354 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_2354
if 
0118:   actor $COLOMBIAN2_KM3 dead 
jf @KENJI3_2392 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_2392
if 
0118:   actor $COLOMBIAN5_KM3 dead 
jf @KENJI3_2430 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_2430
if 
0118:   actor $COLOMBIAN6_KM3 dead 
jf @KENJI3_2468 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_2468
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #YARDIE 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 == 0 // $ == int 
jf @KENJI3_2528 
00BC: text_highpriority 'KM3_8' time 7000 1  // ~g~You need a Yardie car to get on with the job!
0164: disable_marker $RADAR_BLIP_COORD2_KM3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:KENJI3_2528
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #YARDIE 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 == 1 // $ == int 
jf @KENJI3_2582 
018A: $RADAR_BLIP_COORD2_KM3 = create_checkpoint_at 231.0625 -26.25 -100.0 
$FLAG_PLAYER_HAD_CAR_MESSAGE_KM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:KENJI3_2582
if 
00E3:   player $PLAYER_CHAR 0 231.0625 -26.25 radius 10.0 10.0 
jf @KENJI3_2665 
if or
80DE:   not player $PLAYER_CHAR driving_vehicle_type #YARDIE 
02DF:   player $PLAYER_CHAR aggressive 
jf @KENJI3_2665 
00BC: text_highpriority 'KM3_14' time 7000 1  // ~r~You have been spotted the deal is off!
gosub @KENJI3_6858 
jump @KENJI3_6548 

:KENJI3_2665
jump @KENJI3_1992 

:KENJI3_2672
0164: disable_marker $RADAR_BLIP_COORD2_KM3 
if 
  $FLAG_COLOMBIAN_CAR1_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_2702 
02AA: set_car $COLOMBIAN_CAR1_KM3 immune_to_nonplayer 0 

:KENJI3_2702
if 
  $FLAG_COLOMBIAN_CAR2_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_2727 
02AA: set_car $COLOMBIAN_CAR2_KM3 immune_to_nonplayer 0 

:KENJI3_2727
00BC: text_highpriority 'KM3_5' time 7000 1  // ~g~Press the horn to get the deal going.
$BLOB_FLAG = 1 // $ = int 

:KENJI3_2749
if or
8122:   not player $PLAYER_CHAR pressing_horn 
80E8:   not player $PLAYER_CHAR stopped $BLOB_FLAG 231.0625 -26.25 radius 6.0 6.0 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #YARDIE 
jf @KENJI3_3356 
wait 0 
if 
  $FLAG_YAKUZA1_KM3_DEAD == 0 // $ == int 
jf @KENJI3_2996 
if 
0118:   actor $YAKUZA1_KM3 dead 
jf @KENJI3_2845 
$FLAG_YAKUZA1_KM3_DEAD = 1 // $ = int 
jump @KENJI3_2996 

:KENJI3_2845
if and
8320:   not actor $YAKUZA1_KM3 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_YAKUZA_KM3 == 0 // $ == int 
jf @KENJI3_2913 
00BC: text_highpriority 'HEY7' time 5000 1  // ~g~An extra gun could be useful. Go back and pick up your contact!
0187: $RADAR_BLIP_PED1_KM3 = create_marker_above_actor $YAKUZA1_KM3 
0164: disable_marker $RADAR_BLIP_COORD2_KM3 
$FLAG_BLIP_ON_YAKUZA_KM3 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:KENJI3_2913
if and
00E9:   player $PLAYER_CHAR 0 $YAKUZA1_KM3 radius 8.0 8.0 
  $FLAG_BLIP_ON_YAKUZA_KM3 == 1 // $ == int 
jf @KENJI3_2988 
01DF: tie_actor $YAKUZA1_KM3 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_PED1_KM3 
018A: $RADAR_BLIP_COORD2_KM3 = create_checkpoint_at 231.0625 -26.25 -100.0 
$FLAG_BLIP_ON_YAKUZA_KM3 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:KENJI3_2988
011A: set_actor $YAKUZA1_KM3 search_threat 4096 

:KENJI3_2996
if 
0119:   car $COLOMBIAN_CAR1_KM3 wrecked 
jf @KENJI3_3041 
$FLAG_COLOMBIAN_CAR1_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_11' time 5000 1  // ~g~The Cartel have been attacked and the briefcase has not been recovered.
jump @KENJI3_6548 

:KENJI3_3041
if 
0119:   car $COLOMBIAN_CAR2_KM3 wrecked 
jf @KENJI3_3086 
$FLAG_COLOMBIAN_CAR2_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_11' time 5000 1  // ~g~The Cartel have been attacked and the briefcase has not been recovered.
jump @KENJI3_6548 

:KENJI3_3086
if 
0118:   actor $COLOMBIAN1_KM3 dead 
jf @KENJI3_3131 
$FLAG_COLOMBIAN1_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_3131
if 
0118:   actor $COLOMBIAN2_KM3 dead 
jf @KENJI3_3176 
$FLAG_COLOMBIAN2_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_3176
if 
0118:   actor $COLOMBIAN5_KM3 dead 
jf @KENJI3_3221 
$FLAG_COLOMBIAN5_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_3221
if 
0118:   actor $COLOMBIAN6_KM3 dead 
jf @KENJI3_3266 
$FLAG_COLOMBIAN6_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_3266
if 
00E3:   player $PLAYER_CHAR 0 231.0625 -26.25 radius 10.0 10.0 
jf @KENJI3_3349 
if or
80DE:   not player $PLAYER_CHAR driving_vehicle_type #YARDIE 
02DF:   player $PLAYER_CHAR aggressive 
jf @KENJI3_3349 
00BC: text_highpriority 'KM3_14' time 7000 1  // ~r~You have been spotted the deal is off!
gosub @KENJI3_6858 
jump @KENJI3_6548 

:KENJI3_3349
jump @KENJI3_2749 

:KENJI3_3356
03D5: remove_text 'KM3_5'  // ~g~Press the horn to get the deal going.
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0395: clear_area 1 at 252.0 -45.75 20.75 range 1.0 
015F: set_camera_position 252.0 -45.75 20.75 rotation 0.0 0.0 0.0 
0160: point_camera 251.0625 -45.1875 20.5625 switchstyle 2 
01D3: actor $COLOMBIAN1_KM3 leave_car $COLOMBIAN_CAR1_KM3 
01D3: actor $COLOMBIAN2_KM3 leave_car $COLOMBIAN_CAR1_KM3 
01D3: actor $COLOMBIAN5_KM3 leave_car $COLOMBIAN_CAR2_KM3 
01D3: actor $COLOMBIAN6_KM3 leave_car $COLOMBIAN_CAR2_KM3 
if 
8119:   not car $COLOMBIAN_CAR1_KM3 wrecked 
jf @KENJI3_3495 
0135: 1 = car $COLOMBIAN_CAR1_KM3 door_status 

:KENJI3_3495
if 
8119:   not car $COLOMBIAN_CAR2_KM3 wrecked 
jf @KENJI3_3518 
0135: 1 = car $COLOMBIAN_CAR2_KM3 door_status 

:KENJI3_3518
if and
00DB:   actor $COLOMBIAN1_KM3 in_car $COLOMBIAN_CAR1_KM3 
00DB:   actor $COLOMBIAN2_KM3 in_car $COLOMBIAN_CAR1_KM3 
00DB:   actor $COLOMBIAN5_KM3 in_car $COLOMBIAN_CAR2_KM3 
00DB:   actor $COLOMBIAN6_KM3 in_car $COLOMBIAN_CAR2_KM3 
jf @KENJI3_3883 
wait 0 
if 
  $FLAG_YAKUZA1_KM3_DEAD == 0 // $ == int 
jf @KENJI3_3606 
if 
0118:   actor $YAKUZA1_KM3 dead 
jf @KENJI3_3606 
$FLAG_YAKUZA1_KM3_DEAD = 1 // $ = int 

:KENJI3_3606
if 
0119:   car $COLOMBIAN_CAR1_KM3 wrecked 
jf @KENJI3_3651 
$FLAG_COLOMBIAN_CAR1_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_11' time 5000 1  // ~g~The Cartel have been attacked and the briefcase has not been recovered.
jump @KENJI3_6548 

:KENJI3_3651
if 
0119:   car $COLOMBIAN_CAR2_KM3 wrecked 
jf @KENJI3_3696 
$FLAG_COLOMBIAN_CAR2_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_11' time 5000 1  // ~g~The Cartel have been attacked and the briefcase has not been recovered.
jump @KENJI3_6548 

:KENJI3_3696
if 
0118:   actor $COLOMBIAN1_KM3 dead 
jf @KENJI3_3741 
$FLAG_COLOMBIAN1_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_3741
if 
0118:   actor $COLOMBIAN2_KM3 dead 
jf @KENJI3_3786 
$FLAG_COLOMBIAN2_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_3786
if 
0118:   actor $COLOMBIAN5_KM3 dead 
jf @KENJI3_3831 
$FLAG_COLOMBIAN5_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_3831
if 
0118:   actor $COLOMBIAN6_KM3 dead 
jf @KENJI3_3876 
$FLAG_COLOMBIAN6_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_3876
jump @KENJI3_3518 

:KENJI3_3883
if 
  $FLAG_COLOMBIAN2_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_4276 
0211: actor $COLOMBIAN2_KM3 walk_to 233.25 -37.0625 

:KENJI3_3912
if 
8126:   not actor $COLOMBIAN2_KM3 objective_passed 
jf @KENJI3_4250 
wait 0 
if 
  $FLAG_YAKUZA1_KM3_DEAD == 0 // $ == int 
jf @KENJI3_3973 
if 
0118:   actor $YAKUZA1_KM3 dead 
jf @KENJI3_3973 
$FLAG_YAKUZA1_KM3_DEAD = 1 // $ = int 

:KENJI3_3973
if 
0119:   car $COLOMBIAN_CAR1_KM3 wrecked 
jf @KENJI3_4018 
$FLAG_COLOMBIAN_CAR1_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_11' time 5000 1  // ~g~The Cartel have been attacked and the briefcase has not been recovered.
jump @KENJI3_6548 

:KENJI3_4018
if 
0119:   car $COLOMBIAN_CAR2_KM3 wrecked 
jf @KENJI3_4063 
$FLAG_COLOMBIAN_CAR2_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_11' time 5000 1  // ~g~The Cartel have been attacked and the briefcase has not been recovered.
jump @KENJI3_6548 

:KENJI3_4063
if 
0118:   actor $COLOMBIAN1_KM3 dead 
jf @KENJI3_4108 
$FLAG_COLOMBIAN1_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_4108
if 
0118:   actor $COLOMBIAN2_KM3 dead 
jf @KENJI3_4153 
$FLAG_COLOMBIAN2_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_4153
if 
0118:   actor $COLOMBIAN5_KM3 dead 
jf @KENJI3_4198 
$FLAG_COLOMBIAN5_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_4198
if 
0118:   actor $COLOMBIAN6_KM3 dead 
jf @KENJI3_4243 
$FLAG_COLOMBIAN6_DEAD_KM3 = 1 // $ = int 
00BC: text_highpriority 'KM3_9' time 5000 1  // ~r~One of the Colombians is dead, the deal's off.
jump @KENJI3_6548 

:KENJI3_4243
jump @KENJI3_3912 

:KENJI3_4250
0213: $MONEY_KM3 = create_pickup #BRIEFCASE type 3 at 233.6875 -36.0 15.75 
$FLAG_MONEY_CREATED_KM3 = 1 // $ = int 

:KENJI3_4276
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
00BC: text_highpriority 'KM3_12' time 5000 1  // ~g~Kill all of the Colombians, destory the vehicles and recover the briefcase.
TIMERA = 0 // @ = int 

:KENJI3_4325
if 
  $FLAG_GO_FOR_PLAYER_KM3 == 0 // $ == int 
jf @KENJI3_5055 
wait 0 
if 
  TIMERA >= 4000 // @ >= int 
jf @KENJI3_4373 
$FLAG_GO_FOR_PLAYER_KM3 = 1 // $ = int 

:KENJI3_4373
if 
  $FLAG_YAKUZA1_KM3_DEAD == 0 // $ == int 
jf @KENJI3_4539 
if 
0118:   actor $YAKUZA1_KM3 dead 
jf @KENJI3_4421 
$FLAG_YAKUZA1_KM3_DEAD = 1 // $ = int 
jump @KENJI3_4539 

:KENJI3_4421
if 
  $FLAG_HELPER_NOT_IN_CAR_KM3 == 0 // $ == int 
jf @KENJI3_4506 
if 
00DF:   actor $YAKUZA1_KM3 in_any_car 
jf @KENJI3_4499 
00D9: $CAR3_KM3 = actor $YAKUZA1_KM3 car // add to mission cleanup 
if 
8119:   not car $CAR3_KM3 wrecked 
jf @KENJI3_4492 
01E0: clear_leader $YAKUZA1_KM3 
01D3: actor $YAKUZA1_KM3 leave_car $CAR3_KM3 

:KENJI3_4492
jump @KENJI3_4506 

:KENJI3_4499
$FLAG_HELPER_NOT_IN_CAR_KM3 = 1 // $ = int 

:KENJI3_4506
if 
  $FLAG_HELPER_NOT_IN_CAR_KM3 == 1 // $ == int 
jf @KENJI3_4539 
011A: set_actor $YAKUZA1_KM3 search_threat 4096 
0243: set_actor $YAKUZA1_KM3 ped_stats_to 16 

:KENJI3_4539
if 
  $FLAG_COLOMBIAN1_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_4594 
if 
0118:   actor $COLOMBIAN1_KM3 dead 
jf @KENJI3_4594 
$COUNTER_NUMBER_OF_COLOMBIANS_KILLED_KM3 += 1 // $ += int 
$FLAG_GO_FOR_PLAYER_KM3 = 1 // $ = int 
$FLAG_COLOMBIAN1_DEAD_KM3 = 1 // $ = int 

:KENJI3_4594
if 
  $FLAG_COLOMBIAN2_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_4649 
if 
0118:   actor $COLOMBIAN2_KM3 dead 
jf @KENJI3_4649 
$COUNTER_NUMBER_OF_COLOMBIANS_KILLED_KM3 += 1 // $ += int 
$FLAG_GO_FOR_PLAYER_KM3 = 1 // $ = int 
$FLAG_COLOMBIAN2_DEAD_KM3 = 1 // $ = int 

:KENJI3_4649
if 
  $FLAG_COLOMBIAN5_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_4704 
if 
0118:   actor $COLOMBIAN5_KM3 dead 
jf @KENJI3_4704 
$COUNTER_NUMBER_OF_COLOMBIANS_KILLED_KM3 += 1 // $ += int 
$FLAG_GO_FOR_PLAYER_KM3 = 1 // $ = int 
$FLAG_COLOMBIAN5_DEAD_KM3 = 1 // $ = int 

:KENJI3_4704
if 
  $FLAG_COLOMBIAN6_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_4759 
if 
0118:   actor $COLOMBIAN6_KM3 dead 
jf @KENJI3_4759 
$COUNTER_NUMBER_OF_COLOMBIANS_KILLED_KM3 += 1 // $ += int 
$FLAG_GO_FOR_PLAYER_KM3 = 1 // $ = int 
$FLAG_COLOMBIAN6_DEAD_KM3 = 1 // $ = int 

:KENJI3_4759
if 
  $FLAG_COLOMBIAN_CAR1_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_4814 
if 
0119:   car $COLOMBIAN_CAR1_KM3 wrecked 
jf @KENJI3_4814 
$COUNTER_ALL_COLOMBIAN_CARS_DEAD_KM3 += 1 // $ += int 
$FLAG_GO_FOR_PLAYER_KM3 = 1 // $ = int 
$FLAG_COLOMBIAN_CAR1_DEAD_KM3 = 1 // $ = int 

:KENJI3_4814
if 
  $FLAG_COLOMBIAN_CAR2_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_4869 
if 
0119:   car $COLOMBIAN_CAR2_KM3 wrecked 
jf @KENJI3_4869 
$COUNTER_ALL_COLOMBIAN_CARS_DEAD_KM3 += 1 // $ += int 
$FLAG_GO_FOR_PLAYER_KM3 = 1 // $ = int 
$FLAG_COLOMBIAN_CAR2_DEAD_KM3 = 1 // $ = int 

:KENJI3_4869
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #YARDIE 
jf @KENJI3_4895 
$FLAG_GO_FOR_PLAYER_KM3 = 1 // $ = int 

:KENJI3_4895
if 
80E3:   not player $PLAYER_CHAR 0 231.0625 -26.25 radius 6.0 6.0 
jf @KENJI3_4932 
$FLAG_GO_FOR_PLAYER_KM3 = 1 // $ = int 

:KENJI3_4932
if 
00E3:   player $PLAYER_CHAR 0 231.0625 -26.25 radius 6.0 6.0 
jf @KENJI3_4985 
if 
02DF:   player $PLAYER_CHAR aggressive 
jf @KENJI3_4985 
$FLAG_GO_FOR_PLAYER_KM3 = 1 // $ = int 

:KENJI3_4985
if 
  $MONEY_BEEN_PICKED_UP_KM3 == 0 // $ == int 
jf @KENJI3_5048 
if 
0214:   pickup $MONEY_KM3 picked_up 
jf @KENJI3_5048 
00BC: text_highpriority 'KM4_8' time 5000 1  // ~g~Briefcase collected!
$FLAG_GO_FOR_PLAYER_KM3 = 1 // $ = int 
$MONEY_BEEN_PICKED_UP_KM3 = 1 // $ = int 

:KENJI3_5048
jump @KENJI3_4325 

:KENJI3_5055
03D1: play_wav 
00BC: text_highpriority 'KM3_7' time 7000 1  // It's a Yakuza trap man!
if 
  $MONEY_BEEN_PICKED_UP_KM3 == 0 // $ == int 
jf @KENJI3_5098 
03DC: $RADAR_BLIP_MONEY_KM3 = create_marker_above_pickup $MONEY_KM3 

:KENJI3_5098
if 
  $FLAG_COLOMBIAN_CAR1_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_5124 
0186: $RADAR_BLIP_COLOMBIAN_CAR1_KM3 = create_marker_above_car $COLOMBIAN_CAR1_KM3 

:KENJI3_5124
if 
  $FLAG_COLOMBIAN_CAR2_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_5150 
0186: $RADAR_BLIP_COLOMBIAN_CAR2_KM3 = create_marker_above_car $COLOMBIAN_CAR2_KM3 

:KENJI3_5150
if 
  $FLAG_COLOMBIAN1_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_5198 
011A: set_actor $COLOMBIAN1_KM3 search_threat 1 
011A: set_actor $COLOMBIAN1_KM3 search_threat 1024 
0243: set_actor $COLOMBIAN1_KM3 ped_stats_to 16 
0187: $RADAR_BLIP_COLOMBIAN1_KM3 = create_marker_above_actor $COLOMBIAN1_KM3 

:KENJI3_5198
if 
  $FLAG_COLOMBIAN2_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_5246 
011A: set_actor $COLOMBIAN2_KM3 search_threat 1 
011A: set_actor $COLOMBIAN2_KM3 search_threat 1024 
0243: set_actor $COLOMBIAN2_KM3 ped_stats_to 16 
0187: $RADAR_BLIP_COLOMBIAN2_KM3 = create_marker_above_actor $COLOMBIAN2_KM3 

:KENJI3_5246
if 
  $FLAG_COLOMBIAN5_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_5294 
0187: $RADAR_BLIP_COLOMBIAN5_KM3 = create_marker_above_actor $COLOMBIAN5_KM3 
011A: set_actor $COLOMBIAN5_KM3 search_threat 1 
011A: set_actor $COLOMBIAN5_KM3 search_threat 1024 
0243: set_actor $COLOMBIAN5_KM3 ped_stats_to 16 

:KENJI3_5294
if 
  $FLAG_COLOMBIAN6_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_5342 
0187: $RADAR_BLIP_COLOMBIAN6_KM3 = create_marker_above_actor $COLOMBIAN6_KM3 
011A: set_actor $COLOMBIAN6_KM3 search_threat 1 
011A: set_actor $COLOMBIAN6_KM3 search_threat 1024 
0243: set_actor $COLOMBIAN6_KM3 ped_stats_to 16 

:KENJI3_5342
TIMERB = 0 // @ = int 

:KENJI3_5349
if or
   not $COUNTER_NUMBER_OF_COLOMBIANS_KILLED_KM3 == 4 // $ == int 
   not $COUNTER_ALL_COLOMBIAN_CARS_DEAD_KM3 == 2 // $ == int 
   not $MONEY_BEEN_PICKED_UP_KM3 == 1 // $ == int 
jf @KENJI3_6054 
wait 0 
if 
  $FLAG_TRAP_AUDIO_REMOVED_KM3 == 0 // $ == int 
jf @KENJI3_5433 
if 
03D2:   wav_ended 
jf @KENJI3_5433 
03D5: remove_text 'KM3_7'  // It's a Yakuza trap man!
$FLAG_TRAP_AUDIO_REMOVED_KM3 = 1 // $ = int 

:KENJI3_5433
if 
  $MONEY_BEEN_PICKED_UP_KM3 == 0 // $ == int 
jf @KENJI3_5494 
if 
0214:   pickup $MONEY_KM3 picked_up 
jf @KENJI3_5494 
00BC: text_highpriority 'KM4_8' time 5000 1  // ~g~Briefcase collected!
0164: disable_marker $RADAR_BLIP_MONEY_KM3 
$MONEY_BEEN_PICKED_UP_KM3 = 1 // $ = int 

:KENJI3_5494
if 
  $FLAG_YAKUZA1_KM3_DEAD == 0 // $ == int 
jf @KENJI3_5660 
if 
0118:   actor $YAKUZA1_KM3 dead 
jf @KENJI3_5542 
$FLAG_YAKUZA1_KM3_DEAD = 1 // $ = int 
jump @KENJI3_5660 

:KENJI3_5542
if 
  $FLAG_HELPER_NOT_IN_CAR_KM3 == 0 // $ == int 
jf @KENJI3_5627 
if 
00DF:   actor $YAKUZA1_KM3 in_any_car 
jf @KENJI3_5620 
00D9: $CAR3_KM3 = actor $YAKUZA1_KM3 car // add to mission cleanup 
if 
8119:   not car $CAR3_KM3 wrecked 
jf @KENJI3_5613 
01E0: clear_leader $YAKUZA1_KM3 
01D3: actor $YAKUZA1_KM3 leave_car $CAR3_KM3 

:KENJI3_5613
jump @KENJI3_5627 

:KENJI3_5620
$FLAG_HELPER_NOT_IN_CAR_KM3 = 1 // $ = int 

:KENJI3_5627
if 
  $FLAG_HELPER_NOT_IN_CAR_KM3 == 1 // $ == int 
jf @KENJI3_5660 
011A: set_actor $YAKUZA1_KM3 search_threat 4096 
0243: set_actor $YAKUZA1_KM3 ped_stats_to 16 

:KENJI3_5660
if 
  $COUNTER_NUMBER_OF_COLOMBIANS_KILLED_KM3 == 4 // $ == int 
jf @KENJI3_5729 
if 
8118:   not actor $YAKUZA1_KM3 dead 
jf @KENJI3_5729 
if 
00E9:   player $PLAYER_CHAR 0 $YAKUZA1_KM3 radius 20.0 20.0 
jf @KENJI3_5729 
01DF: tie_actor $YAKUZA1_KM3 to_player $PLAYER_CHAR 

:KENJI3_5729
if 
  $FLAG_COLOMBIAN1_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_5782 
if 
0118:   actor $COLOMBIAN1_KM3 dead 
jf @KENJI3_5782 
0164: disable_marker $RADAR_BLIP_COLOMBIAN1_KM3 
$COUNTER_NUMBER_OF_COLOMBIANS_KILLED_KM3 += 1 // $ += int 
$FLAG_COLOMBIAN1_DEAD_KM3 = 1 // $ = int 

:KENJI3_5782
if 
  $FLAG_COLOMBIAN2_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_5835 
if 
0118:   actor $COLOMBIAN2_KM3 dead 
jf @KENJI3_5835 
0164: disable_marker $RADAR_BLIP_COLOMBIAN2_KM3 
$COUNTER_NUMBER_OF_COLOMBIANS_KILLED_KM3 += 1 // $ += int 
$FLAG_COLOMBIAN2_DEAD_KM3 = 1 // $ = int 

:KENJI3_5835
if 
  $FLAG_COLOMBIAN5_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_5888 
if 
0118:   actor $COLOMBIAN5_KM3 dead 
jf @KENJI3_5888 
0164: disable_marker $RADAR_BLIP_COLOMBIAN5_KM3 
$COUNTER_NUMBER_OF_COLOMBIANS_KILLED_KM3 += 1 // $ += int 
$FLAG_COLOMBIAN5_DEAD_KM3 = 1 // $ = int 

:KENJI3_5888
if 
  $FLAG_COLOMBIAN6_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_5941 
if 
0118:   actor $COLOMBIAN6_KM3 dead 
jf @KENJI3_5941 
0164: disable_marker $RADAR_BLIP_COLOMBIAN6_KM3 
$COUNTER_NUMBER_OF_COLOMBIANS_KILLED_KM3 += 1 // $ += int 
$FLAG_COLOMBIAN6_DEAD_KM3 = 1 // $ = int 

:KENJI3_5941
if 
  $FLAG_COLOMBIAN_CAR1_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_5994 
if 
0119:   car $COLOMBIAN_CAR1_KM3 wrecked 
jf @KENJI3_5994 
0164: disable_marker $RADAR_BLIP_COLOMBIAN_CAR1_KM3 
$COUNTER_ALL_COLOMBIAN_CARS_DEAD_KM3 += 1 // $ += int 
$FLAG_COLOMBIAN_CAR1_DEAD_KM3 = 1 // $ = int 

:KENJI3_5994
if 
  $FLAG_COLOMBIAN_CAR2_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_6047 
if 
0119:   car $COLOMBIAN_CAR2_KM3 wrecked 
jf @KENJI3_6047 
0164: disable_marker $RADAR_BLIP_COLOMBIAN_CAR2_KM3 
$COUNTER_ALL_COLOMBIAN_CARS_DEAD_KM3 += 1 // $ += int 
$FLAG_COLOMBIAN_CAR2_DEAD_KM3 = 1 // $ = int 

:KENJI3_6047
jump @KENJI3_5349 

:KENJI3_6054
if 
8118:   not actor $YAKUZA1_KM3 dead 
jf @KENJI3_6105 
if 
00E9:   player $PLAYER_CHAR 0 $YAKUZA1_KM3 radius 20.0 20.0 
jf @KENJI3_6105 
01DF: tie_actor $YAKUZA1_KM3 to_player $PLAYER_CHAR 

:KENJI3_6105
00BC: text_highpriority 'KM3_13' time 5000 1  // ~g~Take the briefcase back to the casino.
018A: $RADAR_BLIP_COORD3_KM3 = create_checkpoint_at 452.25 -1465.75 17.5625 
$BLOB_FLAG = 1 // $ = int 

:KENJI3_6141
if 
80F8:   not player $PLAYER_CHAR stopped $BLOB_FLAG 452.25 -1465.75 17.5625 radius 4.0 4.0 4.0 
jf @KENJI3_6189 
wait 0 
jump @KENJI3_6141 

:KENJI3_6189
0164: disable_marker $RADAR_BLIP_COORD3_KM3 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @KENJI3_6327 
00DA: $CAR_CUT_KM3 = player $PLAYER_CHAR car 
01D3: actor $PLAYER_ACTOR leave_car $CAR_CUT_KM3 

:KENJI3_6259
if 
00DC:   player $PLAYER_CHAR in_car $CAR_CUT_KM3 
jf @KENJI3_6327 
wait 0 
if 
0119:   car $CAR_CUT_KM3 wrecked 
jf @KENJI3_6320 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @KENJI3_6548 

:KENJI3_6320
jump @KENJI3_6259 

:KENJI3_6327
015F: set_camera_position 420.375 -1479.563 26.125 rotation 0.0 0.0 0.0 
0160: point_camera 420.8125 -1478.75 26.375 switchstyle 2 
0055: put_player $PLAYER_CHAR at 425.8125 -1477.125 -100.0 
0211: actor $PLAYER_ACTOR walk_to 428.5625 -1465.0 

:KENJI3_6385
if 
8126:   not actor $PLAYER_ACTOR objective_passed 
jf @KENJI3_6412 
wait 0 
jump @KENJI3_6385 

:KENJI3_6412
0169: set_fade_color 0 0 0 
fade 0 1000 

:KENJI3_6427
if 
  fading 
jf @KENJI3_6451 
wait 0 
jump @KENJI3_6427 

:KENJI3_6451
0055: put_player $PLAYER_CHAR at 426.75 -1486.375 17.625 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
0169: set_fade_color 0 0 0 
fade 1 1000 

:KENJI3_6492
if 
  fading 
jf @KENJI3_6516 
wait 0 
jump @KENJI3_6492 

:KENJI3_6516
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
jump @KENJI3_6565 

:KENJI3_6548
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:KENJI3_6565
$FLAG_KENJI_MISSION3_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'KM3'  // 'DEAL STEAL'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 25000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 25000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_49 
return 

:KENJI3_6631
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 0 // $ = int 
if 
8119:   not car $COLOMBIAN_CAR1_KM3 wrecked 
jf @KENJI3_6693 
if 
  $FLAG_COLOMBIAN_CAR1_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_6693 
0135: 1 = car $COLOMBIAN_CAR1_KM3 door_status 
02AA: set_car $COLOMBIAN_CAR1_KM3 immune_to_nonplayer 0 

:KENJI3_6693
if 
8119:   not car $COLOMBIAN_CAR2_KM3 wrecked 
jf @KENJI3_6741 
if 
  $FLAG_COLOMBIAN_CAR2_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_6741 
0135: 1 = car $COLOMBIAN_CAR2_KM3 door_status 
02AA: set_car $COLOMBIAN_CAR2_KM3 immune_to_nonplayer 0 

:KENJI3_6741
if 
  $FLAG_MONEY_CREATED_KM3 == 1 // $ == int 
jf @KENJI3_6782 
if 
  $MONEY_BEEN_PICKED_UP_KM3 == 0 // $ == int 
jf @KENJI3_6782 
0215: destroy_pickup $MONEY_KM3 

:KENJI3_6782
0249: release_model #YARDIE 
0249: release_model #COLUMB 
0249: release_model #GANG07 
0249: release_model #GANG09 
0249: release_model #GANG11 
0164: disable_marker $RADAR_BLIP_PED1_KM3 
0164: disable_marker $RADAR_BLIP_COORD2_KM3 
0164: disable_marker $RADAR_BLIP_COLOMBIAN_CAR1_KM3 
0164: disable_marker $RADAR_BLIP_COLOMBIAN_CAR2_KM3 
0164: disable_marker $RADAR_BLIP_COLOMBIAN1_KM3 
0164: disable_marker $RADAR_BLIP_COLOMBIAN2_KM3 
0164: disable_marker $RADAR_BLIP_COLOMBIAN5_KM3 
0164: disable_marker $RADAR_BLIP_COLOMBIAN6_KM3 
0164: disable_marker $RADAR_BLIP_MONEY_KM3 
0164: disable_marker $RADAR_BLIP_COORD3_KM3 
mission_cleanup 
return 

:KENJI3_6858
if 
  $FLAG_COLOMBIAN1_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_6906 
011A: set_actor $COLOMBIAN1_KM3 search_threat 1 
011A: set_actor $COLOMBIAN1_KM3 search_threat 1024 
0243: set_actor $COLOMBIAN1_KM3 ped_stats_to 16 
01CC: actor $COLOMBIAN1_KM3 kill_player $PLAYER_CHAR 

:KENJI3_6906
if 
  $FLAG_COLOMBIAN2_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_6954 
011A: set_actor $COLOMBIAN2_KM3 search_threat 1 
011A: set_actor $COLOMBIAN2_KM3 search_threat 1024 
0243: set_actor $COLOMBIAN2_KM3 ped_stats_to 16 
01CC: actor $COLOMBIAN2_KM3 kill_player $PLAYER_CHAR 

:KENJI3_6954
if 
  $FLAG_COLOMBIAN5_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_7002 
011A: set_actor $COLOMBIAN5_KM3 search_threat 1 
011A: set_actor $COLOMBIAN5_KM3 search_threat 1024 
0243: set_actor $COLOMBIAN5_KM3 ped_stats_to 16 
01CC: actor $COLOMBIAN5_KM3 kill_player $PLAYER_CHAR 

:KENJI3_7002
if 
  $FLAG_COLOMBIAN6_DEAD_KM3 == 0 // $ == int 
jf @KENJI3_7050 
011A: set_actor $COLOMBIAN6_KM3 search_threat 1 
011A: set_actor $COLOMBIAN6_KM3 search_threat 1024 
0243: set_actor $COLOMBIAN6_KM3 ped_stats_to 16 
01CC: actor $COLOMBIAN6_KM3 kill_player $PLAYER_CHAR 

:KENJI3_7050
return 

//-------------Mission 52---------------
// Originally: Shima

:KENJI4
script_name 'KENJI4' 
gosub @KENJI4_46 
if 
  wasted_or_busted 
jf @KENJI4_37 
gosub @KENJI4_4038 

:KENJI4_37
gosub @KENJI4_4121 
terminate_this_script 

:KENJI4_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$COUNTER_NUMBER_OF_HISPANICS_DEAD = 0 // $ = int 
$FLAG_HISPANIC1_KM4_DEAD = 0 // $ = int 
$FLAG_HISPANIC2_KM4_DEAD = 0 // $ = int 
$FLAG_HISPANIC3_KM4_DEAD = 0 // $ = int 
$FLAG_HISPANIC4_KM4_DEAD = 0 // $ = int 
$FLAG_HISPANIC5_KM4_DEAD = 0 // $ = int 
$FLAG_HISPANIC6_KM4_DEAD = 0 // $ = int 
$FLAG_BRIEFCASE3_PICKEDUP_KM4 = 0 // $ = int 
$FLAG_HISPANIC1_HATE_PLAYER_KM4 = 0 // $ = int 
$FLAG_HISPANIC2_HATE_PLAYER_KM4 = 0 // $ = int 
$FLAG_HISPANIC3_HATE_PLAYER_KM4 = 0 // $ = int 
$FLAG_HISPANIC4_HATE_PLAYER_KM4 = 0 // $ = int 
$FLAG_HISPANIC5_HATE_PLAYER_KM4 = 0 // $ = int 
$SWITCH_GANG_DIABLO_OFF = 1 // $ = int 
$FLAG_PLAYER_HAD_MESSAGE_KM4 = 0 // $ = int 
$FLAG_BRIEFCASE1_CREATED_KM4 = 0 // $ = int 
$FLAG_BRIEFCASE2_CREATED_KM4 = 0 // $ = int 
$FLAG_BRIEFCASE3_CREATED_KM4 = 0 // $ = int 
$FLAG_BRIEFCASE1_COLLECTED_KM4 = 0 // $ = int 
$FLAG_BRIEFCASE2_COLLECTED_KM4 = 0 // $ = int 
$FLAG_BRIEFCASE3_COLLECTED_KM4 = 0 // $ = int 
03B6: replace_model_at -88.3125 -487.625 15.125 radius 50.0 from #CONVSTORE01 to #CONVSTRE_DMGE01 
023C: load_special_actor 1 'KENJI' 
0247: request_model #GANG07 
02F3: load_object #CUTOBJ01 'KENJIH' 
02F3: load_object #CUTOBJ02 'PLAYERH' 
0247: request_model #CASINO_GARDEN 
038B: load_requested_models 

:KENJI4_282
if or
823D:   not special_actor 1 loaded 
8248:   not model #GANG07 available 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CASINO_GARDEN available 
jf @KENJI4_327 
wait 0 
jump @KENJI4_282 

:KENJI4_327
02E4: load_cutscene_data 'K4_SHI' 
0244: set_cutscene_pos 476.375 -1382.125 67.3125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_KENJI = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_KENJI 'KENJI' 
02E5: $CS_YAKUZA = create_cutscene_object #GANG07 
02E6: set_cutscene_anim $CS_YAKUZA 'GANG07' 
02F4: create_cutscene_actor $CS_KENJIHEAD from_head #CUTOBJ01 and_body $CS_KENJI 
02F5: set_head_anim $CS_KENJIHEAD 'KENJI' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ02 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
0395: clear_area 1 at 459.0625 -1413.0 25.0625 range 1.0 
0055: put_player $PLAYER_CHAR at 459.0625 -1413.0 25.0625 
0171: set_player $PLAYER_CHAR z_angle_to 132.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:KENJI4_516
if 
  3580 > $CS_TIME // int > $ 
jf @KENJI4_551 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI4_516 

:KENJI4_551
00BC: text_highpriority 'KM4_A' time 10000 1  // To be truly strong, it is important that you never show weakness.

:KENJI4_566
if 
  8316 > $CS_TIME // int > $ 
jf @KENJI4_601 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI4_566 

:KENJI4_601
00BC: text_highpriority 'KM4_B' time 10000 1  // The business's fortunate enough to have our protection settle their accounts today.

:KENJI4_616
if 
  13513 > $CS_TIME // int > $ 
jf @KENJI4_651 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI4_616 

:KENJI4_651
00BC: text_highpriority 'KM4_C' time 10000 1  // Go and collect the money immediately, so we can enter it into the casino accounts.

:KENJI4_666
if 
  17808 > $CS_TIME // int > $ 
jf @KENJI4_701 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI4_666 

:KENJI4_701
03D5: remove_text 'KM4_C'  // Go and collect the money immediately, so we can enter it into the casino accounts.

:KENJI4_711
if 
  18333 > $CS_TIME // int > $ 
jf @KENJI4_746 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI4_711 

:KENJI4_746
fade 0 1500 

:KENJI4_753
if 
82E9:   not cutscene_reached_end 
jf @KENJI4_777 
wait 0 
jump @KENJI4_753 

:KENJI4_777
00BE: text_clear_all 

:KENJI4_779
if 
  fading 
jf @KENJI4_803 
wait 0 
jump @KENJI4_779 

:KENJI4_803
02EA: end_cutscene 
03AD: set_rubbish 1 
03C8: set_camera_directly_before_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CASINO_GARDEN 
0247: request_model #GANG05 

:KENJI4_846
if 
8248:   not model #GANG05 available 
jf @KENJI4_872 
wait 0 
jump @KENJI4_846 

:KENJI4_872
0213: $BRIEFCASE1_KM4 = create_pickup #BRIEFCASE type 3 at 236.75 -1580.0 25.6875 
$FLAG_BRIEFCASE1_CREATED_KM4 = 1 // $ = int 
03DC: $RADAR_BLIP_COORD2_KM4 = create_marker_above_pickup $BRIEFCASE1_KM4 

:KENJI4_906
if 
8214:   not pickup $BRIEFCASE1_KM4 picked_up 
jf @KENJI4_933 
wait 0 
jump @KENJI4_906 

:KENJI4_933
$FLAG_BRIEFCASE1_COLLECTED_KM4 = 1 // $ = int 
00BC: text_highpriority 'KM4_8' time 5000 1  // ~g~Briefcase collected!
0164: disable_marker $RADAR_BLIP_COORD2_KM4 
0213: $BRIEFCASE2_KM4 = create_pickup #BRIEFCASE type 3 at 119.5 -1110.5 25.625 
$FLAG_BRIEFCASE2_CREATED_KM4 = 1 // $ = int 
03DC: $RADAR_BLIP_COORD3_KM4 = create_marker_above_pickup $BRIEFCASE2_KM4 
009A: $HISPANIC6_KM4 = create_actor 4 #GANG05 at 122.1875 -1113.188 25.1875 
01B2: give_actor $HISPANIC6_KM4 weapon 3 ammo 30000 
01ED: reset_actor $HISPANIC6_KM4 threat_search 
01BE: set_actor $HISPANIC6_KM4 to_look_at_spot 120.5625 -1111.75 -100.0 
0156: set_zone_ped_density 'PARK' 1 0  // Belleville Park
0156: set_zone_ped_density 'PARK' 0 0  // Belleville Park

:KENJI4_1069
if 
8214:   not pickup $BRIEFCASE2_KM4 picked_up 
jf @KENJI4_1193 
wait 0 
if 
  $FLAG_HISPANIC6_KM4_DEAD == 0 // $ == int 
jf @KENJI4_1186 
if 
0118:   actor $HISPANIC6_KM4 dead 
jf @KENJI4_1137 
$FLAG_HISPANIC6_KM4_DEAD = 1 // $ = int 
jump @KENJI4_1186 

:KENJI4_1137
if 
00E9:   player $PLAYER_CHAR 0 $HISPANIC6_KM4 radius 10.0 10.0 
jf @KENJI4_1186 
011A: set_actor $HISPANIC6_KM4 search_threat 1 
0243: set_actor $HISPANIC6_KM4 ped_stats_to 16 
01CC: actor $HISPANIC6_KM4 kill_player $PLAYER_CHAR 

:KENJI4_1186
jump @KENJI4_1069 

:KENJI4_1193
$FLAG_BRIEFCASE2_COLLECTED_KM4 = 1 // $ = int 
00BC: text_highpriority 'KM4_8' time 5000 1  // ~g~Briefcase collected!
0164: disable_marker $RADAR_BLIP_COORD3_KM4 
018A: $RADAR_BLIP_COORD5_KM4 = create_checkpoint_at -91.5 -484.1875 15.1875 

:KENJI4_1234
if 
80F8:   not player $PLAYER_CHAR stopped 1 -91.5 -484.1875 15.1875 radius 4.0 4.0 3.0 
jf @KENJI4_1281 
wait 0 
jump @KENJI4_1234 

:KENJI4_1281
02A3: toggle_widescreen 1 
0164: disable_marker $RADAR_BLIP_COORD5_KM4 
01B4: set_player $PLAYER_CHAR can_move 0 
0395: clear_area 1 at -91.0 -488.875 18.6875 range 2.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
015F: set_camera_position -87.3125 -502.9375 21.3125 rotation 0.0 0.0 0.0 
0160: point_camera -87.3125 -502.0 20.9375 switchstyle 2 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @KENJI4_1468 
00DA: $CAR_KM4 = player $PLAYER_CHAR car 
01D3: actor $PLAYER_ACTOR leave_car $CAR_KM4 

:KENJI4_1400
if 
00DB:   actor $PLAYER_ACTOR in_car $CAR_KM4 
jf @KENJI4_1468 
wait 0 
if 
0119:   car $CAR_KM4 wrecked 
jf @KENJI4_1461 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @KENJI4_4038 

:KENJI4_1461
jump @KENJI4_1400 

:KENJI4_1468
0211: actor $PLAYER_ACTOR walk_to -92.0625 -488.8125 
TIMERB = 0 // @ = int 

:KENJI4_1486
if 
  1000 > TIMERB // int > @ 
jf @KENJI4_1516 
wait 0 
jump @KENJI4_1486 

:KENJI4_1516
01BD: $BREAKOUT_TIMER_START = current_time_in_ms 
$BREAKOUT_DIFF = 0 // $ = int 

:KENJI4_1528
if and
83EE:   not player $PLAYER_CHAR controllable 
  5000 > $BREAKOUT_DIFF // int > $ 
jf @KENJI4_1584 
wait 0 
01BD: $BREAKOUT_TIMER = current_time_in_ms 
0084: $BREAKOUT_DIFF = $BREAKOUT_TIMER // $ = $ int 
0060: $BREAKOUT_DIFF -= $BREAKOUT_TIMER_START // $ -= $ int 
jump @KENJI4_1528 

:KENJI4_1584
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
023C: load_special_actor 2 'KEEPER' 
02F3: load_object #CUTOBJ01 'KEEPERH' 
02F3: load_object #CUTOBJ02 'PLAYERH' 
02F3: load_object #CUTOBJ03 'SHDOOR' 

:KENJI4_1659
if 
  fading 
jf @KENJI4_1683 
wait 0 
jump @KENJI4_1659 

:KENJI4_1683
009F: set_actor $PLAYER_ACTOR idle 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube -117.625 -565.6875 10.0 12.3125 -396.75 20.0 
038B: load_requested_models 

:KENJI4_1715
if or
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ01 available 
jf @KENJI4_1756 
wait 0 
jump @KENJI4_1715 

:KENJI4_1756
0363: toggle_model_render_at -88.25 -487.5625 15.0625 radius 6.0 object #CONVSTORE01_DOOR 0 
02E4: load_cutscene_data 'K4_SHI2' 
0244: set_cutscene_pos -88.125 -491.375 15.125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_KEEPER = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_KEEPER 'KEEPER' 
02E5: $CS_SHOPDOOR = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $CS_SHOPDOOR 'SHDOOR' 
02F4: create_cutscene_actor $CS_KEEPERHEAD from_head #CUTOBJ01 and_body $CS_KEEPER 
02F5: set_head_anim $CS_KEEPERHEAD 'KEEPER' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ02 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
0395: clear_area 1 at -93.0 -489.375 15.125 range 1.0 
0055: put_player $PLAYER_CHAR at -93.0 -489.375 15.125 
0171: set_player $PLAYER_CHAR z_angle_to 101.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:KENJI4_1965
if 
  2690 > $CS_TIME // int > $ 
jf @KENJI4_2000 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI4_1965 

:KENJI4_2000
00BC: text_highpriority 'KM4_1' time 10000 1  // I can't pay you and I wouldn't pay you if I could!

:KENJI4_2015
if 
  4898 > $CS_TIME // int > $ 
jf @KENJI4_2050 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI4_2015 

:KENJI4_2050
00BC: text_highpriority 'KM4_9' time 10000 1  // Some young gang just jacked out the place! They took everything!

:KENJI4_2065
if 
  7467 > $CS_TIME // int > $ 
jf @KENJI4_2100 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI4_2065 

:KENJI4_2100
00BC: text_highpriority 'KM4_2' time 10000 1  // You guys are useless.

:KENJI4_2115
if 
  8511 > $CS_TIME // int > $ 
jf @KENJI4_2150 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI4_2115 

:KENJI4_2150
00BC: text_highpriority 'KM4_10' time 10000 1  // What kind of Yakuza are YOU anyway...?

:KENJI4_2165
if 
  10710 > $CS_TIME // int > $ 
jf @KENJI4_2200 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI4_2165 

:KENJI4_2200
03D5: remove_text 'KM4_10'  // What kind of Yakuza are YOU anyway...?

:KENJI4_2210
if 
  11000 > $CS_TIME // int > $ 
jf @KENJI4_2245 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI4_2210 

:KENJI4_2245
fade 0 1500 

:KENJI4_2252
if 
82E9:   not cutscene_reached_end 
jf @KENJI4_2276 
wait 0 
jump @KENJI4_2252 

:KENJI4_2276
00BE: text_clear_all 

:KENJI4_2278
if 
  fading 
jf @KENJI4_2302 
wait 0 
jump @KENJI4_2278 

:KENJI4_2302
02EA: end_cutscene 
03AD: set_rubbish 1 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0373: set_camera_directly_behind_player 
0363: toggle_model_render_at -88.25 -487.5625 15.0625 radius 6.0 object #CONVSTORE01_DOOR 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
03DE: set_pedestrians_density_multiplier_to 1.0 
02A3: toggle_widescreen 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0156: set_zone_ped_density 'PARK' 1 1  // Belleville Park
0156: set_zone_ped_density 'PARK' 0 1  // Belleville Park
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
0167: $RADAR_BLIP_COORD1_KM4 = create_marker_at 938.0 -180.0 -100.0 color 5 display 3 
0168: set_marker $RADAR_BLIP_COORD1_KM4 size 3 
0167: $RADAR_BLIP_DUMMY1_KM4 = create_marker_at 930.0 -190.0 -100.0 color 1 display 3 
0168: set_marker $RADAR_BLIP_DUMMY1_KM4 size 3 
0167: $RADAR_BLIP_DUMMY2_KM4 = create_marker_at 931.0 -184.0 -100.0 color 1 display 3 
0168: set_marker $RADAR_BLIP_DUMMY2_KM4 size 3 
0167: $RADAR_BLIP_DUMMY3_KM4 = create_marker_at 943.0 -182.0 -100.0 color 1 display 3 
0168: set_marker $RADAR_BLIP_DUMMY3_KM4 size 3 
0167: $RADAR_BLIP_DUMMY4_KM4 = create_marker_at 943.0 -190.0 -100.0 color 1 display 3 
0168: set_marker $RADAR_BLIP_DUMMY4_KM4 size 3 
0167: $RADAR_BLIP_DUMMY5_KM4 = create_marker_at 939.0 -183.0 -100.0 color 1 display 3 
0168: set_marker $RADAR_BLIP_DUMMY5_KM4 size 3 
00BC: text_highpriority 'KM4_4' time 7000 1  // ~g~Punish the gang responsible and retrieve the ~b~protection money~g~!

:KENJI4_2585
if 
83C6:   not current_island == 1 
jf @KENJI4_2611 
wait 0 
jump @KENJI4_2585 

:KENJI4_2611
0213: $BRIEFCASE3_KM4 = create_pickup #BRIEFCASE type 3 at 938.0 -180.0 4.5 
$FLAG_BRIEFCASE3_CREATED_KM4 = 1 // $ = int 
03DC: $RADAR_BLIP_COORD4_KM4 = create_marker_above_pickup $BRIEFCASE3_KM4 
0164: disable_marker $RADAR_BLIP_COORD1_KM4 
009A: $HISPANIC1_KM4 = create_actor 9 #GANG05 at 930.0 -190.0 -100.0 
0187: $RADAR_BLIP_DIABLO1_KM4 = create_marker_above_actor $HISPANIC1_KM4 
0164: disable_marker $RADAR_BLIP_DUMMY1_KM4 
01B2: give_actor $HISPANIC1_KM4 weapon 3 ammo 30000 
01ED: reset_actor $HISPANIC1_KM4 threat_search 
0243: set_actor $HISPANIC1_KM4 ped_stats_to 16 
009A: $HISPANIC2_KM4 = create_actor 9 #GANG05 at 931.0 -184.0 -100.0 
0187: $RADAR_BLIP_DIABLO2_KM4 = create_marker_above_actor $HISPANIC2_KM4 
0164: disable_marker $RADAR_BLIP_DUMMY2_KM4 
01B2: give_actor $HISPANIC2_KM4 weapon 3 ammo 30000 
01ED: reset_actor $HISPANIC2_KM4 threat_search 
0243: set_actor $HISPANIC2_KM4 ped_stats_to 16 
009A: $HISPANIC3_KM4 = create_actor 9 #GANG05 at 943.0 -182.0 -100.0 
0187: $RADAR_BLIP_DIABLO3_KM4 = create_marker_above_actor $HISPANIC3_KM4 
0164: disable_marker $RADAR_BLIP_DUMMY3_KM4 
01B2: give_actor $HISPANIC3_KM4 weapon 3 ammo 30000 
01ED: reset_actor $HISPANIC3_KM4 threat_search 
0243: set_actor $HISPANIC3_KM4 ped_stats_to 16 
009A: $HISPANIC4_KM4 = create_actor 9 #GANG05 at 943.0 -190.0 -100.0 
0187: $RADAR_BLIP_DIABLO4_KM4 = create_marker_above_actor $HISPANIC4_KM4 
0164: disable_marker $RADAR_BLIP_DUMMY4_KM4 
01B2: give_actor $HISPANIC4_KM4 weapon 3 ammo 30000 
01ED: reset_actor $HISPANIC4_KM4 threat_search 
0243: set_actor $HISPANIC4_KM4 ped_stats_to 16 
009A: $HISPANIC5_KM4 = create_actor 9 #GANG05 at 939.0 -183.0 -100.0 
0187: $RADAR_BLIP_DIABLO5_KM4 = create_marker_above_actor $HISPANIC5_KM4 
0164: disable_marker $RADAR_BLIP_DUMMY5_KM4 
01B2: give_actor $HISPANIC5_KM4 weapon 3 ammo 30000 
01ED: reset_actor $HISPANIC5_KM4 threat_search 
0243: set_actor $HISPANIC5_KM4 ped_stats_to 16 

:KENJI4_2915
if or
  $FLAG_BRIEFCASE3_PICKEDUP_KM4 == 0 // $ == int 
  5 > $COUNTER_NUMBER_OF_HISPANICS_DEAD // int > $ 
jf @KENJI4_3595 
wait 0 
if 
  $FLAG_HISPANIC1_KM4_DEAD == 0 // $ == int 
jf @KENJI4_2997 
if 
0118:   actor $HISPANIC1_KM4 dead 
jf @KENJI4_2997 
0164: disable_marker $RADAR_BLIP_DIABLO1_KM4 
$COUNTER_NUMBER_OF_HISPANICS_DEAD += 1 // $ += int 
$FLAG_HISPANIC1_KM4_DEAD = 1 // $ = int 

:KENJI4_2997
if 
  $FLAG_HISPANIC2_KM4_DEAD == 0 // $ == int 
jf @KENJI4_3050 
if 
0118:   actor $HISPANIC2_KM4 dead 
jf @KENJI4_3050 
0164: disable_marker $RADAR_BLIP_DIABLO2_KM4 
$COUNTER_NUMBER_OF_HISPANICS_DEAD += 1 // $ += int 
$FLAG_HISPANIC2_KM4_DEAD = 1 // $ = int 

:KENJI4_3050
if 
  $FLAG_HISPANIC3_KM4_DEAD == 0 // $ == int 
jf @KENJI4_3103 
if 
0118:   actor $HISPANIC3_KM4 dead 
jf @KENJI4_3103 
0164: disable_marker $RADAR_BLIP_DIABLO3_KM4 
$COUNTER_NUMBER_OF_HISPANICS_DEAD += 1 // $ += int 
$FLAG_HISPANIC3_KM4_DEAD = 1 // $ = int 

:KENJI4_3103
if 
  $FLAG_HISPANIC4_KM4_DEAD == 0 // $ == int 
jf @KENJI4_3156 
if 
0118:   actor $HISPANIC4_KM4 dead 
jf @KENJI4_3156 
0164: disable_marker $RADAR_BLIP_DIABLO4_KM4 
$COUNTER_NUMBER_OF_HISPANICS_DEAD += 1 // $ += int 
$FLAG_HISPANIC4_KM4_DEAD = 1 // $ = int 

:KENJI4_3156
if 
  $FLAG_HISPANIC5_KM4_DEAD == 0 // $ == int 
jf @KENJI4_3209 
if 
0118:   actor $HISPANIC5_KM4 dead 
jf @KENJI4_3209 
0164: disable_marker $RADAR_BLIP_DIABLO5_KM4 
$COUNTER_NUMBER_OF_HISPANICS_DEAD += 1 // $ += int 
$FLAG_HISPANIC5_KM4_DEAD = 1 // $ = int 

:KENJI4_3209
if 
  $FLAG_BRIEFCASE3_PICKEDUP_KM4 == 0 // $ == int 
jf @KENJI4_3277 
if 
0214:   pickup $BRIEFCASE3_KM4 picked_up 
jf @KENJI4_3277 
0164: disable_marker $RADAR_BLIP_COORD4_KM4 
00BC: text_highpriority 'KM4_8' time 5000 1  // ~g~Briefcase collected!
$FLAG_BRIEFCASE3_COLLECTED_KM4 = 1 // $ = int 
$FLAG_BRIEFCASE3_PICKEDUP_KM4 = 1 // $ = int 

:KENJI4_3277
if 
00F5:   player $PLAYER_CHAR 0 940.0 -185.0 4.1875 radius 25.0 25.0 10.0 
jf @KENJI4_3588 
if and
  $FLAG_HISPANIC1_KM4_DEAD == 0 // $ == int 
  $FLAG_HISPANIC1_HATE_PLAYER_KM4 == 0 // $ == int 
jf @KENJI4_3368 
011A: set_actor $HISPANIC1_KM4 search_threat 1 
020F: actor $HISPANIC1_KM4 look_at_player $PLAYER_CHAR 
01CC: actor $HISPANIC1_KM4 kill_player $PLAYER_CHAR 
$FLAG_HISPANIC1_HATE_PLAYER_KM4 = 1 // $ = int 

:KENJI4_3368
if and
  $FLAG_HISPANIC2_KM4_DEAD == 0 // $ == int 
  $FLAG_HISPANIC2_HATE_PLAYER_KM4 == 0 // $ == int 
jf @KENJI4_3423 
011A: set_actor $HISPANIC2_KM4 search_threat 1 
020F: actor $HISPANIC2_KM4 look_at_player $PLAYER_CHAR 
01CC: actor $HISPANIC2_KM4 kill_player $PLAYER_CHAR 
$FLAG_HISPANIC2_HATE_PLAYER_KM4 = 1 // $ = int 

:KENJI4_3423
if and
  $FLAG_HISPANIC3_KM4_DEAD == 0 // $ == int 
  $FLAG_HISPANIC3_HATE_PLAYER_KM4 == 0 // $ == int 
jf @KENJI4_3478 
011A: set_actor $HISPANIC3_KM4 search_threat 1 
020F: actor $HISPANIC3_KM4 look_at_player $PLAYER_CHAR 
01CC: actor $HISPANIC3_KM4 kill_player $PLAYER_CHAR 
$FLAG_HISPANIC3_HATE_PLAYER_KM4 = 1 // $ = int 

:KENJI4_3478
if and
  $FLAG_HISPANIC4_KM4_DEAD == 0 // $ == int 
  $FLAG_HISPANIC4_HATE_PLAYER_KM4 == 0 // $ == int 
jf @KENJI4_3533 
011A: set_actor $HISPANIC4_KM4 search_threat 1 
020F: actor $HISPANIC4_KM4 look_at_player $PLAYER_CHAR 
01CC: actor $HISPANIC4_KM4 kill_player $PLAYER_CHAR 
$FLAG_HISPANIC4_HATE_PLAYER_KM4 = 1 // $ = int 

:KENJI4_3533
if and
  $FLAG_HISPANIC5_KM4_DEAD == 0 // $ == int 
  $FLAG_HISPANIC5_HATE_PLAYER_KM4 == 0 // $ == int 
jf @KENJI4_3588 
011A: set_actor $HISPANIC5_KM4 search_threat 1 
020F: actor $HISPANIC5_KM4 look_at_player $PLAYER_CHAR 
01CC: actor $HISPANIC5_KM4 kill_player $PLAYER_CHAR 
$FLAG_HISPANIC5_HATE_PLAYER_KM4 = 1 // $ = int 

:KENJI4_3588
jump @KENJI4_2915 

:KENJI4_3595
00BC: text_highpriority 'KM4_11' time 5000 1  // ~g~Take the money back to the casino!
018A: $RADAR_BLIP_COORD6_KM4 = create_checkpoint_at 452.25 -1465.75 17.5625 
$BLOB_FLAG = 1 // $ = int 

:KENJI4_3631
if 
80F8:   not player $PLAYER_CHAR stopped $BLOB_FLAG 452.25 -1465.75 17.5625 radius 4.0 4.0 4.0 
jf @KENJI4_3679 
wait 0 
jump @KENJI4_3631 

:KENJI4_3679
0164: disable_marker $RADAR_BLIP_COORD6_KM4 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @KENJI4_3817 
00DA: $CAR_CUT_KM4 = player $PLAYER_CHAR car 
01D3: actor $PLAYER_ACTOR leave_car $CAR_CUT_KM4 

:KENJI4_3749
if 
00DC:   player $PLAYER_CHAR in_car $CAR_CUT_KM4 
jf @KENJI4_3817 
wait 0 
if 
0119:   car $CAR_CUT_KM4 wrecked 
jf @KENJI4_3810 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @KENJI4_4038 

:KENJI4_3810
jump @KENJI4_3749 

:KENJI4_3817
015F: set_camera_position 420.375 -1479.563 26.125 rotation 0.0 0.0 0.0 
0160: point_camera 420.8125 -1478.75 26.375 switchstyle 2 
0055: put_player $PLAYER_CHAR at 425.8125 -1477.125 -100.0 
0211: actor $PLAYER_ACTOR walk_to 428.5625 -1465.0 

:KENJI4_3875
if 
8126:   not actor $PLAYER_ACTOR objective_passed 
jf @KENJI4_3902 
wait 0 
jump @KENJI4_3875 

:KENJI4_3902
0169: set_fade_color 0 0 0 
fade 0 1000 

:KENJI4_3917
if 
  fading 
jf @KENJI4_3941 
wait 0 
jump @KENJI4_3917 

:KENJI4_3941
0055: put_player $PLAYER_CHAR at 426.75 -1486.375 17.625 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
0169: set_fade_color 0 0 0 
fade 1 1000 

:KENJI4_3982
if 
  fading 
jf @KENJI4_4006 
wait 0 
jump @KENJI4_3982 

:KENJI4_4006
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
jump @KENJI4_4055 

:KENJI4_4038
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:KENJI4_4055
$FLAG_KENJI_MISSION4_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'KM4'  // 'SHIMA'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_50 
return 

:KENJI4_4121
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 0 // $ = int 
$SWITCH_GANG_DIABLO_OFF = 0 // $ = int 
if 
  $FLAG_BRIEFCASE1_CREATED_KM4 == 1 // $ == int 
jf @KENJI4_4183 
if 
  $FLAG_BRIEFCASE1_COLLECTED_KM4 == 0 // $ == int 
jf @KENJI4_4183 
0215: destroy_pickup $BRIEFCASE1_KM4 

:KENJI4_4183
if 
  $FLAG_BRIEFCASE2_CREATED_KM4 == 1 // $ == int 
jf @KENJI4_4224 
if 
  $FLAG_BRIEFCASE2_COLLECTED_KM4 == 0 // $ == int 
jf @KENJI4_4224 
0215: destroy_pickup $BRIEFCASE2_KM4 

:KENJI4_4224
if 
  $FLAG_BRIEFCASE3_CREATED_KM4 == 1 // $ == int 
jf @KENJI4_4265 
if 
  $FLAG_BRIEFCASE3_COLLECTED_KM4 == 0 // $ == int 
jf @KENJI4_4265 
0215: destroy_pickup $BRIEFCASE3_KM4 

:KENJI4_4265
0164: disable_marker $RADAR_BLIP_DIABLO1_KM4 
0164: disable_marker $RADAR_BLIP_DIABLO2_KM4 
0164: disable_marker $RADAR_BLIP_DIABLO3_KM4 
0164: disable_marker $RADAR_BLIP_DIABLO4_KM4 
0164: disable_marker $RADAR_BLIP_DIABLO5_KM4 
0249: release_model #GANG05 
0249: release_model #GANG07 
0164: disable_marker $RADAR_BLIP_COORD2_KM4 
0164: disable_marker $RADAR_BLIP_COORD3_KM4 
0164: disable_marker $RADAR_BLIP_COORD4_KM4 
0164: disable_marker $RADAR_BLIP_COORD5_KM4 
0164: disable_marker $RADAR_BLIP_COORD1_KM4 
0164: disable_marker $RADAR_BLIP_COORD6_KM4 
0164: disable_marker $RADAR_BLIP_DUMMY1_KM4 
0164: disable_marker $RADAR_BLIP_DUMMY2_KM4 
0164: disable_marker $RADAR_BLIP_DUMMY3_KM4 
0164: disable_marker $RADAR_BLIP_DUMMY4_KM4 
0164: disable_marker $RADAR_BLIP_DUMMY5_KM4 
0156: set_zone_ped_density 'PARK' 1 1  // Belleville Park
0156: set_zone_ped_density 'PARK' 0 1  // Belleville Park
mission_cleanup 
return 

//-------------Mission 53---------------
// Originally: Smack Down

:KENJI5
gosub @KENJI5_36 
if 
  wasted_or_busted 
jf @KENJI5_27 
gosub @KENJI5_12280 

:KENJI5_27
gosub @KENJI5_12466 
terminate_this_script 

:KENJI5_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'KENJI5' 
$NUMBER_OF_PEDS = 0 // $ = int 
$PED_2_EXISTS = 0 // $ = int 
$DELETE_OLDEST_PED_TIME = 0 // $ = int 
$ON_SCREEN_COUNTER_FLAG = 0 // $ = int 
$PED_3_EXISTS = 0 // $ = int 
$PED_4_EXISTS = 0 // $ = int 
$DEAD_PEDS = 0 // $ = int 
$MINIMUM_KILLS = 0 // $ = int 
$PED_1_TIME = 0 // $ = int 
$PED_2_TIME = 0 // $ = int 
$PED_3_TIME = 0 // $ = int 
$PED_4_TIME = 0 // $ = int 
$OLDEST_PED_TIME = 0 // $ = int 
$OLDEST_PED = 0 // $ = int 
$RANDOM_DIRECTION = 0 // $ = int 
$PED_1_EXISTS = 0 // $ = int 
$PED_5_EXISTS = 0 // $ = int 
$PED_5_TIME = 0 // $ = int 
$PED_6_EXISTS = 0 // $ = int 
$PED_6_TIME = 0 // $ = int 
$PED_7_EXISTS = 0 // $ = int 
$PED_7_TIME = 0 // $ = int 
$PED_8_EXISTS = 0 // $ = int 
$PED_8_TIME = 0 // $ = int 
$PED_9_EXISTS = 0 // $ = int 
$PED_9_TIME = 0 // $ = int 
$PED_10_EXISTS = 0 // $ = int 
$PED_10_TIME = 0 // $ = int 
$PED_11_EXISTS = 0 // $ = int 
$PED_11_TIME = 0 // $ = int 
$PED_12_EXISTS = 0 // $ = int 
$PED_12_TIME = 0 // $ = int 
$PED_13_EXISTS = 0 // $ = int 
$PED_13_TIME = 0 // $ = int 
$PED_14_EXISTS = 0 // $ = int 
$PED_14_TIME = 0 // $ = int 
$PED_15_EXISTS = 0 // $ = int 
$PED_15_TIME = 0 // $ = int 
$MINIMUM_KILLS = 8 // $ = int 
023C: load_special_actor 1 'KENJI' 
0247: request_model #GANG07 
0247: request_model #GANG08 
0247: request_model #GANG09 
02F3: load_object #CUTOBJ01 'KENJIH' 
0247: request_model #CASINO_GARDEN 
038B: load_requested_models 

:KENJI5_383
if or
823D:   not special_actor 1 loaded 
8248:   not model #GANG07 available 
8248:   not model #GANG08 available 
8248:   not model #CUTOBJ01 available 
8248:   not model #CASINO_GARDEN available 
jf @KENJI5_427 
wait 0 
jump @KENJI5_383 

:KENJI5_427
02E4: load_cutscene_data 'K5_SD' 
0244: set_cutscene_pos 476.375 -1382.125 67.3125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_KENJI = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_KENJI 'KENJI' 
02E5: $CS_YAKUZA = create_cutscene_object #GANG07 
02E6: set_cutscene_anim $CS_YAKUZA 'GANG07' 
02E5: $CS_YAKUZA2 = create_cutscene_object #GANG08 
02E6: set_cutscene_anim $CS_YAKUZA2 'GANG08' 
02F4: create_cutscene_actor $CS_KENJIHEAD from_head #CUTOBJ01 and_body $CS_KENJI 
02F5: set_head_anim $CS_KENJIHEAD 'KENJI' 
0395: clear_area 1 at 459.0625 -1413.0 25.0625 range 1.0 
0055: put_player $PLAYER_CHAR at 459.0625 -1413.0 25.0625 
0171: set_player $PLAYER_CHAR z_angle_to 132.0 
fade 1 1500 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:KENJI5_608
if 
  6121 > $CS_TIME // int > $ 
jf @KENJI5_643 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI5_608 

:KENJI5_643
00BC: text_highpriority 'KM5_A' time 7000 1  // YOU! How fitting you should choose this moment to show your worthless face!

:KENJI5_658
if 
  11088 > $CS_TIME // int > $ 
jf @KENJI5_693 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI5_658 

:KENJI5_693
00BC: text_highpriority 'KM5_B' time 7000 1  // It would appear your attempts to dissuade the Jamaicans

:KENJI5_708
if 
  13770 > $CS_TIME // int > $ 
jf @KENJI5_743 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI5_708 

:KENJI5_743
00BC: text_highpriority 'KM5_B1' time 7000 1  // from becoming bed fellows with the Cartel were wholly inadequate!

:KENJI5_758
if 
  17324 > $CS_TIME // int > $ 
jf @KENJI5_793 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI5_758 

:KENJI5_793
00BC: text_highpriority 'KM5_C' time 7000 1  // Yardie pushers line Liberty's streets selling packets of SPANK like they were selling hotdogs!

:KENJI5_808
if 
  22060 > $CS_TIME // int > $ 
jf @KENJI5_843 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI5_808 

:KENJI5_843
00BC: text_highpriority 'KM5_D' time 7000 1  // Those Cartel pigs are laughing at us, at me!

:KENJI5_858
if 
  24716 > $CS_TIME // int > $ 
jf @KENJI5_893 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI5_858 

:KENJI5_893
00BC: text_highpriority 'KM5_E' time 7000 1  // I will give you one last chance to prove my sister's faith in you to be well founded!

:KENJI5_908
if 
  29220 > $CS_TIME // int > $ 
jf @KENJI5_943 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI5_908 

:KENJI5_943
00BC: text_highpriority 'KM5_F' time 7000 1  // Run these scumbags into the ground and wash your shame in rivers of our enemies' blood!!!

:KENJI5_958
if 
  33666 > $CS_TIME // int > $ 
jf @KENJI5_995 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @KENJI5_958 

:KENJI5_995
fade 0 1500 

:KENJI5_1002
if 
82E9:   not cutscene_reached_end 
jf @KENJI5_1026 
wait 0 
jump @KENJI5_1002 

:KENJI5_1026
00BE: text_clear_all 

:KENJI5_1028
if 
  fading 
jf @KENJI5_1052 
wait 0 
jump @KENJI5_1028 

:KENJI5_1052
02EA: end_cutscene 
03AF: set_streaming 1 
03AD: set_rubbish 1 
fade 1 1500 
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0249: release_model #GANG07 
0249: release_model #GANG08 
0249: release_model #CUTOBJ01 
0249: release_model #CASINO_GARDEN 

:KENJI5_1093
if 
8248:   not model #GANG09 available 
jf @KENJI5_1119 
wait 0 
jump @KENJI5_1093 

:KENJI5_1119
jump @KENJI5_4425 

:KENJI5_1126
if 
  $DELETE_OLDEST_PED_TIME > 10000 // $ > int 
jf @KENJI5_1153 
$DELETE_OLDEST_PED_TIME -= 5000 // $ -= int 

:KENJI5_1153
if 
  $PED_1_EXISTS == 0 // $ == int 
jf @KENJI5_1371 

:KENJI5_1171
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_1_X $PED_1_Y $PED_1_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_1_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_1_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_1325 
jump @KENJI5_1171 

:KENJI5_1325
0167: $PED_1_BLIP = create_marker_at $PED_1_X $PED_1_Y $PED_1_Z color 1 display 2 
0168: set_marker $PED_1_BLIP size 3 
$PED_1_EXISTS = 1 // $ = int 
01BD: $PED_1_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_1371
if 
  $PED_2_EXISTS == 0 // $ == int 
jf @KENJI5_1589 

:KENJI5_1389
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_2_X $PED_2_Y $PED_2_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_2_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_2_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_1543 
jump @KENJI5_1389 

:KENJI5_1543
0167: $PED_2_BLIP = create_marker_at $PED_2_X $PED_2_Y $PED_2_Z color 1 display 2 
0168: set_marker $PED_2_BLIP size 3 
$PED_2_EXISTS = 1 // $ = int 
01BD: $PED_2_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_1589
if 
  $PED_3_EXISTS == 0 // $ == int 
jf @KENJI5_1807 

:KENJI5_1607
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_3_X $PED_3_Y $PED_3_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_3_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_3_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_1761 
jump @KENJI5_1607 

:KENJI5_1761
0167: $PED_3_BLIP = create_marker_at $PED_3_X $PED_3_Y $PED_3_Z color 1 display 2 
0168: set_marker $PED_3_BLIP size 3 
$PED_3_EXISTS = 1 // $ = int 
01BD: $PED_3_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_1807
if 
  $PED_4_EXISTS == 0 // $ == int 
jf @KENJI5_2025 

:KENJI5_1825
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_4_X $PED_4_Y $PED_4_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_4_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_4_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_1979 
jump @KENJI5_1825 

:KENJI5_1979
0167: $PED_4_BLIP = create_marker_at $PED_4_X $PED_4_Y $PED_4_Z color 1 display 2 
0168: set_marker $PED_4_BLIP size 3 
$PED_4_EXISTS = 1 // $ = int 
01BD: $PED_4_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_2025
if 
  $PED_5_EXISTS == 0 // $ == int 
jf @KENJI5_2243 

:KENJI5_2043
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_5_X $PED_5_Y $PED_5_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_5_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_5_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_2197 
jump @KENJI5_2043 

:KENJI5_2197
0167: $PED_5_BLIP = create_marker_at $PED_5_X $PED_5_Y $PED_5_Z color 1 display 2 
0168: set_marker $PED_5_BLIP size 3 
$PED_5_EXISTS = 1 // $ = int 
01BD: $PED_5_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_2243
if 
  $PED_6_EXISTS == 0 // $ == int 
jf @KENJI5_2461 

:KENJI5_2261
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_6_X $PED_6_Y $PED_6_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_6_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_6_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_2415 
jump @KENJI5_2261 

:KENJI5_2415
0167: $PED_6_BLIP = create_marker_at $PED_6_X $PED_6_Y $PED_6_Z color 1 display 2 
0168: set_marker $PED_6_BLIP size 3 
$PED_6_EXISTS = 1 // $ = int 
01BD: $PED_6_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_2461
if 
  $PED_7_EXISTS == 0 // $ == int 
jf @KENJI5_2679 

:KENJI5_2479
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_7_X $PED_7_Y $PED_7_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_7_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_7_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_2633 
jump @KENJI5_2479 

:KENJI5_2633
0167: $PED_7_BLIP = create_marker_at $PED_7_X $PED_7_Y $PED_7_Z color 1 display 2 
0168: set_marker $PED_7_BLIP size 3 
$PED_7_EXISTS = 1 // $ = int 
01BD: $PED_7_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_2679
if 
  $PED_8_EXISTS == 0 // $ == int 
jf @KENJI5_2897 

:KENJI5_2697
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_8_X $PED_8_Y $PED_8_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_8_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_8_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_2851 
jump @KENJI5_2697 

:KENJI5_2851
0167: $PED_8_BLIP = create_marker_at $PED_8_X $PED_8_Y $PED_8_Z color 1 display 2 
0168: set_marker $PED_8_BLIP size 3 
$PED_8_EXISTS = 1 // $ = int 
01BD: $PED_8_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_2897
if 
  $PED_9_EXISTS == 0 // $ == int 
jf @KENJI5_3115 

:KENJI5_2915
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_9_X $PED_9_Y $PED_9_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_9_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_9_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_3069 
jump @KENJI5_2915 

:KENJI5_3069
0167: $PED_9_BLIP = create_marker_at $PED_9_X $PED_9_Y $PED_9_Z color 1 display 2 
0168: set_marker $PED_9_BLIP size 3 
$PED_9_EXISTS = 1 // $ = int 
01BD: $PED_9_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_3115
if 
  $PED_10_EXISTS == 0 // $ == int 
jf @KENJI5_3333 

:KENJI5_3133
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_10_X $PED_10_Y $PED_10_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_10_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_10_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_3287 
jump @KENJI5_3133 

:KENJI5_3287
0167: $PED_10_BLIP = create_marker_at $PED_10_X $PED_10_Y $PED_10_Z color 1 display 2 
0168: set_marker $PED_10_BLIP size 3 
$PED_10_EXISTS = 1 // $ = int 
01BD: $PED_10_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_3333
if 
  $PED_11_EXISTS == 0 // $ == int 
jf @KENJI5_3551 

:KENJI5_3351
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_11_X $PED_11_Y $PED_11_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_11_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_11_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_3505 
jump @KENJI5_3351 

:KENJI5_3505
0167: $PED_11_BLIP = create_marker_at $PED_11_X $PED_11_Y $PED_11_Z color 1 display 2 
0168: set_marker $PED_11_BLIP size 3 
$PED_11_EXISTS = 1 // $ = int 
01BD: $PED_11_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_3551
if 
  $PED_12_EXISTS == 0 // $ == int 
jf @KENJI5_3769 

:KENJI5_3569
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_12_X $PED_12_Y $PED_12_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_12_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_12_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_3723 
jump @KENJI5_3569 

:KENJI5_3723
0167: $PED_12_BLIP = create_marker_at $PED_12_X $PED_12_Y $PED_12_Z color 1 display 2 
0168: set_marker $PED_12_BLIP size 3 
$PED_12_EXISTS = 1 // $ = int 
01BD: $PED_12_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_3769
if 
  $PED_13_EXISTS == 0 // $ == int 
jf @KENJI5_3987 

:KENJI5_3787
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_13_X $PED_13_Y $PED_13_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_13_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_13_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_3941 
jump @KENJI5_3787 

:KENJI5_3941
0167: $PED_13_BLIP = create_marker_at $PED_13_X $PED_13_Y $PED_13_Z color 1 display 2 
0168: set_marker $PED_13_BLIP size 3 
$PED_13_EXISTS = 1 // $ = int 
01BD: $PED_13_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_3987
if 
  $PED_14_EXISTS == 0 // $ == int 
jf @KENJI5_4205 

:KENJI5_4005
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_14_X $PED_14_Y $PED_14_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_14_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_14_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_4159 
jump @KENJI5_4005 

:KENJI5_4159
0167: $PED_14_BLIP = create_marker_at $PED_14_X $PED_14_Y $PED_14_Z color 1 display 2 
0168: set_marker $PED_14_BLIP size 3 
$PED_14_EXISTS = 1 // $ = int 
01BD: $PED_14_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_4205
if 
  $PED_15_EXISTS == 0 // $ == int 
jf @KENJI5_4423 

:KENJI5_4223
0208: $RANDOM_COMMERCIAL_X = random_float -173.0 460.0 
0208: $RANDOM_COMMERCIAL_Y = random_float -1627.0 100.0 
0054: store_player $PLAYER_CHAR position_to $GARBAGE_X $GARBAGE_Y $GARBAGE_Z 
02C0: set $PED_15_X $PED_15_Y $PED_15_Z to_ped_path_coords_closest_to $RANDOM_COMMERCIAL_X $RANDOM_COMMERCIAL_Y $GARBAGE_Z 
0086: $DIFFERENCE_X = $GARBAGE_X // $ = $ float 
0061: $DIFFERENCE_X -= $PED_15_X // $ -= $ float 
0086: $DIFFERENCE_Y = $GARBAGE_Y // $ = $ float 
0061: $DIFFERENCE_Y -= $PED_15_Y // $ -= $ float 
0069: $DIFFERENCE_X *= $DIFFERENCE_X // $ *= $ float 
0069: $DIFFERENCE_Y *= $DIFFERENCE_Y // $ *= $ float 
0086: $SUM_DIFF = $DIFFERENCE_X // $ = $ float 
0059: $SUM_DIFF += $DIFFERENCE_Y // $ += $ float 
01FB: $DISTANCE = square_root $SUM_DIFF 
if 
  110.0 > $DISTANCE // float > $ 
jf @KENJI5_4377 
jump @KENJI5_4223 

:KENJI5_4377
0167: $PED_15_BLIP = create_marker_at $PED_15_X $PED_15_Y $PED_15_Z color 1 display 2 
0168: set_marker $PED_15_BLIP size 3 
$PED_15_EXISTS = 1 // $ = int 
01BD: $PED_15_TIME = current_time_in_ms 
$NUMBER_OF_PEDS += 1 // $ += int 
return 

:KENJI5_4423
return 

:KENJI5_4425
$PED_1_X = 39.25 // $ = float 
$PED_1_Y = -880.5625 // $ = float 
$PED_1_Z = 34.0 // $ = float 
$PED_2_X = -55.375 // $ = float 
$PED_2_Y = -974.3125 // $ = float 
$PED_2_Z = 25.375 // $ = float 
$DELETE_OLDEST_PED_TIME = 80000 // $ = int 
0167: $PED_1_BLIP = create_marker_at $PED_1_X $PED_1_Y $PED_1_Z color 1 display 2 
0168: set_marker $PED_1_BLIP size 3 
0167: $PED_2_BLIP = create_marker_at $PED_2_X $PED_2_Y $PED_2_Z color 1 display 2 
0168: set_marker $PED_2_BLIP size 3 
00BC: text_highpriority 'KM5_6' time 5000 1  // ~g~You must murder at least 8 Yardie dealers.
00BD: text_mediumpriority 'KM5_7' time 6000 1  // ~g~Kill them quickly! Once they've pushed their SPANK they're off the streets.
03C4: set_status_text_to $DEAD_PEDS 0 'KILLS'  // KILLS:
$PED_1_EXISTS = 1 // $ = int 
$PED_2_EXISTS = 1 // $ = int 
$NUMBER_OF_PEDS = 2 // $ = int 
TIMERA = 0 // @ = int 

:KENJI5_4606
if 
  $NUMBER_OF_PEDS > 0 // $ > int 
jf @KENJI5_10748 
wait 0 
if 
  $DEAD_PEDS > 0 // $ > int 
jf @KENJI5_4679 
if 
001F:   TIMERA > $DELETE_OLDEST_PED_TIME // @ > $ int 
jf @KENJI5_4679 
TIMERA = 0 // @ = int 
gosub @KENJI5_10796 

:KENJI5_4679
if 
  $PED_1_EXISTS > 0 // $ > int 
jf @KENJI5_5125 
if 
  $PED_1_EXISTS == 1 // $ == int 
jf @KENJI5_4883 
if 
00E3:   player $PLAYER_CHAR 0 $PED_1_X $PED_1_Y radius 90.0 90.0 
jf @KENJI5_4883 
009A: $PED_1 = create_actor 11 #GANG09 at $PED_1_X $PED_1_Y $PED_1_Z 
01B2: give_actor $PED_1 weapon 3 ammo 999 
0243: set_actor $PED_1 ped_stats_to 16 
011A: set_actor $PED_1 search_threat 1048576 
011A: set_actor $PED_1 search_threat 4194304 
011A: set_actor $PED_1 search_threat 1 
011A: set_actor $PED_1 search_threat 2 
011A: set_actor $PED_1 search_threat 4 
011A: set_actor $PED_1 search_threat 8 
02A9: set_actor $PED_1 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_1 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_1_BLIP 
0162: $PED_1_BLIP = create_marker_above_actor $PED_1 color 1 display 3 
0168: set_marker $PED_1_BLIP size 3 
$PED_1_EXISTS = 2 // $ = int 

:KENJI5_4883
if 
  $PED_1_EXISTS == 2 // $ == int 
jf @KENJI5_5125 
if 
0118:   actor $PED_1 dead 
jf @KENJI5_5024 
0164: disable_marker $PED_1_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_1 
$PED_1_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
if 
  $ON_SCREEN_COUNTER_FLAG == 0 // $ == int 
jf @KENJI5_5010 
00BD: text_mediumpriority 'KM5_7' time 6000 1  // ~g~Kill them quickly! Once they've pushed their SPANK they're off the streets.
TIMERA = 0 // @ = int 
$ON_SCREEN_COUNTER_FLAG = 1 // $ = int 

:KENJI5_5010
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_5024
if 
  $PED_1_EXISTS == 2 // $ == int 
jf @KENJI5_5125 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_1 radius 90.0 90.0 
jf @KENJI5_5125 
00A0: store_actor $PED_1 position_to $PED_1_X $PED_1_Y $PED_1_Z 
0164: disable_marker $PED_1_BLIP 
0167: $PED_1_BLIP = create_marker_at $PED_1_X $PED_1_Y $PED_1_Z color 1 display 2 
0168: set_marker $PED_1_BLIP size 3 
009B: destroy_actor_instantly $PED_1 
$PED_1_EXISTS = 1 // $ = int 

:KENJI5_5125
if 
  $PED_2_EXISTS > 0 // $ > int 
jf @KENJI5_5554 
if 
  $PED_2_EXISTS == 1 // $ == int 
jf @KENJI5_5312 
if 
00E3:   player $PLAYER_CHAR 0 $PED_2_X $PED_2_Y radius 90.0 90.0 
jf @KENJI5_5312 
009A: $PED_2 = create_actor 11 #GANG09 at $PED_2_X $PED_2_Y $PED_2_Z 
01B2: give_actor $PED_2 weapon 3 ammo 999 
0243: set_actor $PED_2 ped_stats_to 16 
011A: set_actor $PED_2 search_threat 1048576 
011A: set_actor $PED_2 search_threat 4194304 
011A: set_actor $PED_2 search_threat 1 
011A: set_actor $PED_2 search_threat 2 
011A: set_actor $PED_2 search_threat 4 
011A: set_actor $PED_2 search_threat 8 
02A9: set_actor $PED_2 immune_to_nonplayer 1 
0164: disable_marker $PED_2_BLIP 
0162: $PED_2_BLIP = create_marker_above_actor $PED_2 color 1 display 3 
0168: set_marker $PED_2_BLIP size 3 
$PED_2_EXISTS = 2 // $ = int 

:KENJI5_5312
if 
  $PED_2_EXISTS == 2 // $ == int 
jf @KENJI5_5554 
if 
0118:   actor $PED_2 dead 
jf @KENJI5_5453 
0164: disable_marker $PED_2_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_2 
$PED_2_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
if 
  $ON_SCREEN_COUNTER_FLAG == 0 // $ == int 
jf @KENJI5_5439 
00BD: text_mediumpriority 'KM5_7' time 6000 1  // ~g~Kill them quickly! Once they've pushed their SPANK they're off the streets.
TIMERA = 0 // @ = int 
$ON_SCREEN_COUNTER_FLAG = 1 // $ = int 

:KENJI5_5439
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_5453
if 
  $PED_2_EXISTS == 2 // $ == int 
jf @KENJI5_5554 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_2 radius 90.0 90.0 
jf @KENJI5_5554 
00A0: store_actor $PED_2 position_to $PED_2_X $PED_2_Y $PED_2_Z 
0164: disable_marker $PED_2_BLIP 
0167: $PED_2_BLIP = create_marker_at $PED_2_X $PED_2_Y $PED_2_Z color 1 display 2 
0168: set_marker $PED_2_BLIP size 3 
009B: destroy_actor_instantly $PED_2 
$PED_2_EXISTS = 1 // $ = int 

:KENJI5_5554
if 
  $PED_3_EXISTS > 0 // $ > int 
jf @KENJI5_5953 
if 
  $PED_3_EXISTS == 1 // $ == int 
jf @KENJI5_5758 
if 
00E3:   player $PLAYER_CHAR 0 $PED_3_X $PED_3_Y radius 90.0 90.0 
jf @KENJI5_5758 
009A: $PED_3 = create_actor 11 #GANG09 at $PED_3_X $PED_3_Y $PED_3_Z 
01B2: give_actor $PED_3 weapon 3 ammo 999 
0243: set_actor $PED_3 ped_stats_to 16 
011A: set_actor $PED_3 search_threat 1048576 
011A: set_actor $PED_3 search_threat 4194304 
011A: set_actor $PED_3 search_threat 1 
011A: set_actor $PED_3 search_threat 2 
011A: set_actor $PED_3 search_threat 4 
011A: set_actor $PED_3 search_threat 8 
02A9: set_actor $PED_3 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_3 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_3_BLIP 
0162: $PED_3_BLIP = create_marker_above_actor $PED_3 color 1 display 3 
0168: set_marker $PED_3_BLIP size 3 
$PED_3_EXISTS = 2 // $ = int 

:KENJI5_5758
if 
  $PED_3_EXISTS == 2 // $ == int 
jf @KENJI5_5953 
if 
0118:   actor $PED_3 dead 
jf @KENJI5_5852 
0164: disable_marker $PED_3_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_3 
$PED_3_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_5852
if 
  $PED_3_EXISTS == 2 // $ == int 
jf @KENJI5_5953 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_3 radius 90.0 90.0 
jf @KENJI5_5953 
00A0: store_actor $PED_3 position_to $PED_3_X $PED_3_Y $PED_3_Z 
0164: disable_marker $PED_3_BLIP 
0167: $PED_3_BLIP = create_marker_at $PED_3_X $PED_3_Y $PED_3_Z color 1 display 2 
0168: set_marker $PED_3_BLIP size 3 
009B: destroy_actor_instantly $PED_3 
$PED_3_EXISTS = 1 // $ = int 

:KENJI5_5953
if 
  $PED_4_EXISTS > 0 // $ > int 
jf @KENJI5_6352 
if 
  $PED_4_EXISTS == 1 // $ == int 
jf @KENJI5_6157 
if 
00E3:   player $PLAYER_CHAR 0 $PED_4_X $PED_4_Y radius 90.0 90.0 
jf @KENJI5_6157 
009A: $PED_4 = create_actor 11 #GANG09 at $PED_4_X $PED_4_Y $PED_4_Z 
01B2: give_actor $PED_4 weapon 3 ammo 999 
0243: set_actor $PED_4 ped_stats_to 16 
011A: set_actor $PED_4 search_threat 1048576 
011A: set_actor $PED_4 search_threat 4194304 
011A: set_actor $PED_4 search_threat 1 
011A: set_actor $PED_4 search_threat 2 
011A: set_actor $PED_4 search_threat 4 
011A: set_actor $PED_4 search_threat 8 
02A9: set_actor $PED_4 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_4 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_4_BLIP 
0162: $PED_4_BLIP = create_marker_above_actor $PED_4 color 1 display 3 
0168: set_marker $PED_4_BLIP size 3 
$PED_4_EXISTS = 2 // $ = int 

:KENJI5_6157
if 
  $PED_4_EXISTS == 2 // $ == int 
jf @KENJI5_6352 
if 
0118:   actor $PED_4 dead 
jf @KENJI5_6251 
0164: disable_marker $PED_4_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_4 
$PED_4_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_6251
if 
  $PED_4_EXISTS == 2 // $ == int 
jf @KENJI5_6352 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_4 radius 90.0 90.0 
jf @KENJI5_6352 
00A0: store_actor $PED_4 position_to $PED_4_X $PED_4_Y $PED_4_Z 
0164: disable_marker $PED_4_BLIP 
0167: $PED_4_BLIP = create_marker_at $PED_4_X $PED_4_Y $PED_4_Z color 1 display 2 
0168: set_marker $PED_4_BLIP size 3 
009B: destroy_actor_instantly $PED_4 
$PED_4_EXISTS = 1 // $ = int 

:KENJI5_6352
if 
  $PED_5_EXISTS > 0 // $ > int 
jf @KENJI5_6751 
if 
  $PED_5_EXISTS == 1 // $ == int 
jf @KENJI5_6556 
if 
00E3:   player $PLAYER_CHAR 0 $PED_5_X $PED_5_Y radius 90.0 90.0 
jf @KENJI5_6556 
009A: $PED_5 = create_actor 11 #GANG09 at $PED_5_X $PED_5_Y $PED_5_Z 
01B2: give_actor $PED_5 weapon 3 ammo 999 
0243: set_actor $PED_5 ped_stats_to 16 
011A: set_actor $PED_5 search_threat 1048576 
011A: set_actor $PED_5 search_threat 4194304 
011A: set_actor $PED_5 search_threat 1 
011A: set_actor $PED_5 search_threat 2 
011A: set_actor $PED_5 search_threat 4 
011A: set_actor $PED_5 search_threat 8 
02A9: set_actor $PED_5 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_5 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_5_BLIP 
0162: $PED_5_BLIP = create_marker_above_actor $PED_5 color 1 display 3 
0168: set_marker $PED_5_BLIP size 3 
$PED_5_EXISTS = 2 // $ = int 

:KENJI5_6556
if 
  $PED_5_EXISTS == 2 // $ == int 
jf @KENJI5_6751 
if 
0118:   actor $PED_5 dead 
jf @KENJI5_6650 
0164: disable_marker $PED_5_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_5 
$PED_5_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_6650
if 
  $PED_5_EXISTS == 2 // $ == int 
jf @KENJI5_6751 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_5 radius 90.0 90.0 
jf @KENJI5_6751 
00A0: store_actor $PED_5 position_to $PED_5_X $PED_5_Y $PED_5_Z 
0164: disable_marker $PED_5_BLIP 
0167: $PED_5_BLIP = create_marker_at $PED_5_X $PED_5_Y $PED_5_Z color 1 display 2 
0168: set_marker $PED_5_BLIP size 3 
009B: destroy_actor_instantly $PED_5 
$PED_5_EXISTS = 1 // $ = int 

:KENJI5_6751
if 
  $PED_6_EXISTS > 0 // $ > int 
jf @KENJI5_7150 
if 
  $PED_6_EXISTS == 1 // $ == int 
jf @KENJI5_6955 
if 
00E3:   player $PLAYER_CHAR 0 $PED_6_X $PED_6_Y radius 90.0 90.0 
jf @KENJI5_6955 
009A: $PED_6 = create_actor 11 #GANG09 at $PED_6_X $PED_6_Y $PED_6_Z 
01B2: give_actor $PED_6 weapon 3 ammo 999 
0243: set_actor $PED_6 ped_stats_to 16 
011A: set_actor $PED_6 search_threat 1048576 
011A: set_actor $PED_6 search_threat 4194304 
011A: set_actor $PED_6 search_threat 1 
011A: set_actor $PED_6 search_threat 2 
011A: set_actor $PED_6 search_threat 4 
011A: set_actor $PED_6 search_threat 8 
02A9: set_actor $PED_6 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_6 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_6_BLIP 
0162: $PED_6_BLIP = create_marker_above_actor $PED_6 color 1 display 3 
0168: set_marker $PED_6_BLIP size 3 
$PED_6_EXISTS = 2 // $ = int 

:KENJI5_6955
if 
  $PED_6_EXISTS == 2 // $ == int 
jf @KENJI5_7150 
if 
0118:   actor $PED_6 dead 
jf @KENJI5_7049 
0164: disable_marker $PED_6_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_6 
$PED_6_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_7049
if 
  $PED_6_EXISTS == 2 // $ == int 
jf @KENJI5_7150 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_6 radius 90.0 90.0 
jf @KENJI5_7150 
00A0: store_actor $PED_6 position_to $PED_6_X $PED_6_Y $PED_6_Z 
0164: disable_marker $PED_6_BLIP 
0167: $PED_6_BLIP = create_marker_at $PED_6_X $PED_6_Y $PED_6_Z color 1 display 2 
0168: set_marker $PED_6_BLIP size 3 
009B: destroy_actor_instantly $PED_6 
$PED_6_EXISTS = 1 // $ = int 

:KENJI5_7150
if 
  $PED_7_EXISTS > 0 // $ > int 
jf @KENJI5_7549 
if 
  $PED_7_EXISTS == 1 // $ == int 
jf @KENJI5_7354 
if 
00E3:   player $PLAYER_CHAR 0 $PED_7_X $PED_7_Y radius 90.0 90.0 
jf @KENJI5_7354 
009A: $PED_7 = create_actor 11 #GANG09 at $PED_7_X $PED_7_Y $PED_7_Z 
01B2: give_actor $PED_7 weapon 3 ammo 999 
0243: set_actor $PED_7 ped_stats_to 16 
011A: set_actor $PED_7 search_threat 1048576 
011A: set_actor $PED_7 search_threat 4194304 
011A: set_actor $PED_7 search_threat 1 
011A: set_actor $PED_7 search_threat 2 
011A: set_actor $PED_7 search_threat 4 
011A: set_actor $PED_7 search_threat 8 
02A9: set_actor $PED_7 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_7 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_7_BLIP 
0162: $PED_7_BLIP = create_marker_above_actor $PED_7 color 1 display 3 
0168: set_marker $PED_7_BLIP size 3 
$PED_7_EXISTS = 2 // $ = int 

:KENJI5_7354
if 
  $PED_7_EXISTS == 2 // $ == int 
jf @KENJI5_7549 
if 
0118:   actor $PED_7 dead 
jf @KENJI5_7448 
0164: disable_marker $PED_7_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_7 
$PED_7_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_7448
if 
  $PED_7_EXISTS == 2 // $ == int 
jf @KENJI5_7549 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_7 radius 90.0 90.0 
jf @KENJI5_7549 
00A0: store_actor $PED_7 position_to $PED_7_X $PED_7_Y $PED_7_Z 
0164: disable_marker $PED_7_BLIP 
0167: $PED_7_BLIP = create_marker_at $PED_7_X $PED_7_Y $PED_7_Z color 1 display 2 
0168: set_marker $PED_7_BLIP size 3 
009B: destroy_actor_instantly $PED_7 
$PED_7_EXISTS = 1 // $ = int 

:KENJI5_7549
if 
  $PED_8_EXISTS > 0 // $ > int 
jf @KENJI5_7948 
if 
  $PED_8_EXISTS == 1 // $ == int 
jf @KENJI5_7753 
if 
00E3:   player $PLAYER_CHAR 0 $PED_8_X $PED_8_Y radius 90.0 90.0 
jf @KENJI5_7753 
009A: $PED_8 = create_actor 11 #GANG09 at $PED_8_X $PED_8_Y $PED_8_Z 
01B2: give_actor $PED_8 weapon 3 ammo 999 
0243: set_actor $PED_8 ped_stats_to 16 
011A: set_actor $PED_8 search_threat 1048576 
011A: set_actor $PED_8 search_threat 4194304 
011A: set_actor $PED_8 search_threat 1 
011A: set_actor $PED_8 search_threat 2 
011A: set_actor $PED_8 search_threat 4 
011A: set_actor $PED_8 search_threat 8 
02A9: set_actor $PED_8 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_8 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_8_BLIP 
0162: $PED_8_BLIP = create_marker_above_actor $PED_8 color 1 display 3 
0168: set_marker $PED_8_BLIP size 3 
$PED_8_EXISTS = 2 // $ = int 

:KENJI5_7753
if 
  $PED_8_EXISTS == 2 // $ == int 
jf @KENJI5_7948 
if 
0118:   actor $PED_8 dead 
jf @KENJI5_7847 
0164: disable_marker $PED_8_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_8 
$PED_8_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_7847
if 
  $PED_8_EXISTS == 2 // $ == int 
jf @KENJI5_7948 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_8 radius 90.0 90.0 
jf @KENJI5_7948 
00A0: store_actor $PED_8 position_to $PED_8_X $PED_8_Y $PED_8_Z 
0164: disable_marker $PED_8_BLIP 
0167: $PED_8_BLIP = create_marker_at $PED_8_X $PED_8_Y $PED_8_Z color 1 display 2 
0168: set_marker $PED_8_BLIP size 3 
009B: destroy_actor_instantly $PED_8 
$PED_8_EXISTS = 1 // $ = int 

:KENJI5_7948
if 
  $PED_9_EXISTS > 0 // $ > int 
jf @KENJI5_8347 
if 
  $PED_9_EXISTS == 1 // $ == int 
jf @KENJI5_8152 
if 
00E3:   player $PLAYER_CHAR 0 $PED_9_X $PED_9_Y radius 90.0 90.0 
jf @KENJI5_8152 
009A: $PED_9 = create_actor 11 #GANG09 at $PED_9_X $PED_9_Y $PED_9_Z 
01B2: give_actor $PED_9 weapon 3 ammo 999 
0243: set_actor $PED_9 ped_stats_to 16 
011A: set_actor $PED_9 search_threat 1048576 
011A: set_actor $PED_9 search_threat 4194304 
011A: set_actor $PED_9 search_threat 1 
011A: set_actor $PED_9 search_threat 2 
011A: set_actor $PED_9 search_threat 4 
011A: set_actor $PED_9 search_threat 8 
02A9: set_actor $PED_9 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_9 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_9_BLIP 
0162: $PED_9_BLIP = create_marker_above_actor $PED_9 color 1 display 3 
0168: set_marker $PED_9_BLIP size 3 
$PED_9_EXISTS = 2 // $ = int 

:KENJI5_8152
if 
  $PED_9_EXISTS == 2 // $ == int 
jf @KENJI5_8347 
if 
0118:   actor $PED_9 dead 
jf @KENJI5_8246 
0164: disable_marker $PED_9_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_9 
$PED_9_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_8246
if 
  $PED_9_EXISTS == 2 // $ == int 
jf @KENJI5_8347 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_9 radius 90.0 90.0 
jf @KENJI5_8347 
00A0: store_actor $PED_9 position_to $PED_9_X $PED_9_Y $PED_9_Z 
0164: disable_marker $PED_9_BLIP 
0167: $PED_9_BLIP = create_marker_at $PED_9_X $PED_9_Y $PED_9_Z color 1 display 2 
0168: set_marker $PED_9_BLIP size 3 
009B: destroy_actor_instantly $PED_9 
$PED_9_EXISTS = 1 // $ = int 

:KENJI5_8347
if 
  $PED_10_EXISTS > 0 // $ > int 
jf @KENJI5_8746 
if 
  $PED_10_EXISTS == 1 // $ == int 
jf @KENJI5_8551 
if 
00E3:   player $PLAYER_CHAR 0 $PED_10_X $PED_10_Y radius 90.0 90.0 
jf @KENJI5_8551 
009A: $PED_10 = create_actor 11 #GANG09 at $PED_10_X $PED_10_Y $PED_10_Z 
01B2: give_actor $PED_10 weapon 3 ammo 999 
0243: set_actor $PED_10 ped_stats_to 16 
011A: set_actor $PED_10 search_threat 1048576 
011A: set_actor $PED_10 search_threat 4194304 
011A: set_actor $PED_10 search_threat 1 
011A: set_actor $PED_10 search_threat 2 
011A: set_actor $PED_10 search_threat 4 
011A: set_actor $PED_10 search_threat 8 
02A9: set_actor $PED_10 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_10 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_10_BLIP 
0162: $PED_10_BLIP = create_marker_above_actor $PED_10 color 1 display 3 
0168: set_marker $PED_10_BLIP size 3 
$PED_10_EXISTS = 2 // $ = int 

:KENJI5_8551
if 
  $PED_10_EXISTS == 2 // $ == int 
jf @KENJI5_8746 
if 
0118:   actor $PED_10 dead 
jf @KENJI5_8645 
0164: disable_marker $PED_10_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_10 
$PED_10_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_8645
if 
  $PED_10_EXISTS == 2 // $ == int 
jf @KENJI5_8746 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_10 radius 90.0 90.0 
jf @KENJI5_8746 
00A0: store_actor $PED_10 position_to $PED_10_X $PED_10_Y $PED_10_Z 
0164: disable_marker $PED_10_BLIP 
0167: $PED_10_BLIP = create_marker_at $PED_10_X $PED_10_Y $PED_10_Z color 1 display 2 
0168: set_marker $PED_10_BLIP size 3 
009B: destroy_actor_instantly $PED_10 
$PED_10_EXISTS = 1 // $ = int 

:KENJI5_8746
if 
  $PED_11_EXISTS > 0 // $ > int 
jf @KENJI5_9145 
if 
  $PED_11_EXISTS == 1 // $ == int 
jf @KENJI5_8950 
if 
00E3:   player $PLAYER_CHAR 0 $PED_11_X $PED_11_Y radius 90.0 90.0 
jf @KENJI5_8950 
009A: $PED_11 = create_actor 11 #GANG09 at $PED_11_X $PED_11_Y $PED_11_Z 
01B2: give_actor $PED_11 weapon 3 ammo 999 
0243: set_actor $PED_11 ped_stats_to 16 
011A: set_actor $PED_11 search_threat 1048576 
011A: set_actor $PED_11 search_threat 4194304 
011A: set_actor $PED_11 search_threat 1 
011A: set_actor $PED_11 search_threat 2 
011A: set_actor $PED_11 search_threat 4 
011A: set_actor $PED_11 search_threat 8 
02A9: set_actor $PED_11 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_11 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_11_BLIP 
0162: $PED_11_BLIP = create_marker_above_actor $PED_11 color 1 display 3 
0168: set_marker $PED_11_BLIP size 3 
$PED_11_EXISTS = 2 // $ = int 

:KENJI5_8950
if 
  $PED_11_EXISTS == 2 // $ == int 
jf @KENJI5_9145 
if 
0118:   actor $PED_11 dead 
jf @KENJI5_9044 
0164: disable_marker $PED_11_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_11 
$PED_11_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_9044
if 
  $PED_11_EXISTS == 2 // $ == int 
jf @KENJI5_9145 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_11 radius 90.0 90.0 
jf @KENJI5_9145 
00A0: store_actor $PED_11 position_to $PED_11_X $PED_11_Y $PED_11_Z 
0164: disable_marker $PED_11_BLIP 
0167: $PED_11_BLIP = create_marker_at $PED_11_X $PED_11_Y $PED_11_Z color 1 display 2 
0168: set_marker $PED_11_BLIP size 3 
009B: destroy_actor_instantly $PED_11 
$PED_11_EXISTS = 1 // $ = int 

:KENJI5_9145
if 
  $PED_12_EXISTS > 0 // $ > int 
jf @KENJI5_9544 
if 
  $PED_12_EXISTS == 1 // $ == int 
jf @KENJI5_9349 
if 
00E3:   player $PLAYER_CHAR 0 $PED_12_X $PED_12_Y radius 90.0 90.0 
jf @KENJI5_9349 
009A: $PED_12 = create_actor 11 #GANG09 at $PED_12_X $PED_12_Y $PED_12_Z 
01B2: give_actor $PED_12 weapon 3 ammo 999 
0243: set_actor $PED_12 ped_stats_to 16 
011A: set_actor $PED_12 search_threat 1048576 
011A: set_actor $PED_12 search_threat 4194304 
011A: set_actor $PED_12 search_threat 1 
011A: set_actor $PED_12 search_threat 2 
011A: set_actor $PED_12 search_threat 4 
011A: set_actor $PED_12 search_threat 8 
02A9: set_actor $PED_12 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_12 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_12_BLIP 
0162: $PED_12_BLIP = create_marker_above_actor $PED_12 color 1 display 3 
0168: set_marker $PED_12_BLIP size 3 
$PED_12_EXISTS = 2 // $ = int 

:KENJI5_9349
if 
  $PED_12_EXISTS == 2 // $ == int 
jf @KENJI5_9544 
if 
0118:   actor $PED_12 dead 
jf @KENJI5_9443 
0164: disable_marker $PED_12_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_12 
$PED_12_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_9443
if 
  $PED_12_EXISTS == 2 // $ == int 
jf @KENJI5_9544 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_12 radius 90.0 90.0 
jf @KENJI5_9544 
00A0: store_actor $PED_12 position_to $PED_12_X $PED_12_Y $PED_12_Z 
0164: disable_marker $PED_12_BLIP 
0167: $PED_12_BLIP = create_marker_at $PED_12_X $PED_12_Y $PED_12_Z color 1 display 2 
0168: set_marker $PED_12_BLIP size 3 
009B: destroy_actor_instantly $PED_12 
$PED_12_EXISTS = 1 // $ = int 

:KENJI5_9544
if 
  $PED_13_EXISTS > 0 // $ > int 
jf @KENJI5_9943 
if 
  $PED_13_EXISTS == 1 // $ == int 
jf @KENJI5_9748 
if 
00E3:   player $PLAYER_CHAR 0 $PED_13_X $PED_13_Y radius 90.0 90.0 
jf @KENJI5_9748 
009A: $PED_13 = create_actor 11 #GANG09 at $PED_13_X $PED_13_Y $PED_13_Z 
01B2: give_actor $PED_13 weapon 3 ammo 999 
0243: set_actor $PED_13 ped_stats_to 16 
011A: set_actor $PED_13 search_threat 1048576 
011A: set_actor $PED_13 search_threat 4194304 
011A: set_actor $PED_13 search_threat 1 
011A: set_actor $PED_13 search_threat 2 
011A: set_actor $PED_13 search_threat 4 
011A: set_actor $PED_13 search_threat 8 
02A9: set_actor $PED_13 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_13 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_13_BLIP 
0162: $PED_13_BLIP = create_marker_above_actor $PED_13 color 1 display 3 
0168: set_marker $PED_13_BLIP size 3 
$PED_13_EXISTS = 2 // $ = int 

:KENJI5_9748
if 
  $PED_13_EXISTS == 2 // $ == int 
jf @KENJI5_9943 
if 
0118:   actor $PED_13 dead 
jf @KENJI5_9842 
0164: disable_marker $PED_13_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_13 
$PED_13_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_9842
if 
  $PED_13_EXISTS == 2 // $ == int 
jf @KENJI5_9943 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_13 radius 90.0 90.0 
jf @KENJI5_9943 
00A0: store_actor $PED_13 position_to $PED_13_X $PED_13_Y $PED_13_Z 
0164: disable_marker $PED_13_BLIP 
0167: $PED_13_BLIP = create_marker_at $PED_13_X $PED_13_Y $PED_13_Z color 1 display 2 
0168: set_marker $PED_13_BLIP size 3 
009B: destroy_actor_instantly $PED_13 
$PED_13_EXISTS = 1 // $ = int 

:KENJI5_9943
if 
  $PED_14_EXISTS > 0 // $ > int 
jf @KENJI5_10342 
if 
  $PED_14_EXISTS == 1 // $ == int 
jf @KENJI5_10147 
if 
00E3:   player $PLAYER_CHAR 0 $PED_14_X $PED_14_Y radius 90.0 90.0 
jf @KENJI5_10147 
009A: $PED_14 = create_actor 11 #GANG09 at $PED_14_X $PED_14_Y $PED_14_Z 
01B2: give_actor $PED_14 weapon 3 ammo 999 
0243: set_actor $PED_14 ped_stats_to 16 
011A: set_actor $PED_14 search_threat 1048576 
011A: set_actor $PED_14 search_threat 4194304 
011A: set_actor $PED_14 search_threat 1 
011A: set_actor $PED_14 search_threat 2 
011A: set_actor $PED_14 search_threat 4 
011A: set_actor $PED_14 search_threat 8 
02A9: set_actor $PED_14 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_14 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_14_BLIP 
0162: $PED_14_BLIP = create_marker_above_actor $PED_14 color 1 display 3 
0168: set_marker $PED_14_BLIP size 3 
$PED_14_EXISTS = 2 // $ = int 

:KENJI5_10147
if 
  $PED_14_EXISTS == 2 // $ == int 
jf @KENJI5_10342 
if 
0118:   actor $PED_14 dead 
jf @KENJI5_10241 
0164: disable_marker $PED_14_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_14 
$PED_14_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_10241
if 
  $PED_14_EXISTS == 2 // $ == int 
jf @KENJI5_10342 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_14 radius 90.0 90.0 
jf @KENJI5_10342 
00A0: store_actor $PED_14 position_to $PED_14_X $PED_14_Y $PED_14_Z 
0164: disable_marker $PED_14_BLIP 
0167: $PED_14_BLIP = create_marker_at $PED_14_X $PED_14_Y $PED_14_Z color 1 display 2 
0168: set_marker $PED_14_BLIP size 3 
009B: destroy_actor_instantly $PED_14 
$PED_14_EXISTS = 1 // $ = int 

:KENJI5_10342
if 
  $PED_15_EXISTS > 0 // $ > int 
jf @KENJI5_10741 
if 
  $PED_15_EXISTS == 1 // $ == int 
jf @KENJI5_10546 
if 
00E3:   player $PLAYER_CHAR 0 $PED_15_X $PED_15_Y radius 90.0 90.0 
jf @KENJI5_10546 
009A: $PED_15 = create_actor 11 #GANG09 at $PED_15_X $PED_15_Y $PED_15_Z 
01B2: give_actor $PED_15 weapon 3 ammo 999 
0243: set_actor $PED_15 ped_stats_to 16 
011A: set_actor $PED_15 search_threat 1048576 
011A: set_actor $PED_15 search_threat 4194304 
011A: set_actor $PED_15 search_threat 1 
011A: set_actor $PED_15 search_threat 2 
011A: set_actor $PED_15 search_threat 4 
011A: set_actor $PED_15 search_threat 8 
02A9: set_actor $PED_15 immune_to_nonplayer 1 
0209: $RANDOM_DIRECTION = random_int 0 8 
009C: set_actor $PED_15 wander_direction $RANDOM_DIRECTION 
0164: disable_marker $PED_15_BLIP 
0162: $PED_15_BLIP = create_marker_above_actor $PED_15 color 1 display 3 
0168: set_marker $PED_15_BLIP size 3 
$PED_15_EXISTS = 2 // $ = int 

:KENJI5_10546
if 
  $PED_15_EXISTS == 2 // $ == int 
jf @KENJI5_10741 
if 
0118:   actor $PED_15 dead 
jf @KENJI5_10640 
0164: disable_marker $PED_15_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_15 
$PED_15_EXISTS = 0 // $ = int 
$DEAD_PEDS += 1 // $ += int 
$NUMBER_OF_PEDS -= 1 // $ -= int 
00BC: text_highpriority 'KM5_1' time 2000 1  // ~g~DEALER MINCED!!.
gosub @KENJI5_1126 
gosub @KENJI5_1126 

:KENJI5_10640
if 
  $PED_15_EXISTS == 2 // $ == int 
jf @KENJI5_10741 
if 
80E9:   not player $PLAYER_CHAR 0 $PED_15 radius 90.0 90.0 
jf @KENJI5_10741 
00A0: store_actor $PED_15 position_to $PED_15_X $PED_15_Y $PED_15_Z 
0164: disable_marker $PED_15_BLIP 
0167: $PED_15_BLIP = create_marker_at $PED_15_X $PED_15_Y $PED_15_Z color 1 display 2 
0168: set_marker $PED_15_BLIP size 3 
009B: destroy_actor_instantly $PED_15 
$PED_15_EXISTS = 1 // $ = int 

:KENJI5_10741
jump @KENJI5_4606 

:KENJI5_10748
if or
001C:   $DEAD_PEDS > $MINIMUM_KILLS // $ > $ int 
003A:   $DEAD_PEDS == $MINIMUM_KILLS // $ == $ int 
jf @KENJI5_10789 
jump @KENJI5_12315 
jump @KENJI5_10796 

:KENJI5_10789
jump @KENJI5_12280 

:KENJI5_10796
$OLDEST_PED = 0 // $ = int 
01BD: $OLDEST_PED_TIME = current_time_in_ms 
if and
  $PED_1_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_1_TIME // $ > $ int 
jf @KENJI5_10849 
$OLDEST_PED = 1 // $ = int 
0084: $OLDEST_PED_TIME = $PED_1_TIME // $ = $ int 

:KENJI5_10849
if and
  $PED_2_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_2_TIME // $ > $ int 
jf @KENJI5_10890 
$OLDEST_PED = 2 // $ = int 
0084: $OLDEST_PED_TIME = $PED_2_TIME // $ = $ int 

:KENJI5_10890
if and
  $PED_3_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_3_TIME // $ > $ int 
jf @KENJI5_10931 
$OLDEST_PED = 3 // $ = int 
0084: $OLDEST_PED_TIME = $PED_3_TIME // $ = $ int 

:KENJI5_10931
if and
  $PED_4_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_4_TIME // $ > $ int 
jf @KENJI5_10972 
$OLDEST_PED = 4 // $ = int 
0084: $OLDEST_PED_TIME = $PED_4_TIME // $ = $ int 

:KENJI5_10972
if and
  $PED_5_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_5_TIME // $ > $ int 
jf @KENJI5_11013 
$OLDEST_PED = 5 // $ = int 
0084: $OLDEST_PED_TIME = $PED_5_TIME // $ = $ int 

:KENJI5_11013
if and
  $PED_6_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_6_TIME // $ > $ int 
jf @KENJI5_11054 
$OLDEST_PED = 6 // $ = int 
0084: $OLDEST_PED_TIME = $PED_6_TIME // $ = $ int 

:KENJI5_11054
if and
  $PED_7_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_7_TIME // $ > $ int 
jf @KENJI5_11095 
$OLDEST_PED = 7 // $ = int 
0084: $OLDEST_PED_TIME = $PED_7_TIME // $ = $ int 

:KENJI5_11095
if and
  $PED_8_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_8_TIME // $ > $ int 
jf @KENJI5_11136 
$OLDEST_PED = 8 // $ = int 
0084: $OLDEST_PED_TIME = $PED_8_TIME // $ = $ int 

:KENJI5_11136
if and
  $PED_9_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_9_TIME // $ > $ int 
jf @KENJI5_11177 
$OLDEST_PED = 9 // $ = int 
0084: $OLDEST_PED_TIME = $PED_9_TIME // $ = $ int 

:KENJI5_11177
if and
  $PED_10_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_10_TIME // $ > $ int 
jf @KENJI5_11218 
$OLDEST_PED = 10 // $ = int 
0084: $OLDEST_PED_TIME = $PED_10_TIME // $ = $ int 

:KENJI5_11218
if and
  $PED_11_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_11_TIME // $ > $ int 
jf @KENJI5_11259 
$OLDEST_PED = 11 // $ = int 
0084: $OLDEST_PED_TIME = $PED_11_TIME // $ = $ int 

:KENJI5_11259
if and
  $PED_12_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_12_TIME // $ > $ int 
jf @KENJI5_11300 
$OLDEST_PED = 12 // $ = int 
0084: $OLDEST_PED_TIME = $PED_12_TIME // $ = $ int 

:KENJI5_11300
if and
  $PED_13_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_13_TIME // $ > $ int 
jf @KENJI5_11341 
$OLDEST_PED = 13 // $ = int 
0084: $OLDEST_PED_TIME = $PED_13_TIME // $ = $ int 

:KENJI5_11341
if and
  $PED_14_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_14_TIME // $ > $ int 
jf @KENJI5_11382 
$OLDEST_PED = 14 // $ = int 
0084: $OLDEST_PED_TIME = $PED_14_TIME // $ = $ int 

:KENJI5_11382
if and
  $PED_15_EXISTS == 1 // $ == int 
001C:   $OLDEST_PED_TIME > $PED_15_TIME // $ > $ int 
jf @KENJI5_11423 
$OLDEST_PED = 15 // $ = int 
0084: $OLDEST_PED_TIME = $PED_15_TIME // $ = $ int 

:KENJI5_11423
if 
  $OLDEST_PED == 1 // $ == int 
jf @KENJI5_11480 
0164: disable_marker $PED_1_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_1 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_1_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_11480
if 
  $OLDEST_PED == 2 // $ == int 
jf @KENJI5_11537 
0164: disable_marker $PED_2_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_2 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_2_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_11537
if 
  $OLDEST_PED == 3 // $ == int 
jf @KENJI5_11594 
0164: disable_marker $PED_3_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_3 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_3_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_11594
if 
  $OLDEST_PED == 4 // $ == int 
jf @KENJI5_11651 
0164: disable_marker $PED_4_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_4 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_4_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_11651
if 
  $OLDEST_PED == 5 // $ == int 
jf @KENJI5_11708 
0164: disable_marker $PED_5_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_5 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_5_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_11708
if 
  $OLDEST_PED == 6 // $ == int 
jf @KENJI5_11765 
0164: disable_marker $PED_6_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_6 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_6_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_11765
if 
  $OLDEST_PED == 7 // $ == int 
jf @KENJI5_11822 
0164: disable_marker $PED_7_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_7 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_7_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_11822
if 
  $OLDEST_PED == 8 // $ == int 
jf @KENJI5_11879 
0164: disable_marker $PED_8_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_8 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_8_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_11879
if 
  $OLDEST_PED == 9 // $ == int 
jf @KENJI5_11936 
0164: disable_marker $PED_9_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_9 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_9_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_11936
if 
  $OLDEST_PED == 10 // $ == int 
jf @KENJI5_11993 
0164: disable_marker $PED_10_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_10 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_10_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_11993
if 
  $OLDEST_PED == 11 // $ == int 
jf @KENJI5_12050 
0164: disable_marker $PED_11_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_11 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_11_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_12050
if 
  $OLDEST_PED == 12 // $ == int 
jf @KENJI5_12107 
0164: disable_marker $PED_12_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_12 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_12_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_12107
if 
  $OLDEST_PED == 13 // $ == int 
jf @KENJI5_12164 
0164: disable_marker $PED_13_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_13 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_13_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_12164
if 
  $OLDEST_PED == 14 // $ == int 
jf @KENJI5_12221 
0164: disable_marker $PED_14_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_14 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_14_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_12221
if 
  $OLDEST_PED == 15 // $ == int 
jf @KENJI5_12278 
0164: disable_marker $PED_15_BLIP 
01C2: mark_actor_as_no_longer_needed $PED_15 
00BC: text_highpriority 'KM5_2' time 2000 1  // ~g~A Yardie is off the streets.
$PED_15_EXISTS = 0 // $ = int 
$NUMBER_OF_PEDS -= 1 // $ -= int 

:KENJI5_12278
return 

:KENJI5_12280
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
01E5: text_1number_highpriority 'KM5_3' $MINIMUM_KILLS time 3000 1  // ~r~You failed to kill at least ~1~ yardies.
return 

:KENJI5_12315
$FLAG_KENJI_MISSION5_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 10000 
if 
  $DEAD_PEDS == 8 // $ == int 
jf @KENJI5_12391 
01E5: text_1number_highpriority 'KM5_4' $DEAD_PEDS time 3000 1  // ~g~Congratulations you killed ~1~ Yardies.
jump @KENJI5_12436 

:KENJI5_12391
0084: $REWARD_KILLS = $DEAD_PEDS // $ = $ int 
0060: $REWARD_KILLS -= $MINIMUM_KILLS // $ -= $ int 
$REWARD_KILLS *= 1000 // $ *= int 
02FD: text_2numbers_highpriority 'KM5_5' $DEAD_PEDS $REWARD_KILLS time 3000 1  // ~g~Congratulations you killed ~1~ Yardies. BONUS $~1~

:KENJI5_12436
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'KM5'  // 'SMACK DOWN'
0394: play_music 1 
030C: progress_made += 1 
0164: disable_marker $KENJI_CONTACT_BLIP 
return 

:KENJI5_12466
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 0 // $ = int 
0164: disable_marker $PED_1_BLIP 
0164: disable_marker $PED_2_BLIP 
0164: disable_marker $PED_3_BLIP 
0164: disable_marker $PED_4_BLIP 
0164: disable_marker $PED_5_BLIP 
0164: disable_marker $PED_6_BLIP 
0164: disable_marker $PED_7_BLIP 
0164: disable_marker $PED_8_BLIP 
0164: disable_marker $PED_9_BLIP 
0164: disable_marker $PED_10_BLIP 
0164: disable_marker $PED_11_BLIP 
0164: disable_marker $PED_12_BLIP 
0164: disable_marker $PED_13_BLIP 
0164: disable_marker $PED_14_BLIP 
0164: disable_marker $PED_15_BLIP 
0151: remove_status_text $DEAD_PEDS 
0249: release_model #GANG09 
mission_cleanup 
return 

//-------------Mission 54---------------
// Originally: Silence The Sneak

:RAY1
gosub @RAY1_36 
if 
  wasted_or_busted 
jf @RAY1_27 
gosub @RAY1_3021 

:RAY1_27
gosub @RAY1_3104 
terminate_this_script 

:RAY1_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 1 // $ = int 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'RAY1' 
$WANTED_LVL_FLAG_R1 = 0 // $ = int 
$GAME_TIMER_R1 = 0 // $ = int 
$GAME_TIMER_START_R1 = 0 // $ = int 
$CAR_MOVING_STUCK_FLAG = 0 // $ = int 
$GETAWAY_STUCK_FLAG = 0 // $ = int 
$GET_AWAY_CAR_HEALTH = 1000 // $ = int 
$GAME_TIMER_CURRENT_R1 = 0 // $ = int 
$GET_AWAY_CAR_X = 0.0 // $ = float 
$GET_AWAY_CAR_Y = 0.0 // $ = float 
$GET_AWAY_CAR_Z = 0.0 // $ = float 
$MFAIL_TIMER = 0 // $ = int 
$MFAIL_TIMER_CURRENT = 0 // $ = int 
$MFAIL_TIMER_STARTED = 0 // $ = int 
$MFAIL_TIMER_RESET_FLAG = 0 // $ = int 
$CARLOCK_FLAG = 0 // $ = int 
023C: load_special_actor 1 'RAY' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'RAYH' 
0247: request_model #TOILET 
038B: load_requested_models 

:RAY1_227
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #TOILET available 
jf @RAY1_268 
wait 0 
jump @RAY1_227 

:RAY1_268
0395: clear_area 1 at 39.0 -723.5 22.0 range 1.0 
0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
02E4: load_cutscene_data 'R1_SW' 
0244: set_cutscene_pos 39.375 -726.625 21.6875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_RAY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_RAY 'RAY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_RAYHEAD from_head #CUTOBJ02 and_body $CS_RAY 
02F5: set_head_anim $CS_RAYHEAD 'RAY' 
fade 1 1500 
041D: set_camera_near_clip 0.1875 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:RAY1_434
if 
  2070 > $CS_TIME // int > $ 
jf @RAY1_469 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY1_434 

:RAY1_469
00BC: text_highpriority 'RM1_A' time 8000 1  // That scumbag McAffrey, he took more bribes than anyone.

:RAY1_484
if 
  6097 > $CS_TIME // int > $ 
jf @RAY1_519 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY1_484 

:RAY1_519
00BC: text_highpriority 'RM1_B' time 8000 1  // He thinks he's gonna get an honorable discharge if he turns states evidence.

:RAY1_534
if 
  9509 > $CS_TIME // int > $ 
jf @RAY1_569 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY1_534 

:RAY1_569
00BC: text_highpriority 'RM1_C' time 8000 1  // He just squealed!

:RAY1_584
if 
  11019 > $CS_TIME // int > $ 
jf @RAY1_619 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY1_584 

:RAY1_619
00BC: text_highpriority 'RM1_D' time 8000 1  // He's under armed protection in WitSec property down in Newport, some apartment behind the car park.

:RAY1_634
if 
  16109 > $CS_TIME // int > $ 
jf @RAY1_669 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY1_634 

:RAY1_669
00BC: text_highpriority 'RM1_E' time 8000 1  // Torch that place, that should flush 'em out, and you'll hunt 'em down, make sure he never talks to nobody.

:RAY1_684
if 
  21333 > $CS_TIME // int > $ 
jf @RAY1_719 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY1_684 

:RAY1_719
fade 0 1500 
01B1: give_player $PLAYER_CHAR weapon 11 ammo 12 

:RAY1_735
if 
82E9:   not cutscene_reached_end 
jf @RAY1_759 
wait 0 
jump @RAY1_735 

:RAY1_759
00BE: text_clear_all 

:RAY1_761
if 
  fading 
jf @RAY1_785 
wait 0 
jump @RAY1_761 

:RAY1_785
02EA: end_cutscene 
fade 0 0 
041D: set_camera_near_clip 0.875 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0249: release_model #TOILET 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0247: request_model #LI_MAN2 
0247: request_model #SENTINEL 
038B: load_requested_models 

:RAY1_829
if or
8248:   not model #LI_MAN2 available 
8248:   not model #SENTINEL available 
jf @RAY1_859 
wait 0 
jump @RAY1_829 

:RAY1_859
03AF: set_streaming 1 
fade 1 1500 
$RAYS_CUTSCENE_FLAG = 0 // $ = int 

:RAY1_877
if 
  fading 
jf @RAY1_901 
wait 0 
jump @RAY1_877 

:RAY1_901
0247: request_model #SAFEHOUSE 
018A: $RAY1_BLIP = create_checkpoint_at 378.0 -443.1875 29.875 
00BC: text_highpriority 'RM1_1' time 5000 1  // ~g~Check out the witness protection house.

:RAY1_935
if 
8199:   not player $PLAYER_CHAR 0 330.3125 -471.375 375.9375 -431.0625 
jf @RAY1_976 
wait 0 
jump @RAY1_935 

:RAY1_976
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
015F: set_camera_position 373.25 -444.6875 28.5 rotation 0.0 0.0 0.0 
0160: point_camera 374.125 -444.25 28.75 switchstyle 1 
wait 3000 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
015A: restore_camera 
03CF: load_wav 'R1_A' 
$GET_AWAY_CAR = 0 // $ = int 
$POLICE_GUARD1 = 0 // $ = int 
$POLICE_GUARD2 = 0 // $ = int 

:RAY1_1091
if 
82EE:   not projectile_in_cube 376.5 -445.1875 28.0625 380.0625 -441.1875 31.6875 
jf @RAY1_1317 
wait 0 
0419: $GET_AWAY_CAR = player $PLAYER_CHAR weapon 11 ammo 
0419: $POLICE_GUARD1 = player $PLAYER_CHAR weapon 8 ammo 
0058: $GET_AWAY_CAR += $POLICE_GUARD1 // $ += $ int 
if 
  $POLICE_GUARD2 == 0 // $ == int 
jf @RAY1_1233 
if 
  $GET_AWAY_CAR == 0 // $ == int 
jf @RAY1_1233 
00BC: text_highpriority 'RM1_4' time 5000 1  // ~g~You have used all the grenades! Get some more from ammunation!
0164: disable_marker $RAY1_BLIP 
02A8: $RAY1_BLIP = create_marker 20 at 345.5 -713.5 26.0625 
$POLICE_GUARD2 = 1 // $ = int 

:RAY1_1233
if 
  $POLICE_GUARD2 == 1 // $ == int 
jf @RAY1_1310 
if 
  $GET_AWAY_CAR > 0 // $ > int 
jf @RAY1_1310 
00BC: text_highpriority 'RM1_5' time 5000 1  // ~g~Go back and torch the safehouse!
0164: disable_marker $RAY1_BLIP 
018A: $RAY1_BLIP = create_checkpoint_at 378.0 -443.1875 29.875 
$POLICE_GUARD2 = 0 // $ = int 

:RAY1_1310
jump @RAY1_1091 

:RAY1_1317
02EF: destroy_projectile_in_cube 376.0625 -445.1875 28.0625 380.0625 -441.1875 31.6875 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
015F: set_camera_position 373.25 -444.6875 28.5 rotation 0.0 0.0 0.0 
0160: point_camera 374.125 -444.25 28.75 switchstyle 1 
wait 100 
020C: create_explosion 0 at 378.0 -443.5 28.875 
wait 500 
02CF: $FIRE_1 = create_fire_at 377.0 -444.0 28.0625 
02CF: $FIRE_2 = create_fire_at 377.0 -443.0 28.0625 
02CF: $FIRE_3 = create_fire_at 379.0 -444.0 28.0625 
02CF: $FIRE_4 = create_fire_at 379.0 -443.0 28.0625 
0444: set_fire $FIRE_1 audio 1 
0444: set_fire $FIRE_2 audio 0 
0444: set_fire $FIRE_3 audio 0 
0444: set_fire $FIRE_4 audio 0 
wait 250 
009A: $BURNING_COP = create_actor 4 #COP at 378.0 -444.6875 28.25 
wait 250 
02A2: create_particle 4 0 at 377.0 -441.5625 28.875 
02A2: create_particle 4 0 at 378.0 -443.25 28.875 
wait 800 
02A2: create_particle 4 0 at 376.0 -443.3125 30.0 
wait 500 
02A2: create_particle 4 0 at 376.0 -442.6875 30.0 
02A2: create_particle 4 0 at 376.0 -443.75 30.0 
wait 1500 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
02EB: restore_camera_with_jumpcut 
0373: set_camera_directly_behind_player 
00A5: $GET_AWAY_CAR = create_car #SENTINEL at 380.0 -437.5 21.0625 
0175: set_car $GET_AWAY_CAR z_angle_to 90.0 
020A: set_car $GET_AWAY_CAR door_status_to 3 
03AB: set_car $GET_AWAY_CAR strong 1 
0129: $POLICE_GUARD1 = create_actor 4 #COP in_car $GET_AWAY_CAR driverseat 
01C8: $THE_WITNESS = create_actor 4 #LI_MAN2 in_car $GET_AWAY_CAR passenger_seat 1 
009A: $POLICE_GUARD2 = create_actor 4 #COP at 376.5 -435.125 20.0625 
01B2: give_actor $POLICE_GUARD2 weapon 5 ammo 5000 
0211: actor $POLICE_GUARD2 walk_to 374.0 -435.125 
009A: $POLICE_GUARD3 = create_actor 4 #COP at 376.5 -439.6875 20.0625 
01B2: give_actor $POLICE_GUARD3 weapon 5 ammo 5000 
0211: actor $POLICE_GUARD3 walk_to 374.0 -439.6875 
02B9: deactivate_garage $WITSEC_GARAGE 
0299: activate_garage $WITSEC_GARAGE 
0164: disable_marker $RAY1_BLIP 
00AD: set_car $GET_AWAY_CAR max_speed_to 20.0 
00AE: set_vehicle $GET_AWAY_CAR traffic_behavior_to 2 
00A8: set_car $GET_AWAY_CAR to_psycho_driver 
0428: set_car $GET_AWAY_CAR avoid_level_transitions 1 
00BC: text_highpriority 'RM1_2' time 5000 1  // ~g~Take out McAffrey!
01BD: $GAME_TIMER_START_R1 = current_time_in_ms 

:RAY1_1846
if 
00A2:   actor $THE_WITNESS alive 
jf @RAY1_3014 
if 
8118:   not actor $POLICE_GUARD2 dead 
jf @RAY1_1916 
if 
80A3:   not actor $POLICE_GUARD2 0 375.0 -441.5 386.0 -434.0 
jf @RAY1_1916 
01CA: actor $POLICE_GUARD2 kill_player $PLAYER_CHAR 

:RAY1_1916
if 
8118:   not actor $POLICE_GUARD3 dead 
jf @RAY1_1970 
if 
80A3:   not actor $POLICE_GUARD3 0 375.0 -441.5 386.0 -434.0 
jf @RAY1_1970 
01CA: actor $POLICE_GUARD3 kill_player $PLAYER_CHAR 

:RAY1_1970
if 
  $WANTED_LVL_FLAG_R1 == 0 // $ == int 
jf @RAY1_2065 
01BD: $GAME_TIMER_CURRENT_R1 = current_time_in_ms 
0084: $GAME_TIMER_R1 = $GAME_TIMER_CURRENT_R1 // $ = $ int 
0060: $GAME_TIMER_R1 -= $GAME_TIMER_START_R1 // $ -= $ int 
if 
  $GAME_TIMER_R1 > 3000 // $ > int 
jf @RAY1_2065 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
0187: $RAY1_BLIP = create_marker_above_actor $THE_WITNESS 
if 
03D0:   wav_loaded 
jf @RAY1_2058 
03D1: play_wav 

:RAY1_2058
$WANTED_LVL_FLAG_R1 = 1 // $ = int 

:RAY1_2065
if 
  $WANTED_LVL_FLAG_R1 == 1 // $ == int 
jf @RAY1_2328 
if and
80E9:   not player $PLAYER_CHAR 0 $THE_WITNESS radius 160.0 160.0 
82CB:   not actor $THE_WITNESS bounding_sphere_visible 
jf @RAY1_2258 
if 
  $MFAIL_TIMER_RESET_FLAG == 0 // $ == int 
jf @RAY1_2150 
0164: disable_marker $RAY1_BLIP 
01BD: $MFAIL_TIMER_STARTED = current_time_in_ms 
$MFAIL_TIMER_RESET_FLAG = 1 // $ = int 

:RAY1_2150
if 
  $MFAIL_TIMER_RESET_FLAG == 1 // $ == int 
jf @RAY1_2258 
01BD: $MFAIL_TIMER_CURRENT = current_time_in_ms 
0084: $MFAIL_TIMER = $MFAIL_TIMER_CURRENT // $ = $ int 
0060: $MFAIL_TIMER -= $MFAIL_TIMER_STARTED // $ -= $ int 
if 
  $MFAIL_TIMER > 4000 // $ > int 
jf @RAY1_2258 
if 
82CB:   not actor $THE_WITNESS bounding_sphere_visible 
jf @RAY1_2258 
$MFAIL_TIMER_RESET_FLAG = 0 // $ = int 
009B: destroy_actor_instantly $THE_WITNESS 
00BC: text_highpriority 'RM1_3' time 5000 1  // ~r~McAffrey escaped!
jump @RAY1_3021 

:RAY1_2258
if 
  $MFAIL_TIMER_RESET_FLAG == 1 // $ == int 
jf @RAY1_2328 
if or
00E9:   player $PLAYER_CHAR 0 $THE_WITNESS radius 160.0 160.0 
02CB:   actor $THE_WITNESS bounding_sphere_visible 
jf @RAY1_2328 
0164: disable_marker $RAY1_BLIP 
0187: $RAY1_BLIP = create_marker_above_actor $THE_WITNESS 
$MFAIL_TIMER_RESET_FLAG = 0 // $ = int 

:RAY1_2328
if 
80DF:   not actor $THE_WITNESS in_any_car 
jf @RAY1_2352 
01D0: actor $THE_WITNESS avoid_player $PLAYER_CHAR 

:RAY1_2352
if 
8119:   not car $GET_AWAY_CAR wrecked 
jf @RAY1_3003 
if 
00DB:   actor $THE_WITNESS in_car $GET_AWAY_CAR 
jf @RAY1_3003 
if 
  $CARLOCK_FLAG == 0 // $ == int 
jf @RAY1_2491 
if 
81AD:   not car $GET_AWAY_CAR 0 380.0 -437.5 40.0 40.0 
jf @RAY1_2491 
020A: set_car $GET_AWAY_CAR door_status_to 1 
00AD: set_car $GET_AWAY_CAR max_speed_to 40.0 
03AB: set_car $GET_AWAY_CAR strong 0 
if 
0185:   car $GET_AWAY_CAR health > 800 
jf @RAY1_2484 
0224: set_car $GET_AWAY_CAR health_to 800 

:RAY1_2484
$CARLOCK_FLAG = 1 // $ = int 

:RAY1_2491
if and
01F4:   car $GET_AWAY_CAR flipped 
01C1:   car $GET_AWAY_CAR stopped 
jf @RAY1_2554 
01D3: actor $THE_WITNESS leave_car $GET_AWAY_CAR 
if 
8118:   not actor $POLICE_GUARD1 dead 
jf @RAY1_2554 
01CA: actor $POLICE_GUARD1 kill_player $PLAYER_CHAR 
01B2: give_actor $POLICE_GUARD1 weapon 5 ammo 5000 

:RAY1_2554
if 
00DC:   player $PLAYER_CHAR in_car $GET_AWAY_CAR 
jf @RAY1_2615 
01D3: actor $THE_WITNESS leave_car $GET_AWAY_CAR 
if 
8118:   not actor $POLICE_GUARD1 dead 
jf @RAY1_2615 
01CA: actor $POLICE_GUARD1 kill_player $PLAYER_CHAR 
01B2: give_actor $POLICE_GUARD1 weapon 5 ammo 5000 

:RAY1_2615
0227: $GET_AWAY_CAR_HEALTH = car $GET_AWAY_CAR health 
if 
  200 > $GET_AWAY_CAR_HEALTH // int > $ 
jf @RAY1_2684 
01D3: actor $THE_WITNESS leave_car $GET_AWAY_CAR 
if 
8118:   not actor $POLICE_GUARD1 dead 
jf @RAY1_2684 
01CA: actor $POLICE_GUARD1 kill_player $PLAYER_CHAR 
01B2: give_actor $POLICE_GUARD1 weapon 5 ammo 5000 

:RAY1_2684
if 
01C1:   car $GET_AWAY_CAR stopped 
jf @RAY1_2811 
if 
  $GETAWAY_STUCK_FLAG == 0 // $ == int 
jf @RAY1_2732 
TIMERA = 0 // @ = int 
$GETAWAY_STUCK_FLAG = 1 // $ = int 

:RAY1_2732
if 
  $GETAWAY_STUCK_FLAG == 1 // $ == int 
jf @RAY1_2811 
if 
  TIMERA > 5000 // @ > int 
jf @RAY1_2811 
01D3: actor $THE_WITNESS leave_car $GET_AWAY_CAR 
if 
8118:   not actor $POLICE_GUARD1 dead 
jf @RAY1_2811 
01CA: actor $POLICE_GUARD1 kill_player $PLAYER_CHAR 
01B2: give_actor $POLICE_GUARD1 weapon 5 ammo 5000 

:RAY1_2811
if 
81C1:   not car $GET_AWAY_CAR stopped 
jf @RAY1_2834 
$GETAWAY_STUCK_FLAG = 0 // $ = int 

:RAY1_2834
if 
01AD:   car $GET_AWAY_CAR 0 $GET_AWAY_CAR_X $GET_AWAY_CAR_Y 3.0 3.0 
jf @RAY1_2982 
if 
  $CAR_MOVING_STUCK_FLAG == 0 // $ == int 
jf @RAY1_2896 
TIMERB = 0 // @ = int 
$CAR_MOVING_STUCK_FLAG = 1 // $ = int 

:RAY1_2896
if 
  $CAR_MOVING_STUCK_FLAG == 1 // $ == int 
jf @RAY1_2975 
if 
  TIMERB > 8000 // @ > int 
jf @RAY1_2975 
01D3: actor $THE_WITNESS leave_car $GET_AWAY_CAR 
if 
8118:   not actor $POLICE_GUARD1 dead 
jf @RAY1_2975 
01CA: actor $POLICE_GUARD1 kill_player $PLAYER_CHAR 
01B2: give_actor $POLICE_GUARD1 weapon 5 ammo 5000 

:RAY1_2975
jump @RAY1_3003 

:RAY1_2982
00AA: store_car $GET_AWAY_CAR position_to $GET_AWAY_CAR_X $GET_AWAY_CAR_Y $GET_AWAY_CAR_Z 
$CAR_MOVING_STUCK_FLAG = 0 // $ = int 

:RAY1_3003
wait 0 
jump @RAY1_1846 

:RAY1_3014
jump @RAY1_3038 

:RAY1_3021
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:RAY1_3038
$FLAG_RAY_MISSION1_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 30000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'RM1'  // 'SILENCE THE SNEAK'
030C: progress_made += 1 
start_new_script @NONAME_52 
return 

:RAY1_3104
0164: disable_marker $RAY1_BLIP 
03AE: remove_objects_from_cube 372.0 -449.0 25.0 383.0 -436.0 33.0 
0249: release_model #LI_MAN2 
0249: release_model #SENTINEL 
0249: release_model #SAFEHOUSE 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 0 // $ = int 
031A: remove_all_fires 
mission_cleanup 
return 

//-------------Mission 55---------------
// Originally: Arms Shortage

:RAY2
gosub @RAY2_36 
if 
  wasted_or_busted 
jf @RAY2_27 
gosub @RAY2_6085 

:RAY2_27
gosub @RAY2_6351 
terminate_this_script 

:RAY2_36
increment_mission_attempts 
script_name 'RAY2' 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 1 // $ = int 
$FLAG_PLAYER_ON_PHIL_MISSION = 1 // $ = int 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 
wait 0 
$FLAG_M16_GONE = 0 // $ = int 
$FLAG_UZI_GONE = 0 // $ = int 
$FLAG_ROCKET_GONE = 0 // $ = int 
$FLAG_SHOTGUN_GONE = 0 // $ = int 
$FLAG_MOLOTOV_GONE = 0 // $ = int 
$FLAG_PHIL_IN_AREA = 0 // $ = int 
$FLAG_PHIL_ARRIVED = 0 // $ = int 
$FLAG_PHIL_DEAD = 0 // $ = int 
$FLAG_TRUCKS = 0 // $ = int 
$FLAG_V1_DEAD = 0 // $ = int 
$FLAG_V2_DEAD = 0 // $ = int 
$FLAG_V3_DEAD = 0 // $ = int 
$FLAG_V4_DEAD = 0 // $ = int 
$FLAG_V5_DEAD = 0 // $ = int 
$FLAG_V6_DEAD = 0 // $ = int 
$FLAG_V7_DEAD = 0 // $ = int 
$FLAG_V8_DEAD = 0 // $ = int 
$FLAG_V9_DEAD = 0 // $ = int 
$FLAG_V10_DEAD = 0 // $ = int 
$FLAG_V11_DEAD = 0 // $ = int 
$FLAG_V12_DEAD = 0 // $ = int 
$COUNTER_DEAD_VARMINTS = 0 // $ = int 
$FLAG_CARTEL_ARRIVED = 0 // $ = int 
$STALLION_BAILOUT = 0 // $ = int 
$SENTINEL_BAILOUT = 0 // $ = int 
$PERENIAL_BAILOUT = 0 // $ = int 
$FLAG_STALLION_ARRIVED = 0 // $ = int 
$FLAG_SENTINEL_ARRIVED = 0 // $ = int 
$FLAG_PERENIAL_ARRIVED = 0 // $ = int 
$FLAG_STALLION_CREATED = 0 // $ = int 
$FLAG_SENTINEL_CREATED = 0 // $ = int 
$FLAG_PERENIAL_CREATED = 0 // $ = int 
$FLAG_LAUNCH_STALLION = 0 // $ = int 
$FLAG_LAUNCH_PERENIAL = 0 // $ = int 
$FLAG_SNEAKY_1 = 0 // $ = int 
$FLAG_SNEAKY_2 = 0 // $ = int 
$FLAG_AUDIO = 0 // $ = int 
$FLAG_GATE = 0 // $ = int 
$WH_X_RM2 = 137.125 // $ = float 
$WH_Y_RM2 = 192.375 // $ = float 
$WH2_X_RM2 = 121.5 // $ = float 
$WH2_Y_RM2 = 214.5625 // $ = float 
$VARMINT_GEN1_X = 174.0 // $ = float 
$VARMINT_GEN1_Y = 170.0 // $ = float 
$STAGE_3_X = 153.0 // $ = float 
$STAGE_3_Y = 220.0 // $ = float 
$STAGE_1_X = 172.0 // $ = float 
$STAGE_1_Y = 207.0 // $ = float 
$STAGE_2_X = 152.0 // $ = float 
$STAGE_2_Y = 204.0 // $ = float 
$PHILS_DEFCON_X = 136.5 // $ = float 
$PHILS_DEFCON_Y = 176.6875 // $ = float 
$PHILS_DEFCON_Z = 11.5625 // $ = float 
$M16_X = 145.5 // $ = float 
$M16_Y = 170.0 // $ = float 
$UZI_X = 143.5 // $ = float 
$UZI_Y = 170.0 // $ = float 
$SHOTGUN_X = 141.5 // $ = float 
$SHOTGUN_Y = 170.0 // $ = float 
$ROCKET_X = 126.9375 // $ = float 
$ROCKET_Y = 198.1875 // $ = float 
$ROCKET_Z = 14.5 // $ = float 
$MOLOTOV_X = 126.9375 // $ = float 
$MOLOTOV_Y = 191.6875 // $ = float 
$MOLOTOV_Z = 14.5 // $ = float 
023C: load_special_actor 1 'RAY' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'RAYH' 
0247: request_model #TOILET 
038B: load_requested_models 

:RAY2_607
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ01 available 
8248:   not model #TOILET available 
jf @RAY2_648 
wait 0 
jump @RAY2_607 

:RAY2_648
02E4: load_cutscene_data 'R2_AP' 
03AF: set_streaming 1 
0244: set_cutscene_pos 39.375 -726.625 21.6875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_RAY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_RAY 'RAY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_RAYHEAD from_head #CUTOBJ02 and_body $CS_RAY 
02F5: set_head_anim $CS_RAYHEAD 'RAY' 
0395: clear_area 1 at 39.0 -723.5 22.0 range 1.0 
0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
fade 1 250 
041D: set_camera_near_clip 0.1875 
02E7: start_cutscene 
03AF: set_streaming 0 
03AD: set_rubbish 0 
02E8: $CS_TIME = cutscenetime 

:RAY2_826
if 
  6426 > $CS_TIME // int > $ 
jf @RAY2_861 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY2_826 

:RAY2_861
00BC: text_highpriority 'RM2_A1' time 10000 1  // Hey kid over here!

:RAY2_876
if 
  8218 > $CS_TIME // int > $ 
jf @RAY2_911 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY2_876 

:RAY2_911
00BC: text_highpriority 'RM2_A' time 10000 1  // An old army buddy of mine runs a business in Rockford.

:RAY2_926
if 
  11093 > $CS_TIME // int > $ 
jf @RAY2_961 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY2_926 

:RAY2_961
00BC: text_highpriority 'RM2_B' time 10000 1  // We saw action in Nicaragua, back when the country knew what it was doing.

:RAY2_976
if 
  14634 > $CS_TIME // int > $ 
jf @RAY2_1011 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY2_976 

:RAY2_1011
00BC: text_highpriority 'RM2_C' time 10000 1  // Some Cartel scum roughed him up yesterday, said they'd be back for some of his stock today.

:RAY2_1026
if 
  20938 > $CS_TIME // int > $ 
jf @RAY2_1061 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY2_1026 

:RAY2_1061
00BC: text_highpriority 'RM2_D' time 10000 1  // He's gonna need some back-up and in return he'll give you knock-down rates on any hardware you buy.

:RAY2_1076
if 
  26599 > $CS_TIME // int > $ 
jf @RAY2_1111 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY2_1076 

:RAY2_1111
00BC: text_highpriority 'RM2_D1' time 10000 1  // I'd go myself but the old sciatica's playing up again -cough cough- so, eerr-hhrrmmm, good luck.

:RAY2_1126
if 
  38333 > $CS_TIME // int > $ 
jf @RAY2_1163 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY2_1126 

:RAY2_1163
fade 0 1000 

:RAY2_1170
if 
82E9:   not cutscene_reached_end 
jf @RAY2_1194 
wait 0 
jump @RAY2_1170 

:RAY2_1194
00BE: text_clear_all 

:RAY2_1196
if 
  fading 
jf @RAY2_1220 
wait 0 
jump @RAY2_1196 

:RAY2_1220
02EA: end_cutscene 
fade 0 0 
0373: set_camera_directly_behind_player 
041D: set_camera_near_clip 0.875 
wait 500 
fade 1 1000 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #TOILET 
03AF: set_streaming 1 
03AD: set_rubbish 1 
$RAYS_CUTSCENE_FLAG = 0 // $ = int 
018A: $BLIP_WAREHOUSE_RM2 = create_checkpoint_at $WH_X_RM2 $WH_Y_RM2 -100.0 
0247: request_model #GANG11 

:RAY2_1299
if 
8248:   not model #GANG11 available 
jf @RAY2_1325 
wait 0 
jump @RAY2_1299 

:RAY2_1325
023C: load_special_actor 1 'DEALER' 

:RAY2_1337
if 
823D:   not special_actor 1 loaded 
jf @RAY2_1363 
wait 0 
jump @RAY2_1337 

:RAY2_1363
0247: request_model #GANG12 

:RAY2_1367
if 
8248:   not model #GANG12 available 
jf @RAY2_1393 
wait 0 
jump @RAY2_1367 

:RAY2_1393
0247: request_model #COLUMB 

:RAY2_1398
if 
8248:   not model #COLUMB available 
jf @RAY2_1425 
wait 0 
jump @RAY2_1398 

:RAY2_1425
0247: request_model #BARRACKS 

:RAY2_1429
if 
8248:   not model #BARRACKS available 
jf @RAY2_1455 
wait 0 
jump @RAY2_1429 

:RAY2_1455
0247: request_model #RHINO 

:RAY2_1459
if 
8248:   not model #RHINO available 
jf @RAY2_1485 
wait 0 
jump @RAY2_1459 

:RAY2_1485
if 
80E3:   not player $PLAYER_CHAR 1 $WH_X_RM2 $WH_Y_RM2 radius 4.0 4.0 
jf @RAY2_1846 
wait 0 
if and
0121:   player $PLAYER_CHAR in_zone 'HOSPI_2'  // Rockford
  $FLAG_TRUCKS == 0 // $ == int 
jf @RAY2_1659 
00A5: $PHIL_TRUCK_1 = create_car #RHINO at 132.0 173.875 11.5625 
0175: set_car $PHIL_TRUCK_1 z_angle_to 0.0 
00A9: set_car $PHIL_TRUCK_1 to_normal_driver 
02AC: set_car $PHIL_TRUCK_1 immunities 1 0 0 0 0 
020A: set_car $PHIL_TRUCK_1 door_status_to 2 
00A5: $PHIL_TRUCK_2 = create_car #BARRACKS at 133.5 208.75 11.875 
0175: set_car $PHIL_TRUCK_2 z_angle_to 180.0 
00A9: set_car $PHIL_TRUCK_2 to_normal_driver 
02AC: set_car $PHIL_TRUCK_2 immunities 1 0 0 0 0 
020A: set_car $PHIL_TRUCK_2 door_status_to 2 
$FLAG_TRUCKS = 1 // $ = int 

:RAY2_1659
if 
  $FLAG_GATE == 0 // $ == int 
jf @RAY2_1839 
if 
  $GATE2_SFX1 == 0 // $ == int 
jf @RAY2_1715 
018C: play_sound 92 at 147.1875 207.3125 10.5625 
$GATE2_SFX1 = 1 // $ = int 

:RAY2_1715
if 
834E:   not move_object $PHILS_COMPND_GATE to 147.1875 214.8125 10.5625 speed 0.0 0.0625 0.0 collision_check 0 
jf @RAY2_1762 
wait 0 
jump @RAY2_1715 

:RAY2_1762
if 
  $NOT_CLUNKED_YET == 1 // $ == int 
jf @RAY2_1794 
$GATE_SFX2 = 0 // $ = int 
$NOT_CLUNKED_YET = 0 // $ = int 

:RAY2_1794
if 
  $GATE2_SFX2 == 0 // $ == int 
jf @RAY2_1832 
018C: play_sound 93 at 147.1875 214.8125 10.5625 
$GATE2_SFX2 = 1 // $ = int 

:RAY2_1832
$FLAG_GATE = 1 // $ = int 

:RAY2_1839
jump @RAY2_1485 

:RAY2_1846
0395: clear_area 1 at $PHILS_DEFCON_X $PHILS_DEFCON_Y 11.5 range 20.0 
009A: $PHIL = create_actor 21 #SPECIAL01 at $PHILS_DEFCON_X $PHILS_DEFCON_Y $PHILS_DEFCON_Z 
0173: set_actor $PHIL z_angle_to 360.0 
01B2: give_actor $PHIL weapon 6 ammo 200 
035F: set_actor $PHIL armour_to 100 
0243: set_actor $PHIL ped_stats_to 16 
01ED: reset_actor $PHIL threat_search 
011A: set_actor $PHIL search_threat 4096 
0350: set_actor $PHIL maintain_position_when_attacked 1 
032B: $PHILS_M16 = create_weapon_pickup #M16 3 ammo 60 at $M16_X $M16_Y 11.5 
0213: $PHILS_UZI = create_pickup #UZI type 3 at $UZI_X $UZI_Y 11.5 
0213: $PHILS_SHOTGUN = create_pickup #SHOTGUN type 3 at $SHOTGUN_X $SHOTGUN_Y 11.5 
0213: $PHILS_ROCKET = create_pickup #ROCKET type 3 at $ROCKET_X $ROCKET_Y $ROCKET_Z 
0213: $PHILS_MOLOTOV = create_pickup #MOLOTOV type 3 at $MOLOTOV_X $MOLOTOV_Y $MOLOTOV_Z 
0213: $PHILS_ARMOUR = create_pickup #BODYARMOUR type 14 at 121.125 194.875 11.5 
0164: disable_marker $BLIP_WAREHOUSE_RM2 
01B4: set_player $PLAYER_CHAR can_move 0 
01F5: $PLAYER_RM2 = create_emulated_actor_from_player $PLAYER_CHAR 
015F: set_camera_position 141.5 184.5 12.5 rotation 0.0 0.0 0.0 
02A3: toggle_widescreen 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @RAY2_2197 
00DA: $PLAYER_CAR_RM2 = player $PLAYER_CHAR car 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
00A9: set_car $PLAYER_CAR_RM2 to_normal_driver 
0158: camera_on_vehicle $PLAYER_CAR_RM2 mode 15 switchstyle 2 
01D3: actor $PLAYER_RM2 leave_car $PLAYER_CAR_RM2 

:RAY2_2144
if 
00DB:   actor $PLAYER_RM2 in_car $PLAYER_CAR_RM2 
jf @RAY2_2197 
wait 0 
if 
0119:   car $PLAYER_CAR_RM2 wrecked 
jf @RAY2_2190 
jump @RAY2_2206 

:RAY2_2190
jump @RAY2_2144 

:RAY2_2197
0159: camera_on_ped $PLAYER_RM2 mode 15 switchstyle 2 

:RAY2_2206
wait 0 
$PHILS_DEFCON_Y += 3.0 // $ += float 
0239: actor $PLAYER_RM2 run_to $PHILS_DEFCON_X $PHILS_DEFCON_Y 

:RAY2_2229
if 
80E3:   not player $PLAYER_CHAR 0 $PHILS_DEFCON_X $PHILS_DEFCON_Y radius 2.0 2.0 
jf @RAY2_2270 
wait 0 
jump @RAY2_2229 

:RAY2_2270
03CF: load_wav 'R2_A' 

:RAY2_2280
if 
83D0:   not wav_loaded 
jf @RAY2_2328 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @RAY2_2321 
jump @RAY2_2806 

:RAY2_2321
jump @RAY2_2280 

:RAY2_2328
03D7: set_wav_location $PHILS_DEFCON_X $PHILS_DEFCON_Y $PHILS_DEFCON_Z 
03D1: play_wav 
00BC: text_highpriority 'RM2_E' time 4000 1  // Ray phoned ahead....but I thought there'd be more of you.

:RAY2_2356
if 
83D2:   not wav_ended 
jf @RAY2_2404 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @RAY2_2397 
jump @RAY2_2806 

:RAY2_2397
jump @RAY2_2356 

:RAY2_2404
03CF: load_wav 'R2_B' 

:RAY2_2414
if 
83D0:   not wav_loaded 
jf @RAY2_2462 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @RAY2_2455 
jump @RAY2_2806 

:RAY2_2455
jump @RAY2_2414 

:RAY2_2462
03D7: set_wav_location $PHILS_DEFCON_X $PHILS_DEFCON_Y $PHILS_DEFCON_Z 
03D1: play_wav 
00BC: text_highpriority 'RM2_E1' time 4000 1  // I can't believe those yellow-bellied bastards left me without proper cover again!

:RAY2_2490
if 
83D2:   not wav_ended 
jf @RAY2_2538 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @RAY2_2531 
jump @RAY2_2806 

:RAY2_2531
jump @RAY2_2490 

:RAY2_2538
03CF: load_wav 'R2_C' 

:RAY2_2548
if 
83D0:   not wav_loaded 
jf @RAY2_2596 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @RAY2_2589 
jump @RAY2_2806 

:RAY2_2589
jump @RAY2_2548 

:RAY2_2596
03D7: set_wav_location $PHILS_DEFCON_X $PHILS_DEFCON_Y $PHILS_DEFCON_Z 
03D1: play_wav 
00BC: text_highpriority 'RM2_F' time 4000 1  // Well, three arms are better than one, so grab whatever you need.

:RAY2_2624
if 
83D2:   not wav_ended 
jf @RAY2_2672 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @RAY2_2665 
jump @RAY2_2806 

:RAY2_2665
jump @RAY2_2624 

:RAY2_2672
03CF: load_wav 'R2_D' 

:RAY2_2682
if 
83D0:   not wav_loaded 
jf @RAY2_2730 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @RAY2_2723 
jump @RAY2_2806 

:RAY2_2723
jump @RAY2_2682 

:RAY2_2730
03D7: set_wav_location $PHILS_DEFCON_X $PHILS_DEFCON_Y $PHILS_DEFCON_Z 
03D1: play_wav 
00BC: text_highpriority 'RM2_F1' time 4000 1  // Those Colombians'll be here any minute!

:RAY2_2758
if 
83D2:   not wav_ended 
jf @RAY2_2806 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @RAY2_2799 
jump @RAY2_2806 

:RAY2_2799
jump @RAY2_2758 

:RAY2_2806
040D: clear_mission_audio 
00BE: text_clear_all 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01BD: $TIMER_START_RM2 = current_time_in_ms 
01BD: $TIMER_NOW_RM2 = current_time_in_ms 
0084: $TIMER_DIF_RM2 = $TIMER_NOW_RM2 // $ = $ int 
0060: $TIMER_DIF_RM2 -= $TIMER_START_RM2 // $ -= $ int 
0395: clear_area 1 at $VARMINT_GEN1_X $VARMINT_GEN1_Y 11.5 range 20.0 
0395: clear_area 1 at $STAGE_3_X $STAGE_3_Y 11.5 range 20.0 
0395: clear_area 1 at $STAGE_1_X $STAGE_1_Y 11.5 range 20.0 
0395: clear_area 1 at $STAGE_2_X $STAGE_2_Y 11.5 range 20.0 
if 
8119:   not car $PHIL_TRUCK_2 wrecked 
jf @RAY2_2936 
020A: set_car $PHIL_TRUCK_2 door_status_to 1 

:RAY2_2936
if and
  25000 > $TIMER_DIF_RM2 // int > $ 
0056:   player $PLAYER_CHAR 0 119.0 167.0 147.0 246.0 
jf @RAY2_3103 
wait 0 
gosub @RAY2_9333 
if 
0056:   player $PLAYER_CHAR 0 147.0 198.0 156.0 208.0 
jf @RAY2_3022 
jump @RAY2_3103 

:RAY2_3022
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @RAY2_3045 
jump @RAY2_3103 

:RAY2_3045
01BD: $TIMER_NOW_RM2 = current_time_in_ms 
0084: $TIMER_DIF_RM2 = $TIMER_NOW_RM2 // $ = $ int 
0060: $TIMER_DIF_RM2 -= $TIMER_START_RM2 // $ -= $ int 
if 
0118:   actor $PHIL dead 
jf @RAY2_3096 
$FLAG_PHIL_DEAD = 1 // $ = int 
jump @RAY2_6085 

:RAY2_3096
jump @RAY2_2936 

:RAY2_3103
03CF: load_wav 'R2_E' 

:RAY2_3113
if 
83D0:   not wav_loaded 
jf @RAY2_3137 
wait 0 
jump @RAY2_3113 

:RAY2_3137
01BD: $TIMER_START_RM2 = current_time_in_ms 

:RAY2_3142
if 
  12 > $COUNTER_DEAD_VARMINTS // int > $ 
jf @RAY2_4907 
wait 0 
01BD: $TIMER_NOW_RM2 = current_time_in_ms 
0084: $TIMER_DIF_RM2 = $TIMER_NOW_RM2 // $ = $ int 
0060: $TIMER_DIF_RM2 -= $TIMER_START_RM2 // $ -= $ int 
gosub @RAY2_9333 
if and
  $TIMER_DIF_RM2 > 2000 // $ > int 
  $FLAG_SENTINEL_CREATED == 0 // $ == int 
jf @RAY2_3347 
00A5: $SENTINEL1_RM2 = create_car #COLUMB at $VARMINT_GEN1_X $VARMINT_GEN1_Y -100.0 
02AA: set_car $SENTINEL1_RM2 immune_to_nonplayer 1 
020A: set_car $SENTINEL1_RM2 door_status_to 2 
0186: $BLIP_SENTINEL1 = create_marker_above_car $SENTINEL1_RM2 
0129: $VARMINT_1 = create_actor 12 #GANG12 in_car $SENTINEL1_RM2 driverseat 
01C8: $VARMINT_2 = create_actor 12 #GANG12 in_car $SENTINEL1_RM2 passenger_seat 0 
01C8: $VARMINT_3 = create_actor 12 #GANG12 in_car $SENTINEL1_RM2 passenger_seat 1 
01C8: $VARMINT_4 = create_actor 12 #GANG11 in_car $SENTINEL1_RM2 passenger_seat 2 
00AD: set_car $SENTINEL1_RM2 max_speed_to 10.0 
00AE: set_vehicle $SENTINEL1_RM2 traffic_behavior_to 3 
02C2: car $SENTINEL1_RM2 drive_to_point $STAGE_1_X $STAGE_1_Y 11.5625 
$FLAG_SENTINEL_CREATED = 1 // $ = int 

:RAY2_3347
if and
  $FLAG_LAUNCH_STALLION == 0 // $ == int 
  $FLAG_SENTINEL_CREATED == 1 // $ == int 
jf @RAY2_3439 
if 
8119:   not car $SENTINEL1_RM2 wrecked 
jf @RAY2_3439 
if 
01AD:   car $SENTINEL1_RM2 0 $STAGE_1_X $STAGE_1_Y 4.0 4.0 
jf @RAY2_3439 
02C2: car $SENTINEL1_RM2 drive_to_point $STAGE_2_X $STAGE_2_Y 11.5625 
$FLAG_LAUNCH_STALLION = 1 // $ = int 

:RAY2_3439
if and
  $FLAG_LAUNCH_STALLION == 1 // $ == int 
  $FLAG_SENTINEL_CREATED == 1 // $ == int 
jf @RAY2_3563 
if 
8119:   not car $SENTINEL1_RM2 wrecked 
jf @RAY2_3563 
if 
01AD:   car $SENTINEL1_RM2 0 $STAGE_2_X $STAGE_2_Y 4.0 4.0 
jf @RAY2_3563 
$FLAG_LAUNCH_STALLION = 2 // $ = int 
$FLAG_SENTINEL_ARRIVED = 1 // $ = int 
02AA: set_car $SENTINEL1_RM2 immune_to_nonplayer 0 
020A: set_car $SENTINEL1_RM2 door_status_to 1 
if 
  2 > $FLAG_CARTEL_ARRIVED // int > $ 
jf @RAY2_3563 
$FLAG_CARTEL_ARRIVED = 1 // $ = int 

:RAY2_3563
if 
  $FLAG_SENTINEL_CREATED == 1 // $ == int 
jf @RAY2_3692 
if 
0119:   car $SENTINEL1_RM2 wrecked 
jf @RAY2_3616 
$FLAG_LAUNCH_STALLION = 1 // $ = int 
0164: disable_marker $BLIP_SENTINEL1 
jump @RAY2_3692 

:RAY2_3616
if 
8185:   not car $SENTINEL1_RM2 health > 950 
jf @RAY2_3692 
$FLAG_SENTINEL_ARRIVED = 1 // $ = int 
if 
  $FLAG_LAUNCH_STALLION == 0 // $ == int 
jf @RAY2_3667 
$FLAG_LAUNCH_STALLION = 1 // $ = int 

:RAY2_3667
if 
  $FLAG_CARTEL_ARRIVED == 0 // $ == int 
jf @RAY2_3692 
$FLAG_CARTEL_ARRIVED = 1 // $ = int 

:RAY2_3692
if and
  $TIMER_DIF_RM2 > 4000 // $ > int 
  $FLAG_STALLION_CREATED == 0 // $ == int 
  $FLAG_LAUNCH_STALLION > 0 // $ > int 
jf @RAY2_3826 
00A5: $STALLION1_RM2 = create_car #COLUMB at $VARMINT_GEN1_X $VARMINT_GEN1_Y -100.0 
02AA: set_car $STALLION1_RM2 immune_to_nonplayer 1 
020A: set_car $STALLION1_RM2 door_status_to 2 
0186: $BLIP_STALLION1 = create_marker_above_car $STALLION1_RM2 
0129: $VARMINT_5 = create_actor 12 #GANG11 in_car $STALLION1_RM2 driverseat 
01C8: $VARMINT_6 = create_actor 12 #GANG12 in_car $STALLION1_RM2 passenger_seat 0 
00AD: set_car $STALLION1_RM2 max_speed_to 10.0 
00AE: set_vehicle $STALLION1_RM2 traffic_behavior_to 3 
02C2: car $STALLION1_RM2 drive_to_point $STAGE_1_X $STAGE_1_Y 11.5625 
$FLAG_STALLION_CREATED = 1 // $ = int 

:RAY2_3826
if and
  $FLAG_LAUNCH_PERENIAL == 0 // $ == int 
  $FLAG_STALLION_CREATED == 1 // $ == int 
jf @RAY2_3918 
if 
8119:   not car $STALLION1_RM2 wrecked 
jf @RAY2_3918 
if 
01AD:   car $STALLION1_RM2 0 $STAGE_1_X $STAGE_1_Y 4.0 4.0 
jf @RAY2_3918 
02C2: car $STALLION1_RM2 drive_to_point $STAGE_3_X $STAGE_3_Y 11.5625 
$FLAG_LAUNCH_PERENIAL = 1 // $ = int 

:RAY2_3918
if and
  $FLAG_LAUNCH_PERENIAL == 1 // $ == int 
  $FLAG_STALLION_CREATED == 1 // $ == int 
jf @RAY2_4042 
if 
8119:   not car $STALLION1_RM2 wrecked 
jf @RAY2_4042 
if 
01AD:   car $STALLION1_RM2 0 $STAGE_3_X $STAGE_3_Y 4.0 4.0 
jf @RAY2_4042 
$FLAG_LAUNCH_PERENIAL = 2 // $ = int 
$FLAG_STALLION_ARRIVED = 1 // $ = int 
02AA: set_car $STALLION1_RM2 immune_to_nonplayer 0 
020A: set_car $STALLION1_RM2 door_status_to 1 
if 
  2 > $FLAG_CARTEL_ARRIVED // int > $ 
jf @RAY2_4042 
$FLAG_CARTEL_ARRIVED = 1 // $ = int 

:RAY2_4042
if 
  $FLAG_STALLION_CREATED == 1 // $ == int 
jf @RAY2_4146 
if 
0119:   car $STALLION1_RM2 wrecked 
jf @RAY2_4095 
$FLAG_LAUNCH_PERENIAL = 1 // $ = int 
0164: disable_marker $BLIP_STALLION1 
jump @RAY2_4146 

:RAY2_4095
if 
8185:   not car $STALLION1_RM2 health > 950 
jf @RAY2_4146 
$FLAG_STALLION_ARRIVED = 1 // $ = int 
if 
  $FLAG_CARTEL_ARRIVED == 0 // $ == int 
jf @RAY2_4146 
$FLAG_CARTEL_ARRIVED = 1 // $ = int 

:RAY2_4146
if and
  $TIMER_DIF_RM2 > 6000 // $ > int 
  $FLAG_PERENIAL_CREATED == 0 // $ == int 
  $FLAG_LAUNCH_PERENIAL > 0 // $ > int 
jf @RAY2_4308 
00A5: $PERENIAL1_RM2 = create_car #COLUMB at $VARMINT_GEN1_X $VARMINT_GEN1_Y -100.0 
02AA: set_car $PERENIAL1_RM2 immune_to_nonplayer 1 
020A: set_car $PERENIAL1_RM2 door_status_to 2 
0186: $BLIP_PERENIAL1 = create_marker_above_car $PERENIAL1_RM2 
0129: $VARMINT_7 = create_actor 12 #GANG12 in_car $PERENIAL1_RM2 driverseat 
01C8: $VARMINT_8 = create_actor 12 #GANG12 in_car $PERENIAL1_RM2 passenger_seat 0 
01C8: $VARMINT_9 = create_actor 12 #GANG12 in_car $PERENIAL1_RM2 passenger_seat 1 
01C8: $VARMINT_10 = create_actor 12 #GANG11 in_car $PERENIAL1_RM2 passenger_seat 2 
00AD: set_car $PERENIAL1_RM2 max_speed_to 10.0 
00AE: set_vehicle $PERENIAL1_RM2 traffic_behavior_to 3 
02C2: car $PERENIAL1_RM2 drive_to_point $STAGE_1_X $STAGE_1_Y 11.5625 
$FLAG_PERENIAL_CREATED = 1 // $ = int 

:RAY2_4308
if 
  $FLAG_PERENIAL_CREATED == 1 // $ == int 
jf @RAY2_4418 
if 
8119:   not car $PERENIAL1_RM2 wrecked 
jf @RAY2_4418 
if 
01AD:   car $PERENIAL1_RM2 0 $STAGE_1_X $STAGE_1_Y 4.0 4.0 
jf @RAY2_4418 
$FLAG_PERENIAL_ARRIVED = 1 // $ = int 
02AA: set_car $PERENIAL1_RM2 immune_to_nonplayer 0 
020A: set_car $PERENIAL1_RM2 door_status_to 1 
if 
  2 > $FLAG_CARTEL_ARRIVED // int > $ 
jf @RAY2_4418 
$FLAG_CARTEL_ARRIVED = 1 // $ = int 

:RAY2_4418
if 
  $FLAG_PERENIAL_CREATED == 1 // $ == int 
jf @RAY2_4515 
if 
0119:   car $PERENIAL1_RM2 wrecked 
jf @RAY2_4464 
0164: disable_marker $BLIP_PERENIAL1 
jump @RAY2_4515 

:RAY2_4464
if 
8185:   not car $PERENIAL1_RM2 health > 950 
jf @RAY2_4515 
$FLAG_PERENIAL_ARRIVED = 1 // $ = int 
if 
  $FLAG_CARTEL_ARRIVED == 0 // $ == int 
jf @RAY2_4515 
$FLAG_CARTEL_ARRIVED = 1 // $ = int 

:RAY2_4515
if and
  $FLAG_CARTEL_ARRIVED > 0 // $ > int 
  $TIMER_DIF_RM2 > 12000 // $ > int 
jf @RAY2_4803 
if 
  $FLAG_SNEAKY_1 == 0 // $ == int 
jf @RAY2_4672 
if 
80C2:   not sphere_onscreen 121.25 217.6875 11.5 2.5 
jf @RAY2_4672 
009A: $VARMINT_11 = create_actor 12 #GANG11 at 121.25 235.6875 11.5 
01B2: give_actor $VARMINT_11 weapon 5 ammo 80 
035F: set_actor $VARMINT_11 armour_to 100 
0162: $BLIP_V11 = create_marker_above_actor $VARMINT_11 color 1 display 2 
0239: actor $VARMINT_11 run_to $PHILS_DEFCON_X $PHILS_DEFCON_Y 
011A: set_actor $VARMINT_11 search_threat 1 
011A: set_actor $VARMINT_11 search_threat 524288 
0291: set_actor $VARMINT_11 heed_threats 1 
$FLAG_SNEAKY_1 = 1 // $ = int 

:RAY2_4672
if 
  $FLAG_SNEAKY_2 == 0 // $ == int 
jf @RAY2_4803 
if 
80C2:   not sphere_onscreen 121.25 241.5625 11.5 2.5 
jf @RAY2_4803 
009A: $VARMINT_12 = create_actor 12 #GANG11 at 121.25 241.5625 11.5 
01B2: give_actor $VARMINT_12 weapon 4 ammo 20 
035F: set_actor $VARMINT_12 armour_to 100 
0162: $BLIP_V12 = create_marker_above_actor $VARMINT_12 color 1 display 2 
0239: actor $VARMINT_12 run_to 124.125 184.6875 
011A: set_actor $VARMINT_12 search_threat 1 
011A: set_actor $VARMINT_12 search_threat 524288 
0291: set_actor $VARMINT_12 heed_threats 1 
$FLAG_SNEAKY_2 = 1 // $ = int 

:RAY2_4803
if 
0118:   actor $PHIL dead 
jf @RAY2_4833 
$FLAG_PHIL_DEAD = 1 // $ = int 
jump @RAY2_6085 

:RAY2_4833
if 
  $FLAG_CARTEL_ARRIVED == 1 // $ == int 
jf @RAY2_4886 
03D7: set_wav_location $PHILS_DEFCON_X $PHILS_DEFCON_Y $PHILS_DEFCON_Z 
03D1: play_wav 
00BC: text_highpriority 'RM2_K' time 4000 1  // Goddam they're here!! LOCK'N'LOAD!!
$FLAG_CARTEL_ARRIVED = 2 // $ = int 

:RAY2_4886
gosub @RAY2_8605 
gosub @RAY2_6591 
jump @RAY2_3142 

:RAY2_4907
if 
8118:   not actor $PHIL dead 
jf @RAY2_4930 
0223: set_actor $PHIL health_to 5 

:RAY2_4930
if 
8118:   not actor $PHIL dead 
jf @RAY2_5096 
0350: set_actor $PHIL maintain_position_when_attacked 1 
00A0: store_actor $PHIL position_to $PHILS_DEFCON_X $PHILS_DEFCON_Y $PHILS_DEFCON_Z 
if 
80E3:   not player $PLAYER_CHAR 0 $PHILS_DEFCON_X $PHILS_DEFCON_Y radius 2.0 2.0 
jf @RAY2_5096 
00BC: text_highpriority 'RM2_G' time 2500 1  // ~g~Go and check on Phil!
0187: $BLIP_PHIL = create_marker_above_actor $PHIL 

:RAY2_5020
if 
80E3:   not player $PLAYER_CHAR 0 $PHILS_DEFCON_X $PHILS_DEFCON_Y radius 2.0 2.0 
jf @RAY2_5096 
wait 0 
if 
0118:   actor $PHIL dead 
jf @RAY2_5089 
$FLAG_PHIL_DEAD = 1 // $ = int 
0164: disable_marker $BLIP_PHIL 
jump @RAY2_6085 

:RAY2_5089
jump @RAY2_5020 

:RAY2_5096
if 
0118:   actor $PHIL dead 
jf @RAY2_5138 
$FLAG_PHIL_DEAD = 1 // $ = int 
0164: disable_marker $BLIP_PHIL 
jump @RAY2_6085 
jump @RAY2_5145 

:RAY2_5138
0223: set_actor $PHIL health_to 100 

:RAY2_5145
0164: disable_marker $BLIP_PHIL 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
015F: set_camera_position 134.5625 184.6875 11.125 rotation 0.0 0.0 0.0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @RAY2_5322 
00DA: $PLAYER_CAR_RM2 = player $PLAYER_CHAR car 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
00A9: set_car $PLAYER_CAR_RM2 to_normal_driver 
0158: camera_on_vehicle $PLAYER_CAR_RM2 mode 15 switchstyle 2 
01D3: actor $PLAYER_RM2 leave_car $PLAYER_CAR_RM2 

:RAY2_5234
if 
00DB:   actor $PLAYER_RM2 in_car $PLAYER_CAR_RM2 
jf @RAY2_5322 
wait 0 
if 
0119:   car $PLAYER_CAR_RM2 wrecked 
jf @RAY2_5280 
jump @RAY2_5322 

:RAY2_5280
if 
0118:   actor $PHIL dead 
jf @RAY2_5315 
$FLAG_PHIL_DEAD = 1 // $ = int 
0164: disable_marker $BLIP_PHIL 
jump @RAY2_6085 

:RAY2_5315
jump @RAY2_5234 

:RAY2_5322
01F5: $PLAYER_RM2 = create_emulated_actor_from_player $PLAYER_CHAR 
if 
8118:   not actor $PHIL dead 
jf @RAY2_5363 
020E: actor $PHIL look_at_actor $PLAYER_RM2 
0159: camera_on_ped $PHIL mode 15 switchstyle 2 

:RAY2_5363
03CF: load_wav 'R2_F' 

:RAY2_5373
if 
83D0:   not wav_loaded 
jf @RAY2_5397 
wait 0 
jump @RAY2_5373 

:RAY2_5397
03D7: set_wav_location $PHILS_DEFCON_X $PHILS_DEFCON_Y $PHILS_DEFCON_Z 
03D1: play_wav 
00BC: text_highpriority 'RM2_L' time 3000 1  // Heh-hey! If I'd teamed up with you in Nicaragua maybe I'd still have my arm!

:RAY2_5425
if 
83D2:   not wav_ended 
jf @RAY2_5449 
wait 0 
jump @RAY2_5425 

:RAY2_5449
if 
  $FLAG_M16_GONE == 0 // $ == int 
jf @RAY2_5472 
0215: destroy_pickup $PHILS_M16 

:RAY2_5472
if 
  $FLAG_SHOTGUN_GONE == 0 // $ == int 
jf @RAY2_5495 
0215: destroy_pickup $PHILS_SHOTGUN 

:RAY2_5495
if 
  $FLAG_UZI_GONE == 0 // $ == int 
jf @RAY2_5518 
0215: destroy_pickup $PHILS_UZI 

:RAY2_5518
if 
  $FLAG_MOLOTOV_GONE == 0 // $ == int 
jf @RAY2_5541 
0215: destroy_pickup $PHILS_MOLOTOV 

:RAY2_5541
if 
  $FLAG_ROCKET_GONE == 0 // $ == int 
jf @RAY2_5564 
0215: destroy_pickup $PHILS_ROCKET 

:RAY2_5564
if 
  $FLAG_RAY_MISSION2_PASSED == 0 // $ == int 
jf @RAY2_5587 
0215: destroy_pickup $PHILS_ARMOUR 

:RAY2_5587
$M16_X = 145.5 // $ = float 
$M16_Y = 170.0 // $ = float 
$UZI_X = 143.5 // $ = float 
$UZI_Y = 170.0 // $ = float 
$SHOTGUN_X = 141.5 // $ = float 
$SHOTGUN_Y = 170.0 // $ = float 
0213: $PHILS_M16 = create_pickup #M16 type 1 at $M16_X $M16_Y 11.5 
0213: $PHILS_UZI = create_pickup #SHOTGUN type 1 at $UZI_X $UZI_Y 11.5 
0213: $PHILS_SHOTGUN = create_pickup #ROCKET type 1 at $SHOTGUN_X $SHOTGUN_Y 11.5 
$FLAG_M16_GONE = 1 // $ = int 
$FLAG_UZI_GONE = 1 // $ = int 
$FLAG_SHOTGUN_GONE = 1 // $ = int 
03CF: load_wav 'R2_G' 

:RAY2_5723
if 
83D0:   not wav_loaded 
jf @RAY2_5747 
wait 0 
jump @RAY2_5723 

:RAY2_5747
03D7: set_wav_location $PHILS_DEFCON_X $PHILS_DEFCON_Y $PHILS_DEFCON_Z 
03D1: play_wav 
00BC: text_highpriority 'RM2_M' time 3000 1  // If you need any firepower just drop by and take what you need from the lockers.
015F: set_camera_position 143.5 179.0 11.5 rotation 0.0 0.0 0.0 
0160: point_camera 144.0 170.6875 11.5 switchstyle 2 

:RAY2_5808
if 
83D2:   not wav_ended 
jf @RAY2_5832 
wait 0 
jump @RAY2_5808 

:RAY2_5832
03CF: load_wav 'R2_H' 

:RAY2_5842
if 
83D0:   not wav_loaded 
jf @RAY2_5866 
wait 0 
jump @RAY2_5842 

:RAY2_5866
03D7: set_wav_location $PHILS_DEFCON_X $PHILS_DEFCON_Y $PHILS_DEFCON_Z 
03D1: play_wav 
00BC: text_highpriority 'RM2_N' time 3000 1  // Leave the cash behind. Now get out of here, I'll handle the cops.

:RAY2_5894
if 
83D2:   not wav_ended 
jf @RAY2_5918 
wait 0 
jump @RAY2_5894 

:RAY2_5918
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 1 
wait 2000 
if 
8118:   not actor $PHIL dead 
jf @RAY2_5964 
011C: actor $PHIL clear_objective 
0211: actor $PHIL walk_to 144.0 174.375 

:RAY2_5964
if 
  $FLAG_PHIL_ARRIVED == 0 // $ == int 
jf @RAY2_6060 
wait 0 
if 
8118:   not actor $PHIL dead 
jf @RAY2_6046 
if 
00ED:   actor $PHIL 0 144.0 174.375 radius 1.0 1.0 
jf @RAY2_6039 
$FLAG_PHIL_ARRIVED = 1 // $ = int 

:RAY2_6039
jump @RAY2_6053 

:RAY2_6046
jump @RAY2_6085 

:RAY2_6053
jump @RAY2_5964 

:RAY2_6060
009B: destroy_actor_instantly $PHIL 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
jump @RAY2_6135 

:RAY2_6085
if 
  $FLAG_PHIL_DEAD == 1 // $ == int 
jf @RAY2_6118 
00BC: text_highpriority 'RM2_H' time 3000 1  // ~r~Phil has been killed!!

:RAY2_6118
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:RAY2_6135
if 
  $FLAG_M16_GONE == 0 // $ == int 
jf @RAY2_6165 
0215: destroy_pickup $PHILS_M16 
$FLAG_M16_GONE = 1 // $ = int 

:RAY2_6165
if 
  $FLAG_SHOTGUN_GONE == 0 // $ == int 
jf @RAY2_6195 
0215: destroy_pickup $PHILS_SHOTGUN 
$FLAG_SHOTGUN_GONE = 1 // $ = int 

:RAY2_6195
if 
  $FLAG_UZI_GONE == 0 // $ == int 
jf @RAY2_6225 
0215: destroy_pickup $PHILS_UZI 
$FLAG_UZI_GONE = 1 // $ = int 

:RAY2_6225
if 
  $FLAG_MOLOTOV_GONE == 0 // $ == int 
jf @RAY2_6255 
0215: destroy_pickup $PHILS_MOLOTOV 
$FLAG_MOLOTOV_GONE = 1 // $ = int 

:RAY2_6255
if 
  $FLAG_ROCKET_GONE == 0 // $ == int 
jf @RAY2_6285 
0215: destroy_pickup $PHILS_ROCKET 
$FLAG_ROCKET_GONE = 1 // $ = int 

:RAY2_6285
$FLAG_RAY_MISSION2_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10000 
0318: set_latest_mission_passed 'RM2'  // 'ARMS SHORTAGE'
030C: progress_made += 1 
start_new_script @NONAME_53 
return 

:RAY2_6351
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 0 // $ = int 
$FLAG_PLAYER_ON_PHIL_MISSION = 0 // $ = int 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
0249: release_model #SPECIAL01 
0249: release_model #RHINO 
0249: release_model #PATRIOT 
0249: release_model #BARRACKS 
0249: release_model #SENTINEL 
0249: release_model #STALLION 
0249: release_model #GANG11 
0249: release_model #GANG12 
0296: unload_special_actor 1 
0164: disable_marker $BLIP_WAREHOUSE_RM2 
0164: disable_marker $BLIP_SENTINEL1 
0164: disable_marker $BLIP_STALLION1 
0164: disable_marker $BLIP_PERENIAL1 
gosub @RAY2_9575 
if 
  $FLAG_M16_GONE == 0 // $ == int 
jf @RAY2_6472 
0215: destroy_pickup $PHILS_M16 

:RAY2_6472
if 
  $FLAG_SHOTGUN_GONE == 0 // $ == int 
jf @RAY2_6495 
0215: destroy_pickup $PHILS_SHOTGUN 

:RAY2_6495
if 
  $FLAG_UZI_GONE == 0 // $ == int 
jf @RAY2_6518 
0215: destroy_pickup $PHILS_UZI 

:RAY2_6518
if 
  $FLAG_MOLOTOV_GONE == 0 // $ == int 
jf @RAY2_6541 
0215: destroy_pickup $PHILS_MOLOTOV 

:RAY2_6541
if 
  $FLAG_ROCKET_GONE == 0 // $ == int 
jf @RAY2_6564 
0215: destroy_pickup $PHILS_ROCKET 

:RAY2_6564
if 
  $FLAG_RAY_MISSION2_PASSED == 0 // $ == int 
jf @RAY2_6587 
0215: destroy_pickup $PHILS_ARMOUR 

:RAY2_6587
mission_cleanup 
return 

:RAY2_6591
if and
  $STALLION_BAILOUT == 0 // $ == int 
  $FLAG_STALLION_ARRIVED == 1 // $ == int 
jf @RAY2_7011 
if 
8118:   not actor $VARMINT_5 dead 
jf @RAY2_6811 
if 
8119:   not car $STALLION1_RM2 wrecked 
jf @RAY2_6811 
01D3: actor $VARMINT_5 leave_car $STALLION1_RM2 

:RAY2_6656
if 
00DB:   actor $VARMINT_5 in_car $STALLION1_RM2 
jf @RAY2_6732 
wait 0 
if 
0119:   car $STALLION1_RM2 wrecked 
jf @RAY2_6702 
jump @RAY2_6999 

:RAY2_6702
if 
0118:   actor $VARMINT_5 dead 
jf @RAY2_6725 
jump @RAY2_6811 

:RAY2_6725
jump @RAY2_6656 

:RAY2_6732
if 
8118:   not actor $VARMINT_5 dead 
jf @RAY2_6811 
0162: $BLIP_V5 = create_marker_above_actor $VARMINT_5 color 1 display 2 
035F: set_actor $VARMINT_5 armour_to 100 
01B2: give_actor $VARMINT_5 weapon 3 ammo 60 
0239: actor $VARMINT_5 run_to $WH_X_RM2 $WH_Y_RM2 
011A: set_actor $VARMINT_5 search_threat 1 
011A: set_actor $VARMINT_5 search_threat 524288 
0291: set_actor $VARMINT_5 heed_threats 1 

:RAY2_6811
if 
8118:   not actor $VARMINT_6 dead 
jf @RAY2_6999 
if 
8119:   not car $STALLION1_RM2 wrecked 
jf @RAY2_6999 
01D3: actor $VARMINT_6 leave_car $STALLION1_RM2 

:RAY2_6851
if 
00DB:   actor $VARMINT_6 in_car $STALLION1_RM2 
jf @RAY2_6927 
wait 0 
if 
0119:   car $STALLION1_RM2 wrecked 
jf @RAY2_6897 
jump @RAY2_6999 

:RAY2_6897
if 
0118:   actor $VARMINT_6 dead 
jf @RAY2_6920 
jump @RAY2_6999 

:RAY2_6920
jump @RAY2_6851 

:RAY2_6927
if 
8118:   not actor $VARMINT_6 dead 
jf @RAY2_6999 
0162: $BLIP_V6 = create_marker_above_actor $VARMINT_6 color 1 display 2 
01B2: give_actor $VARMINT_6 weapon 3 ammo 60 
0239: actor $VARMINT_6 run_to $WH_X_RM2 $WH_Y_RM2 
011A: set_actor $VARMINT_6 search_threat 1 
011A: set_actor $VARMINT_6 search_threat 524288 
0291: set_actor $VARMINT_6 heed_threats 1 

:RAY2_6999
0164: disable_marker $BLIP_STALLION1 
$STALLION_BAILOUT = 1 // $ = int 

:RAY2_7011
if and
  $SENTINEL_BAILOUT == 0 // $ == int 
  $FLAG_SENTINEL_ARRIVED == 1 // $ == int 
jf @RAY2_7807 
if 
8118:   not actor $VARMINT_1 dead 
jf @RAY2_7224 
if 
8119:   not car $SENTINEL1_RM2 wrecked 
jf @RAY2_7224 
01D3: actor $VARMINT_1 leave_car $SENTINEL1_RM2 

:RAY2_7076
if 
00DB:   actor $VARMINT_1 in_car $SENTINEL1_RM2 
jf @RAY2_7152 
wait 0 
if 
0119:   car $SENTINEL1_RM2 wrecked 
jf @RAY2_7122 
jump @RAY2_7795 

:RAY2_7122
if 
0118:   actor $VARMINT_1 dead 
jf @RAY2_7145 
jump @RAY2_7224 

:RAY2_7145
jump @RAY2_7076 

:RAY2_7152
if 
8118:   not actor $VARMINT_1 dead 
jf @RAY2_7224 
0162: $BLIP_V1 = create_marker_above_actor $VARMINT_1 color 1 display 2 
01B2: give_actor $VARMINT_1 weapon 4 ammo 20 
0239: actor $VARMINT_1 run_to $WH_X_RM2 $WH_Y_RM2 
011A: set_actor $VARMINT_1 search_threat 1 
011A: set_actor $VARMINT_1 search_threat 524288 
0291: set_actor $VARMINT_1 heed_threats 1 

:RAY2_7224
if 
8118:   not actor $VARMINT_2 dead 
jf @RAY2_7412 
if 
8119:   not car $SENTINEL1_RM2 wrecked 
jf @RAY2_7412 
01D3: actor $VARMINT_2 leave_car $SENTINEL1_RM2 

:RAY2_7264
if 
00DB:   actor $VARMINT_2 in_car $SENTINEL1_RM2 
jf @RAY2_7340 
wait 0 
if 
0119:   car $SENTINEL1_RM2 wrecked 
jf @RAY2_7310 
jump @RAY2_7795 

:RAY2_7310
if 
0118:   actor $VARMINT_2 dead 
jf @RAY2_7333 
jump @RAY2_7412 

:RAY2_7333
jump @RAY2_7264 

:RAY2_7340
if 
8118:   not actor $VARMINT_2 dead 
jf @RAY2_7412 
0162: $BLIP_V2 = create_marker_above_actor $VARMINT_2 color 1 display 2 
01B2: give_actor $VARMINT_2 weapon 4 ammo 20 
0239: actor $VARMINT_2 run_to $WH_X_RM2 $WH_Y_RM2 
011A: set_actor $VARMINT_2 search_threat 1 
011A: set_actor $VARMINT_2 search_threat 524288 
0291: set_actor $VARMINT_2 heed_threats 1 

:RAY2_7412
if 
8118:   not actor $VARMINT_3 dead 
jf @RAY2_7600 
if 
8119:   not car $SENTINEL1_RM2 wrecked 
jf @RAY2_7600 
01D3: actor $VARMINT_3 leave_car $SENTINEL1_RM2 

:RAY2_7452
if 
00DB:   actor $VARMINT_3 in_car $SENTINEL1_RM2 
jf @RAY2_7528 
wait 0 
if 
0119:   car $SENTINEL1_RM2 wrecked 
jf @RAY2_7498 
jump @RAY2_7795 

:RAY2_7498
if 
0118:   actor $VARMINT_3 dead 
jf @RAY2_7521 
jump @RAY2_7600 

:RAY2_7521
jump @RAY2_7452 

:RAY2_7528
if 
8118:   not actor $VARMINT_3 dead 
jf @RAY2_7600 
0162: $BLIP_V3 = create_marker_above_actor $VARMINT_3 color 1 display 2 
01B2: give_actor $VARMINT_3 weapon 5 ammo 80 
0239: actor $VARMINT_3 run_to 140.0 209.5 
011A: set_actor $VARMINT_3 search_threat 1 
011A: set_actor $VARMINT_3 search_threat 524288 
0291: set_actor $VARMINT_3 heed_threats 1 

:RAY2_7600
if 
8118:   not actor $VARMINT_4 dead 
jf @RAY2_7795 
if 
8119:   not car $SENTINEL1_RM2 wrecked 
jf @RAY2_7795 
01D3: actor $VARMINT_4 leave_car $SENTINEL1_RM2 

:RAY2_7640
if 
00DB:   actor $VARMINT_4 in_car $SENTINEL1_RM2 
jf @RAY2_7716 
wait 0 
if 
0119:   car $SENTINEL1_RM2 wrecked 
jf @RAY2_7686 
jump @RAY2_7795 

:RAY2_7686
if 
0118:   actor $VARMINT_4 dead 
jf @RAY2_7709 
jump @RAY2_7795 

:RAY2_7709
jump @RAY2_7640 

:RAY2_7716
if 
8118:   not actor $VARMINT_4 dead 
jf @RAY2_7795 
0162: $BLIP_V4 = create_marker_above_actor $VARMINT_4 color 1 display 2 
035F: set_actor $VARMINT_4 armour_to 100 
01B2: give_actor $VARMINT_4 weapon 10 ammo 5 
0239: actor $VARMINT_4 run_to $WH_X_RM2 $WH_Y_RM2 
011A: set_actor $VARMINT_4 search_threat 1 
011A: set_actor $VARMINT_4 search_threat 524288 
0291: set_actor $VARMINT_4 heed_threats 1 

:RAY2_7795
0164: disable_marker $BLIP_SENTINEL1 
$SENTINEL_BAILOUT = 1 // $ = int 

:RAY2_7807
if and
  $PERENIAL_BAILOUT == 0 // $ == int 
  $FLAG_PERENIAL_ARRIVED == 1 // $ == int 
jf @RAY2_8603 
if 
8118:   not actor $VARMINT_7 dead 
jf @RAY2_8020 
if 
8119:   not car $PERENIAL1_RM2 wrecked 
jf @RAY2_8020 
01D3: actor $VARMINT_7 leave_car $PERENIAL1_RM2 

:RAY2_7872
if 
00DB:   actor $VARMINT_7 in_car $PERENIAL1_RM2 
jf @RAY2_7948 
wait 0 
if 
0119:   car $PERENIAL1_RM2 wrecked 
jf @RAY2_7918 
jump @RAY2_8591 

:RAY2_7918
if 
0118:   actor $VARMINT_7 dead 
jf @RAY2_7941 
jump @RAY2_8020 

:RAY2_7941
jump @RAY2_7872 

:RAY2_7948
if 
8118:   not actor $VARMINT_7 dead 
jf @RAY2_8020 
0162: $BLIP_V7 = create_marker_above_actor $VARMINT_7 color 1 display 2 
01B2: give_actor $VARMINT_7 weapon 4 ammo 10 
0239: actor $VARMINT_7 run_to $WH_X_RM2 $WH_Y_RM2 
011A: set_actor $VARMINT_7 search_threat 1 
011A: set_actor $VARMINT_7 search_threat 524288 
0291: set_actor $VARMINT_7 heed_threats 1 

:RAY2_8020
if 
8118:   not actor $VARMINT_8 dead 
jf @RAY2_8208 
if 
8119:   not car $PERENIAL1_RM2 wrecked 
jf @RAY2_8208 
01D3: actor $VARMINT_8 leave_car $PERENIAL1_RM2 

:RAY2_8060
if 
00DB:   actor $VARMINT_8 in_car $PERENIAL1_RM2 
jf @RAY2_8136 
wait 0 
if 
0119:   car $PERENIAL1_RM2 wrecked 
jf @RAY2_8106 
jump @RAY2_8591 

:RAY2_8106
if 
0118:   actor $VARMINT_8 dead 
jf @RAY2_8129 
jump @RAY2_8208 

:RAY2_8129
jump @RAY2_8060 

:RAY2_8136
if 
8118:   not actor $VARMINT_8 dead 
jf @RAY2_8208 
0162: $BLIP_V8 = create_marker_above_actor $VARMINT_8 color 1 display 2 
01B2: give_actor $VARMINT_8 weapon 5 ammo 45 
0239: actor $VARMINT_8 run_to 129.6875 199.75 
011A: set_actor $VARMINT_8 search_threat 1 
011A: set_actor $VARMINT_8 search_threat 524288 
0291: set_actor $VARMINT_8 heed_threats 1 

:RAY2_8208
if 
8118:   not actor $VARMINT_9 dead 
jf @RAY2_8396 
if 
8119:   not car $PERENIAL1_RM2 wrecked 
jf @RAY2_8396 
01D3: actor $VARMINT_9 leave_car $PERENIAL1_RM2 

:RAY2_8248
if 
00DB:   actor $VARMINT_9 in_car $PERENIAL1_RM2 
jf @RAY2_8324 
wait 0 
if 
0119:   car $PERENIAL1_RM2 wrecked 
jf @RAY2_8294 
jump @RAY2_8591 

:RAY2_8294
if 
0118:   actor $VARMINT_9 dead 
jf @RAY2_8317 
jump @RAY2_8396 

:RAY2_8317
jump @RAY2_8248 

:RAY2_8324
if 
8118:   not actor $VARMINT_9 dead 
jf @RAY2_8396 
0162: $BLIP_V9 = create_marker_above_actor $VARMINT_9 color 1 display 2 
01B2: give_actor $VARMINT_9 weapon 2 ammo 30 
0239: actor $VARMINT_9 run_to $WH_X_RM2 $WH_Y_RM2 
011A: set_actor $VARMINT_9 search_threat 1 
011A: set_actor $VARMINT_9 search_threat 524288 
0291: set_actor $VARMINT_9 heed_threats 1 

:RAY2_8396
if 
8118:   not actor $VARMINT_10 dead 
jf @RAY2_8591 
if 
8119:   not car $PERENIAL1_RM2 wrecked 
jf @RAY2_8591 
01D3: actor $VARMINT_10 leave_car $PERENIAL1_RM2 

:RAY2_8436
if 
00DB:   actor $VARMINT_10 in_car $PERENIAL1_RM2 
jf @RAY2_8512 
wait 0 
if 
0119:   car $PERENIAL1_RM2 wrecked 
jf @RAY2_8482 
jump @RAY2_8591 

:RAY2_8482
if 
0118:   actor $VARMINT_10 dead 
jf @RAY2_8505 
jump @RAY2_8591 

:RAY2_8505
jump @RAY2_8436 

:RAY2_8512
if 
8118:   not actor $VARMINT_10 dead 
jf @RAY2_8591 
0162: $BLIP_V10 = create_marker_above_actor $VARMINT_10 color 1 display 2 
01B2: give_actor $VARMINT_10 weapon 4 ammo 20 
035F: set_actor $VARMINT_10 armour_to 100 
0239: actor $VARMINT_10 run_to $WH_X_RM2 $WH_Y_RM2 
011A: set_actor $VARMINT_10 search_threat 1 
011A: set_actor $VARMINT_10 search_threat 524288 
0291: set_actor $VARMINT_10 heed_threats 1 

:RAY2_8591
0164: disable_marker $BLIP_PERENIAL1 
$PERENIAL_BAILOUT = 1 // $ = int 

:RAY2_8603
return 

:RAY2_8605
if 
  $FLAG_SENTINEL_CREATED == 1 // $ == int 
jf @RAY2_8835 
if 
  $FLAG_V1_DEAD == 0 // $ == int 
jf @RAY2_8676 
if 
0118:   actor $VARMINT_1 dead 
jf @RAY2_8676 
$FLAG_V1_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V1 

:RAY2_8676
if 
  $FLAG_V2_DEAD == 0 // $ == int 
jf @RAY2_8729 
if 
0118:   actor $VARMINT_2 dead 
jf @RAY2_8729 
$FLAG_V2_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V2 

:RAY2_8729
if 
  $FLAG_V3_DEAD == 0 // $ == int 
jf @RAY2_8782 
if 
0118:   actor $VARMINT_3 dead 
jf @RAY2_8782 
$FLAG_V3_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V3 

:RAY2_8782
if 
  $FLAG_V4_DEAD == 0 // $ == int 
jf @RAY2_8835 
if 
0118:   actor $VARMINT_4 dead 
jf @RAY2_8835 
$FLAG_V4_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V4 

:RAY2_8835
if 
  $FLAG_STALLION_CREATED == 1 // $ == int 
jf @RAY2_8959 
if 
  $FLAG_V5_DEAD == 0 // $ == int 
jf @RAY2_8906 
if 
0118:   actor $VARMINT_5 dead 
jf @RAY2_8906 
$FLAG_V5_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V5 

:RAY2_8906
if 
  $FLAG_V6_DEAD == 0 // $ == int 
jf @RAY2_8959 
if 
0118:   actor $VARMINT_6 dead 
jf @RAY2_8959 
$FLAG_V6_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V6 

:RAY2_8959
if 
  $FLAG_PERENIAL_CREATED == 1 // $ == int 
jf @RAY2_9189 
if 
  $FLAG_V7_DEAD == 0 // $ == int 
jf @RAY2_9030 
if 
0118:   actor $VARMINT_7 dead 
jf @RAY2_9030 
$FLAG_V7_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V7 

:RAY2_9030
if 
  $FLAG_V8_DEAD == 0 // $ == int 
jf @RAY2_9083 
if 
0118:   actor $VARMINT_8 dead 
jf @RAY2_9083 
$FLAG_V8_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V8 

:RAY2_9083
if 
  $FLAG_V9_DEAD == 0 // $ == int 
jf @RAY2_9136 
if 
0118:   actor $VARMINT_9 dead 
jf @RAY2_9136 
$FLAG_V9_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V9 

:RAY2_9136
if 
  $FLAG_V10_DEAD == 0 // $ == int 
jf @RAY2_9189 
if 
0118:   actor $VARMINT_10 dead 
jf @RAY2_9189 
$FLAG_V10_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V10 

:RAY2_9189
if 
  $FLAG_SNEAKY_1 == 1 // $ == int 
jf @RAY2_9260 
if 
  $FLAG_V11_DEAD == 0 // $ == int 
jf @RAY2_9260 
if 
0118:   actor $VARMINT_11 dead 
jf @RAY2_9260 
$FLAG_V11_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V11 

:RAY2_9260
if 
  $FLAG_SNEAKY_2 == 1 // $ == int 
jf @RAY2_9331 
if 
  $FLAG_V12_DEAD == 0 // $ == int 
jf @RAY2_9331 
if 
0118:   actor $VARMINT_12 dead 
jf @RAY2_9331 
$FLAG_V12_DEAD = 1 // $ = int 
$COUNTER_DEAD_VARMINTS += 1 // $ += int 
0164: disable_marker $BLIP_V12 

:RAY2_9331
return 

:RAY2_9333
if 
  $FLAG_M16_GONE == 0 // $ == int 
jf @RAY2_9381 
if 
0214:   pickup $PHILS_M16 picked_up 
jf @RAY2_9381 
01B8: set_player $PLAYER_CHAR armed_weapon_to 6 
$FLAG_M16_GONE = 1 // $ = int 

:RAY2_9381
if 
  $FLAG_UZI_GONE == 0 // $ == int 
jf @RAY2_9429 
if 
0214:   pickup $PHILS_UZI picked_up 
jf @RAY2_9429 
01B8: set_player $PLAYER_CHAR armed_weapon_to 3 
$FLAG_UZI_GONE = 1 // $ = int 

:RAY2_9429
if 
  $FLAG_ROCKET_GONE == 0 // $ == int 
jf @RAY2_9477 
if 
0214:   pickup $PHILS_ROCKET picked_up 
jf @RAY2_9477 
01B8: set_player $PLAYER_CHAR armed_weapon_to 8 
$FLAG_ROCKET_GONE = 1 // $ = int 

:RAY2_9477
if 
  $FLAG_SHOTGUN_GONE == 0 // $ == int 
jf @RAY2_9525 
if 
0214:   pickup $PHILS_SHOTGUN picked_up 
jf @RAY2_9525 
01B8: set_player $PLAYER_CHAR armed_weapon_to 4 
$FLAG_SHOTGUN_GONE = 1 // $ = int 

:RAY2_9525
if 
  $FLAG_MOLOTOV_GONE == 0 // $ == int 
jf @RAY2_9573 
if 
0214:   pickup $PHILS_MOLOTOV picked_up 
jf @RAY2_9573 
01B8: set_player $PLAYER_CHAR armed_weapon_to 10 
$FLAG_MOLOTOV_GONE = 1 // $ = int 

:RAY2_9573
return 

:RAY2_9575
0164: disable_marker $BLIP_V1 
0164: disable_marker $BLIP_V2 
0164: disable_marker $BLIP_V3 
0164: disable_marker $BLIP_V4 
0164: disable_marker $BLIP_V5 
0164: disable_marker $BLIP_V6 
0164: disable_marker $BLIP_V7 
0164: disable_marker $BLIP_V8 
0164: disable_marker $BLIP_V9 
0164: disable_marker $BLIP_V10 
0164: disable_marker $BLIP_V11 
0164: disable_marker $BLIP_V12 
return 

//-------------Mission 56---------------
// Originally: Evidence Dash

:RAY3
gosub @RAY3_36 
if 
  wasted_or_busted 
jf @RAY3_27 
gosub @RAY3_4624 

:RAY3_27
gosub @RAY3_4731 
terminate_this_script 

:RAY3_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 1 // $ = int 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'RAY3' 
$IA_START_X = -53.0 // $ = float 
$IA_START_Y = -1380.5 // $ = float 
$IA_START_Z = 26.0 // $ = float 
$AMOUNT_DAMAGE_IA_DROP_EVIDENCE = 1 // $ = int 
$WANTED_LEVEL_CHANGE = 1 // $ = int 
$DROP_ONE_FLAG = 0 // $ = int 
$DROP_EVIDENCE = 0 // $ = int 
$GREEN = 250 // $ = int 
$RED = 0 // $ = int 
$RED_INCREASE_FLAG = 0 // $ = int 
$RED_DECREASE_FLAG = 0 // $ = int 
$GREEN_INCREASE_FLAG = 0 // $ = int 
$GREEN_DECREASE_FLAG = 0 // $ = int 
$TIMERA_RESET_FLAG = 0 // $ = int 
$IA_HAVE_EVIDENCE_FLAG = 0 // $ = int 
$TEMPORARY_HEALTH_VAR = 0 // $ = int 
$IA_CAR_PREVIOUS_HEALTH = 0 // $ = int 
$IA_CAR_CURRENT_HEALTH = 0 // $ = int 
$AMOUNT_OF_EVIDENCE_PLAYER_HAS = 0 // $ = int 
$GET_COORDS_FLAG = 0 // $ = int 
$TIMERC_RESET_FLAG_R3 = 0 // $ = int 
$TIMERD_RESET_FLAG_R3 = 0 // $ = int 
$TIMERD_CURRENT_R3 = 0 // $ = int 
$TIMERD_STARTED_R3 = 0 // $ = int 
$TIMERD_R3 = 0 // $ = int 
$TIMER_FOR_SPEED = 0 // $ = int 
$RESET_FOR_TIMER = 0 // $ = int 
$OBJECT_CURRENT_COORDS_X = 0.0 // $ = float 
$OBJECT_CURRENT_COORDS_Y = 0.0 // $ = float 
$OBJECT_CURRENT_COORDS_Z = 0.0 // $ = float 
023C: load_special_actor 1 'RAY' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'RAYH' 
0247: request_model #TOILET 
038B: load_requested_models 

:RAY3_335
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #TOILET available 
jf @RAY3_376 
wait 0 
jump @RAY3_335 

:RAY3_376
0395: clear_area 1 at 39.0 -723.5 22.0 range 1.0 
0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
02E4: load_cutscene_data 'R3_ED' 
0244: set_cutscene_pos 39.375 -726.625 21.6875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_RAY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_RAY 'RAY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_RAYHEAD from_head #CUTOBJ02 and_body $CS_RAY 
02F5: set_head_anim $CS_RAYHEAD 'RAY' 
fade 1 1500 
041D: set_camera_near_clip 0.1875 
02E7: start_cutscene 
03AF: set_streaming 0 
02E8: $CS_TIME = cutscenetime 

:RAY3_546
if 
  10381 > $CS_TIME // int > $ 
jf @RAY3_581 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY3_546 

:RAY3_581
00BC: text_highpriority 'RM3_A' time 10000 1  // I know a real important man in town, a soft touch,

:RAY3_596
if 
  13529 > $CS_TIME // int > $ 
jf @RAY3_631 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY3_596 

:RAY3_631
00BC: text_highpriority 'RM3_H' time 10000 1  // with shall we say, exotic tastes and the money to indulge them.

:RAY3_646
if 
  17950 > $CS_TIME // int > $ 
jf @RAY3_681 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY3_646 

:RAY3_681
00BC: text_highpriority 'RM3_B' time 10000 1  // He's involved in a legal matter and the prosecution has some rather embarrassing photos of him

:RAY3_696
if 
  23502 > $CS_TIME // int > $ 
jf @RAY3_731 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY3_696 

:RAY3_731
00BC: text_highpriority 'RM3_C' time 10000 1  // at a morgue party or something.

:RAY3_746
if 
  26180 > $CS_TIME // int > $ 
jf @RAY3_781 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY3_746 

:RAY3_781
00BC: text_highpriority 'RM3_D' time 10000 1  // The evidence is being driven across town.

:RAY3_796
if 
  29179 > $CS_TIME // int > $ 
jf @RAY3_831 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY3_796 

:RAY3_831
00BC: text_highpriority 'RM3_E' time 10000 1  // You are going to have to ram that car and collect each little bit of evidence as it falls out.

:RAY3_846
if 
  34865 > $CS_TIME // int > $ 
jf @RAY3_883 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY3_846 

:RAY3_883
00BC: text_highpriority 'RM3_F' time 10000 1  // When you've got it all, leave it in the car and torch it.

:RAY3_898
if 
  39290 > $CS_TIME // int > $ 
jf @RAY3_935 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY3_898 

:RAY3_935
00BC: text_highpriority 'RM3_G' time 10000 1  // We're both gonna do pretty well outta this kid.

:RAY3_950
if 
  41666 > $CS_TIME // int > $ 
jf @RAY3_987 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY3_950 

:RAY3_987
fade 0 1500 

:RAY3_994
if 
82E9:   not cutscene_reached_end 
jf @RAY3_1018 
wait 0 
jump @RAY3_994 

:RAY3_1018
00BE: text_clear_all 

:RAY3_1020
if 
  fading 
jf @RAY3_1044 
wait 0 
jump @RAY3_1020 

:RAY3_1044
02EA: end_cutscene 
fade 0 0 
041D: set_camera_near_clip 0.875 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0249: release_model #TOILET 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0247: request_model #FILES 
0247: request_model #BOBCAT 
0247: request_model #B_MAN3 
038B: load_requested_models 

:RAY3_1101
if or
8248:   not model #BOBCAT available 
8248:   not model #B_MAN3 available 
8248:   not model #FILES available 
jf @RAY3_1136 
wait 0 
jump @RAY3_1101 

:RAY3_1136
fade 1 1500 
03AF: set_streaming 1 
$RAYS_CUTSCENE_FLAG = 0 // $ = int 

:RAY3_1154
if 
  fading 
jf @RAY3_1178 
wait 0 
jump @RAY3_1154 

:RAY3_1178
00A5: $IA_CAR_RM3 = create_car #BOBCAT at $IA_START_X $IA_START_Y $IA_START_Z 
0428: set_car $IA_CAR_RM3 avoid_level_transitions 1 
039C: set_car $IA_CAR_RM3 watertight 1 
0129: $IA_CAR_DRIVER_1 = create_actor 4 #B_MAN3 in_car $IA_CAR_RM3 driverseat 
039E: set_actor $IA_CAR_DRIVER_1 locked_while_in_vehicle 1 
02AA: set_car $IA_CAR_RM3 immune_to_nonplayer 1 
03ED: set_car $IA_CAR_RM3 not_damaged_when_upside_down 1 
02AC: set_car $IA_CAR_RM3 immunities 1 1 1 0 1 
00AD: set_car $IA_CAR_RM3 max_speed_to 20.0 
00AE: set_vehicle $IA_CAR_RM3 traffic_behavior_to 2 
00A8: set_car $IA_CAR_RM3 to_psycho_driver 
0186: $PROSECUTION_CAR_BLIP = create_marker_above_car $IA_CAR_RM3 
020A: set_car $IA_CAR_RM3 door_status_to 2 
if 
  $ONMISSION == 0 // $ == int 
jf @RAY3_1317 
0187: $RAYS_EVIDENCE_BLIP = create_marker_above_actor $IA_CAR_DRIVER_1 

:RAY3_1317
00AA: store_car $IA_CAR_RM3 position_to $CAR_STUCK_X $CAR_STUCK_Y $CAR_STUCK_Z 
00AA: store_car $IA_CAR_RM3 position_to $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
$IA_CAR_Z += 3.0 // $ += float 
0107: $EVIDENCE_1 = create_object #FILES at $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
$IA_CAR_Z += 1.0 // $ += float 
0107: $EVIDENCE_2 = create_object #FILES at $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
$IA_CAR_Z += 1.0 // $ += float 
0107: $EVIDENCE_3 = create_object #FILES at $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
$IA_CAR_Z += 1.0 // $ += float 
0107: $EVIDENCE_4 = create_object #FILES at $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
$IA_CAR_Z += 1.0 // $ += float 
0107: $EVIDENCE_5 = create_object #FILES at $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
$IA_CAR_Z += 1.0 // $ += float 
0107: $EVIDENCE_6 = create_object #FILES at $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
0382: set_object $EVIDENCE_1 collision_detection 0 
0382: set_object $EVIDENCE_2 collision_detection 0 
0382: set_object $EVIDENCE_3 collision_detection 0 
0382: set_object $EVIDENCE_4 collision_detection 0 
0382: set_object $EVIDENCE_5 collision_detection 0 
0382: set_object $EVIDENCE_6 collision_detection 0 
035C: place_object $EVIDENCE_1 relative_to_car $IA_CAR_RM3 offset 0.25 -1.6875 -0.0625 
035C: place_object $EVIDENCE_2 relative_to_car $IA_CAR_RM3 offset 0.25 -1.1875 -0.0625 
035C: place_object $EVIDENCE_3 relative_to_car $IA_CAR_RM3 offset -0.25 -1.1875 -0.0625 
035C: place_object $EVIDENCE_4 relative_to_car $IA_CAR_RM3 offset 0.25 -0.6875 -0.0625 
035C: place_object $EVIDENCE_5 relative_to_car $IA_CAR_RM3 offset -0.25 -0.6875 -0.0625 
035C: place_object $EVIDENCE_6 relative_to_car $IA_CAR_RM3 offset -0.25 -1.6875 -0.0625 
$IA_HAVE_EVIDENCE_FLAG = 1 // $ = int 

:RAY3_1646
wait 0 
if 
0119:   car $IA_CAR_RM3 wrecked 
jf @RAY3_1852 
if 
02BF:   car $IA_CAR_RM3 sunk 
jf @RAY3_1845 
if 
81FC:   not player $PLAYER_CHAR near_car $IA_CAR_RM3 radius 50.0 50.0 0 
jf @RAY3_1816 
if 
82CA:   not car $IA_CAR_RM3 bounding_sphere_visible 
jf @RAY3_1809 
00AA: store_car $IA_CAR_RM3 position_to $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
03D3: point $IA_CAR_X $IA_CAR_Y $IA_CAR_Z get_nearby_vector $IA_CAR_X $IA_CAR_Y $IA_CAR_Z $WARP_HEADING 
if 
80C2:   not sphere_onscreen $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 3.0 
jf @RAY3_1809 
00AB: put_car $IA_CAR_RM3 at $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
0175: set_car $IA_CAR_RM3 z_angle_to $WARP_HEADING 

:RAY3_1809
jump @RAY3_1838 

:RAY3_1816
00BC: text_highpriority 'RM3_6' time 5000 1  // ~r~The photos will be washed up all over Liberty!
jump @RAY3_4624 

:RAY3_1838
jump @RAY3_1852 

:RAY3_1845
jump @RAY3_4641 

:RAY3_1852
if and
01F4:   car $IA_CAR_RM3 flipped 
01C1:   car $IA_CAR_RM3 stopped 
jf @RAY3_2005 
if 
82CA:   not car $IA_CAR_RM3 bounding_sphere_visible 
jf @RAY3_1980 
00AA: store_car $IA_CAR_RM3 position_to $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
03D3: point $IA_CAR_X $IA_CAR_Y $IA_CAR_Z get_nearby_vector $IA_CAR_X $IA_CAR_Y $IA_CAR_Z $WARP_HEADING 
if 
80C2:   not sphere_onscreen $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 3.0 
jf @RAY3_1973 
00AB: put_car $IA_CAR_RM3 at $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
0175: set_car $IA_CAR_RM3 z_angle_to $WARP_HEADING 

:RAY3_1973
jump @RAY3_2005 

:RAY3_1980
if 
   not $DROP_EVIDENCE == 6 // $ == int 
jf @RAY3_2005 
gosub @RAY3_4777 

:RAY3_2005
if 
  $TIMERA_RESET_FLAG == 1 // $ == int 
jf @RAY3_2046 
if 
81C1:   not car $IA_CAR_RM3 stopped 
jf @RAY3_2046 
$TIMERA_RESET_FLAG = 0 // $ = int 

:RAY3_2046
if 
01C1:   car $IA_CAR_RM3 stopped 
jf @RAY3_2259 
if 
  $TIMERA_RESET_FLAG == 0 // $ == int 
jf @RAY3_2094 
TIMERA = 0 // @ = int 
$TIMERA_RESET_FLAG = 1 // $ = int 

:RAY3_2094
if and
  TIMERA > 5000 // @ > int 
  $TIMERA_RESET_FLAG == 1 // $ == int 
jf @RAY3_2259 
if 
82CA:   not car $IA_CAR_RM3 bounding_sphere_visible 
jf @RAY3_2234 
00AA: store_car $IA_CAR_RM3 position_to $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
03D3: point $IA_CAR_X $IA_CAR_Y $IA_CAR_Z get_nearby_vector $IA_CAR_X $IA_CAR_Y $IA_CAR_Z $WARP_HEADING 
if 
80C2:   not sphere_onscreen $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 4.0 
jf @RAY3_2227 
00AB: put_car $IA_CAR_RM3 at $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
0175: set_car $IA_CAR_RM3 z_angle_to $WARP_HEADING 
$TIMERA_RESET_FLAG = 0 // $ = int 

:RAY3_2227
jump @RAY3_2259 

:RAY3_2234
if 
   not $DROP_EVIDENCE == 6 // $ == int 
jf @RAY3_2259 
gosub @RAY3_4777 

:RAY3_2259
if 
01AF:   car $IA_CAR_RM3 0 $CAR_STUCK_X $CAR_STUCK_Y $CAR_STUCK_Z radius 4.0 4.0 4.0 
jf @RAY3_2553 
if 
  $TIMERC_RESET_FLAG_R3 == 0 // $ == int 
jf @RAY3_2325 
01BD: $TIMERC_STARTED_R3 = current_time_in_ms 
$TIMERC_RESET_FLAG_R3 = 1 // $ = int 

:RAY3_2325
if 
  $TIMERC_RESET_FLAG_R3 == 1 // $ == int 
jf @RAY3_2553 
01BD: $TIMERC_CURRENT_R3 = current_time_in_ms 
0084: $TIMERC_R3 = $TIMERC_CURRENT_R3 // $ = $ int 
0060: $TIMERC_R3 -= $TIMERC_STARTED_R3 // $ -= $ int 
if 
  $TIMERC_R3 > 8000 // $ > int 
jf @RAY3_2553 
if 
82CA:   not car $IA_CAR_RM3 bounding_sphere_visible 
jf @RAY3_2528 
00AA: store_car $IA_CAR_RM3 position_to $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
03D3: point $IA_CAR_X $IA_CAR_Y $IA_CAR_Z get_nearby_vector $IA_CAR_X $IA_CAR_Y $IA_CAR_Z $WARP_HEADING 
if 
838A:   not car_in_cube $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 4.0 4.0 4.0 
jf @RAY3_2521 
if 
80C2:   not sphere_onscreen $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 4.0 
jf @RAY3_2521 
00AB: put_car $IA_CAR_RM3 at $IA_CAR_X $IA_CAR_Y $IA_CAR_Z 
0175: set_car $IA_CAR_RM3 z_angle_to $WARP_HEADING 
$TIMERC_RESET_FLAG_R3 = 0 // $ = int 

:RAY3_2521
jump @RAY3_2553 

:RAY3_2528
if 
   not $DROP_EVIDENCE == 6 // $ == int 
jf @RAY3_2553 
gosub @RAY3_4777 

:RAY3_2553
if 
81AF:   not car $IA_CAR_RM3 0 $CAR_STUCK_X $CAR_STUCK_Y $CAR_STUCK_Z radius 4.0 4.0 4.0 
jf @RAY3_2610 
00AA: store_car $IA_CAR_RM3 position_to $CAR_STUCK_X $CAR_STUCK_Y $CAR_STUCK_Z 
$TIMERC_RESET_FLAG_R3 = 0 // $ = int 

:RAY3_2610
01BD: $TIMER_FOR_SPEED = current_time_in_ms 
0060: $TIMER_FOR_SPEED -= $RESET_FOR_TIMER // $ -= $ int 
if 
  $TIMER_FOR_SPEED > 1000 // $ > int 
jf @RAY3_2823 
01BD: $RESET_FOR_TIMER = current_time_in_ms 
if 
01FC:   player $PLAYER_CHAR near_car $IA_CAR_RM3 radius 20.0 20.0 0 
jf @RAY3_2689 
00AD: set_car $IA_CAR_RM3 max_speed_to 50.0 
jump @RAY3_2823 

:RAY3_2689
if 
01FC:   player $PLAYER_CHAR near_car $IA_CAR_RM3 radius 50.0 50.0 0 
jf @RAY3_2731 
00AD: set_car $IA_CAR_RM3 max_speed_to 41.0 
jump @RAY3_2823 

:RAY3_2731
if 
01FC:   player $PLAYER_CHAR near_car $IA_CAR_RM3 radius 90.0 90.0 0 
jf @RAY3_2773 
00AD: set_car $IA_CAR_RM3 max_speed_to 34.0 
jump @RAY3_2823 

:RAY3_2773
if 
01FC:   player $PLAYER_CHAR near_car $IA_CAR_RM3 radius 130.0 130.0 0 
jf @RAY3_2815 
00AD: set_car $IA_CAR_RM3 max_speed_to 28.0 
jump @RAY3_2823 

:RAY3_2815
00AD: set_car $IA_CAR_RM3 max_speed_to 20.0 

:RAY3_2823
if 
  $IA_HAVE_EVIDENCE_FLAG == 0 // $ == int 
jf @RAY3_3017 
if 
  TIMERB > 500 // @ > int 
jf @RAY3_2903 
if 
00F5:   player $PLAYER_CHAR 0 $OBJECT_CURRENT_COORDS_X $OBJECT_CURRENT_COORDS_Y $OBJECT_CURRENT_COORDS_Z radius 1.5 1.5 1.5 
jf @RAY3_2903 
gosub @RAY3_5070 

:RAY3_2903
if 
  TIMERB > 10000 // @ > int 
jf @RAY3_2959 
if 
00E3:   player $PLAYER_CHAR 0 $OBJECT_CURRENT_COORDS_X $OBJECT_CURRENT_COORDS_Y radius 1.5 1.5 
jf @RAY3_2959 
gosub @RAY3_5070 

:RAY3_2959
if 
  TIMERB > 120000 // @ > int 
jf @RAY3_3017 
if 
00E3:   player $PLAYER_CHAR 0 $OBJECT_CURRENT_COORDS_X $OBJECT_CURRENT_COORDS_Y radius 30.0 30.0 
jf @RAY3_3017 
gosub @RAY3_5070 

:RAY3_3017
0084: $IA_CAR_PREVIOUS_HEALTH = $IA_CAR_CURRENT_HEALTH // $ = $ int 
0227: $IA_CAR_CURRENT_HEALTH = car $IA_CAR_RM3 health 
if 
  $IA_HAVE_EVIDENCE_FLAG == 1 // $ == int 
jf @RAY3_3162 
if 
020D:   car $IA_CAR_RM3 flipped 
jf @RAY3_3162 
0084: $TEMPORARY_HEALTH_VAR = $IA_CAR_PREVIOUS_HEALTH // $ = $ int 
0060: $TEMPORARY_HEALTH_VAR -= $AMOUNT_DAMAGE_IA_DROP_EVIDENCE // $ -= $ int 
if 
001C:   $TEMPORARY_HEALTH_VAR > $IA_CAR_CURRENT_HEALTH // $ > $ int 
jf @RAY3_3162 
00BC: text_highpriority 'RM3_4' time 3000 1  // ~g~The Prosecution has dropped the evidence!
0224: set_car $IA_CAR_RM3 health_to 1000 
$IA_CAR_CURRENT_HEALTH = 1000 // $ = int 
$IA_CAR_PREVIOUS_HEALTH = 1000 // $ = int 
$IA_HAVE_EVIDENCE_FLAG = 0 // $ = int 
$DROP_ONE_FLAG = 0 // $ = int 
$GET_COORDS_FLAG = 1 // $ = int 

:RAY3_3162
if and
  $IA_HAVE_EVIDENCE_FLAG == 0 // $ == int 
  $DROP_ONE_FLAG == 0 // $ == int 
jf @RAY3_3731 
$DROP_EVIDENCE += 1 // $ += int 
0164: disable_marker $RAYS_EVIDENCE_BLIP 
if 
  $DROP_EVIDENCE == 1 // $ == int 
jf @RAY3_3304 
035C: place_object $EVIDENCE_1 relative_to_car $IA_CAR_RM3 offset 0.25 -1.6875 0.1875 
0188: $RAYS_EVIDENCE_BLIP = create_marker_above_object $EVIDENCE_1 
0382: set_object $EVIDENCE_1 collision_detection 1 
0392: object $EVIDENCE_1 toggle_in_moving_list 1 
038C: object $EVIDENCE_1 scatter 0.0 0.0 16.0 
035D: make_object $EVIDENCE_1 targetable 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
00AD: set_car $IA_CAR_RM3 max_speed_to 100.0 
00AE: set_vehicle $IA_CAR_RM3 traffic_behavior_to 2 
TIMERB = 0 // @ = int 

:RAY3_3304
if 
  $DROP_EVIDENCE == 2 // $ == int 
jf @RAY3_3387 
035C: place_object $EVIDENCE_2 relative_to_car $IA_CAR_RM3 offset 0.25 -1.1875 0.1875 
0188: $RAYS_EVIDENCE_BLIP = create_marker_above_object $EVIDENCE_2 
0382: set_object $EVIDENCE_2 collision_detection 1 
0392: object $EVIDENCE_2 toggle_in_moving_list 1 
038C: object $EVIDENCE_2 scatter 0.0 0.0 16.0 
035D: make_object $EVIDENCE_2 targetable 
TIMERB = 0 // @ = int 

:RAY3_3387
if 
  $DROP_EVIDENCE == 3 // $ == int 
jf @RAY3_3470 
035C: place_object $EVIDENCE_3 relative_to_car $IA_CAR_RM3 offset -0.25 -1.1875 0.1875 
0188: $RAYS_EVIDENCE_BLIP = create_marker_above_object $EVIDENCE_3 
0382: set_object $EVIDENCE_3 collision_detection 1 
0392: object $EVIDENCE_3 toggle_in_moving_list 1 
038C: object $EVIDENCE_3 scatter 0.0 0.0 16.0 
035D: make_object $EVIDENCE_3 targetable 
TIMERB = 0 // @ = int 

:RAY3_3470
if 
  $DROP_EVIDENCE == 4 // $ == int 
jf @RAY3_3553 
035C: place_object $EVIDENCE_4 relative_to_car $IA_CAR_RM3 offset 0.25 -0.6875 0.1875 
0188: $RAYS_EVIDENCE_BLIP = create_marker_above_object $EVIDENCE_4 
0382: set_object $EVIDENCE_4 collision_detection 1 
0392: object $EVIDENCE_4 toggle_in_moving_list 1 
038C: object $EVIDENCE_4 scatter 0.0 0.0 16.0 
035D: make_object $EVIDENCE_4 targetable 
TIMERB = 0 // @ = int 

:RAY3_3553
if 
  $DROP_EVIDENCE == 5 // $ == int 
jf @RAY3_3636 
035C: place_object $EVIDENCE_5 relative_to_car $IA_CAR_RM3 offset -0.25 -0.6875 0.1875 
0188: $RAYS_EVIDENCE_BLIP = create_marker_above_object $EVIDENCE_5 
0382: set_object $EVIDENCE_5 collision_detection 1 
0392: object $EVIDENCE_5 toggle_in_moving_list 1 
038C: object $EVIDENCE_5 scatter 0.0 0.0 16.0 
035D: make_object $EVIDENCE_5 targetable 
TIMERB = 0 // @ = int 

:RAY3_3636
if 
  $DROP_EVIDENCE == 6 // $ == int 
jf @RAY3_3724 
035C: place_object $EVIDENCE_6 relative_to_car $IA_CAR_RM3 offset -0.25 -1.6875 0.1875 
0188: $RAYS_EVIDENCE_BLIP = create_marker_above_object $EVIDENCE_6 
0382: set_object $EVIDENCE_6 collision_detection 1 
0392: object $EVIDENCE_6 toggle_in_moving_list 1 
038C: object $EVIDENCE_6 scatter 0.0 0.0 16.0 
035D: make_object $EVIDENCE_6 targetable 
0164: disable_marker $PROSECUTION_CAR_BLIP 
TIMERB = 0 // @ = int 

:RAY3_3724
$DROP_ONE_FLAG = 1 // $ = int 

:RAY3_3731
if 
  $GET_COORDS_FLAG == 1 // $ == int 
jf @RAY3_3941 
if 
  $DROP_EVIDENCE == 1 // $ == int 
jf @RAY3_3781 
01BB: store_object $EVIDENCE_1 position_to $OBJECT_CURRENT_COORDS_X $OBJECT_CURRENT_COORDS_Y $OBJECT_CURRENT_COORDS_Z 

:RAY3_3781
if 
  $DROP_EVIDENCE == 2 // $ == int 
jf @RAY3_3813 
01BB: store_object $EVIDENCE_2 position_to $OBJECT_CURRENT_COORDS_X $OBJECT_CURRENT_COORDS_Y $OBJECT_CURRENT_COORDS_Z 

:RAY3_3813
if 
  $DROP_EVIDENCE == 3 // $ == int 
jf @RAY3_3845 
01BB: store_object $EVIDENCE_3 position_to $OBJECT_CURRENT_COORDS_X $OBJECT_CURRENT_COORDS_Y $OBJECT_CURRENT_COORDS_Z 

:RAY3_3845
if 
  $DROP_EVIDENCE == 4 // $ == int 
jf @RAY3_3877 
01BB: store_object $EVIDENCE_4 position_to $OBJECT_CURRENT_COORDS_X $OBJECT_CURRENT_COORDS_Y $OBJECT_CURRENT_COORDS_Z 

:RAY3_3877
if 
  $DROP_EVIDENCE == 5 // $ == int 
jf @RAY3_3909 
01BB: store_object $EVIDENCE_5 position_to $OBJECT_CURRENT_COORDS_X $OBJECT_CURRENT_COORDS_Y $OBJECT_CURRENT_COORDS_Z 

:RAY3_3909
if 
  $DROP_EVIDENCE == 6 // $ == int 
jf @RAY3_3941 
01BB: store_object $EVIDENCE_6 position_to $OBJECT_CURRENT_COORDS_X $OBJECT_CURRENT_COORDS_Y $OBJECT_CURRENT_COORDS_Z 

:RAY3_3941
if 
  $IA_HAVE_EVIDENCE_FLAG == 0 // $ == int 
jf @RAY3_4215 
if 
  $RED == 0 // $ == int 
jf @RAY3_3991 
$RED_DECREASE_FLAG = 0 // $ = int 
$RED_INCREASE_FLAG = 1 // $ = int 

:RAY3_3991
if 
  $RED == 250 // $ == int 
jf @RAY3_4024 
$RED_DECREASE_FLAG = 1 // $ = int 
$RED_INCREASE_FLAG = 0 // $ = int 

:RAY3_4024
if 
  $RED_INCREASE_FLAG == 1 // $ == int 
jf @RAY3_4049 
$RED += 10 // $ += int 

:RAY3_4049
if 
  $RED_DECREASE_FLAG == 1 // $ == int 
jf @RAY3_4074 
$RED -= 10 // $ -= int 

:RAY3_4074
if 
  $GREEN == 0 // $ == int 
jf @RAY3_4106 
$GREEN_DECREASE_FLAG = 0 // $ = int 
$GREEN_INCREASE_FLAG = 1 // $ = int 

:RAY3_4106
if 
  $GREEN == 250 // $ == int 
jf @RAY3_4139 
$GREEN_DECREASE_FLAG = 1 // $ = int 
$GREEN_INCREASE_FLAG = 0 // $ = int 

:RAY3_4139
if 
  $GREEN_INCREASE_FLAG == 1 // $ == int 
jf @RAY3_4164 
$GREEN += 10 // $ += int 

:RAY3_4164
if 
  $GREEN_DECREASE_FLAG == 1 // $ == int 
jf @RAY3_4189 
$GREEN -= 10 // $ -= int 

:RAY3_4189
024F: create_corona 0.5 6 0 with_color $RED $GREEN 0 at_point $OBJECT_CURRENT_COORDS_X $OBJECT_CURRENT_COORDS_Y $OBJECT_CURRENT_COORDS_Z 

:RAY3_4215
if 
  1 > $DROP_EVIDENCE // int > $ 
jf @RAY3_4250 
035C: place_object $EVIDENCE_1 relative_to_car $IA_CAR_RM3 offset 0.25 -1.6875 -0.0625 

:RAY3_4250
if 
  2 > $DROP_EVIDENCE // int > $ 
jf @RAY3_4285 
035C: place_object $EVIDENCE_2 relative_to_car $IA_CAR_RM3 offset 0.25 -1.1875 -0.0625 

:RAY3_4285
if 
  3 > $DROP_EVIDENCE // int > $ 
jf @RAY3_4320 
035C: place_object $EVIDENCE_3 relative_to_car $IA_CAR_RM3 offset -0.25 -1.1875 -0.0625 

:RAY3_4320
if 
  4 > $DROP_EVIDENCE // int > $ 
jf @RAY3_4355 
035C: place_object $EVIDENCE_4 relative_to_car $IA_CAR_RM3 offset 0.25 -0.6875 -0.0625 

:RAY3_4355
if 
  5 > $DROP_EVIDENCE // int > $ 
jf @RAY3_4390 
035C: place_object $EVIDENCE_5 relative_to_car $IA_CAR_RM3 offset -0.25 -0.6875 -0.0625 

:RAY3_4390
if 
  6 > $DROP_EVIDENCE // int > $ 
jf @RAY3_4425 
035C: place_object $EVIDENCE_6 relative_to_car $IA_CAR_RM3 offset -0.25 -1.6875 -0.0625 

:RAY3_4425
if 
  $AMOUNT_OF_EVIDENCE_PLAYER_HAS == 6 // $ == int 
jf @RAY3_4617 
0164: disable_marker $RAYS_EVIDENCE_BLIP 
00BC: text_highpriority 'RM3_1' time 5000 1  // ~g~Leave the evidence in a car then torch the car.

:RAY3_4463
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @RAY3_4490 
wait 0 
jump @RAY3_4463 

:RAY3_4490
00DA: $PLAYERS_CAR = player $PLAYER_CHAR car 

:RAY3_4498
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @RAY3_4525 
wait 0 
jump @RAY3_4498 

:RAY3_4525
if 
8119:   not car $PLAYERS_CAR wrecked 
jf @RAY3_4610 
0186: $RAYS_EVIDENCE_BLIP = create_marker_above_car $PLAYERS_CAR 
0151: remove_status_text $AMOUNT_OF_EVIDENCE_PLAYER_HAS 
00BC: text_highpriority 'RM3_7' time 5000 1  // ~g~Now torch the car!

:RAY3_4569
if 
8119:   not car $PLAYERS_CAR wrecked 
jf @RAY3_4596 
wait 0 
jump @RAY3_4569 

:RAY3_4596
jump @RAY3_4641 
jump @RAY3_4617 

:RAY3_4610
jump @RAY3_4641 

:RAY3_4617
jump @RAY3_1646 

:RAY3_4624
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:RAY3_4641
$FLAG_RAY_MISSION3_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RM3'  // 'EVIDENCE DASH'
0394: play_music 1 
030C: progress_made += 1 
02A7: $LOVE_CONTACT_BLIP = create_icon_marker_and_sphere 6 at 86.0625 -1548.688 28.25 
start_new_script @NONAME_54 
start_new_script @NONAME_57 
return 

:RAY3_4731
0164: disable_marker $RAYS_EVIDENCE_BLIP 
0164: disable_marker $PROSECUTION_CAR_BLIP 
0151: remove_status_text $AMOUNT_OF_EVIDENCE_PLAYER_HAS 
0249: release_model #BOBCAT 
0249: release_model #B_MAN3 
0249: release_model #DONKEYMAG 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 0 // $ = int 
mission_cleanup 
return 

:RAY3_4777
if 
  $TIMERD_RESET_FLAG_R3 == 0 // $ == int 
jf @RAY3_4807 
01BD: $TIMERD_STARTED_R3 = current_time_in_ms 
$TIMERD_RESET_FLAG_R3 = 1 // $ = int 

:RAY3_4807
if 
  $TIMERD_RESET_FLAG_R3 == 1 // $ == int 
jf @RAY3_5068 
01BD: $TIMERD_CURRENT_R3 = current_time_in_ms 
0084: $TIMERD_R3 = $TIMERD_CURRENT_R3 // $ = $ int 
0060: $TIMERD_R3 -= $TIMERD_STARTED_R3 // $ -= $ int 
if 
  $TIMERD_R3 > 15000 // $ > int 
jf @RAY3_5068 
00BC: text_highpriority 'RM3_8' time 5000 1  // ~r~That car is a decoy!!
0164: disable_marker $PROSECUTION_CAR_BLIP 
01C3: mark_car_as_no_longer_needed $IA_CAR_RM3 
01C2: mark_actor_as_no_longer_needed $IA_CAR_DRIVER_1 
if 
00E3:   player $PLAYER_CHAR 0 $IA_START_X $IA_START_Y radius 150.0 150.0 
jf @RAY3_4948 
00A5: $IA_CAR_RM3 = create_car #BOBCAT at 254.8125 -667.375 25.25 
jump @RAY3_4964 

:RAY3_4948
00A5: $IA_CAR_RM3 = create_car #BOBCAT at $IA_START_X $IA_START_Y $IA_START_Z 

:RAY3_4964
0129: $IA_CAR_DRIVER_1 = create_actor 4 #B_MAN3 in_car $IA_CAR_RM3 driverseat 
039C: set_car $IA_CAR_RM3 watertight 1 
039E: set_actor $IA_CAR_DRIVER_1 locked_while_in_vehicle 1 
02AA: set_car $IA_CAR_RM3 immune_to_nonplayer 1 
03ED: set_car $IA_CAR_RM3 not_damaged_when_upside_down 1 
02AC: set_car $IA_CAR_RM3 immunities 1 1 1 0 1 
00AD: set_car $IA_CAR_RM3 max_speed_to 100.0 
00AE: set_vehicle $IA_CAR_RM3 traffic_behavior_to 2 
00A8: set_car $IA_CAR_RM3 to_psycho_driver 
0186: $PROSECUTION_CAR_BLIP = create_marker_above_car $IA_CAR_RM3 
020A: set_car $IA_CAR_RM3 door_status_to 2 
0428: set_car $IA_CAR_RM3 avoid_level_transitions 1 
$TIMERD_RESET_FLAG_R3 = 0 // $ = int 

:RAY3_5068
return 

:RAY3_5070
0164: disable_marker $RAYS_EVIDENCE_BLIP 
$GET_COORDS_FLAG = 0 // $ = int 
018C: play_sound 82 at $OBJECT_CURRENT_COORDS_X $OBJECT_CURRENT_COORDS_Y $OBJECT_CURRENT_COORDS_Z 
if 
  $DROP_EVIDENCE == 1 // $ == int 
jf @RAY3_5133 
0108: destroy_object $EVIDENCE_1 
03C4: set_status_text_to $AMOUNT_OF_EVIDENCE_PLAYER_HAS 0 'COLLECT'  // COLLECTED:

:RAY3_5133
if 
  $DROP_EVIDENCE == 2 // $ == int 
jf @RAY3_5156 
0108: destroy_object $EVIDENCE_2 

:RAY3_5156
if 
  $DROP_EVIDENCE == 3 // $ == int 
jf @RAY3_5179 
0108: destroy_object $EVIDENCE_3 

:RAY3_5179
if 
  $DROP_EVIDENCE == 4 // $ == int 
jf @RAY3_5202 
0108: destroy_object $EVIDENCE_4 

:RAY3_5202
if 
  $DROP_EVIDENCE == 5 // $ == int 
jf @RAY3_5225 
0108: destroy_object $EVIDENCE_5 

:RAY3_5225
if 
  $DROP_EVIDENCE == 6 // $ == int 
jf @RAY3_5248 
0108: destroy_object $EVIDENCE_6 

:RAY3_5248
$AMOUNT_OF_EVIDENCE_PLAYER_HAS += 1 // $ += int 
01E5: text_1number_highpriority 'RM3_5' $AMOUNT_OF_EVIDENCE_PLAYER_HAS time 5000 1  // ~g~You have ~1~ of 6 evidence packages.
$IA_HAVE_EVIDENCE_FLAG = 1 // $ = int 
TIMERB = 0 // @ = int 
return 

//-------------Mission 57---------------
// Originally: Gone Fishing

:RAY4
gosub @RAY4_36 
if 
  wasted_or_busted 
jf @RAY4_27 
gosub @RAY4_9667 

:RAY4_27
gosub @RAY4_9750 
terminate_this_script 

:RAY4_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 1 // $ = int 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'RAY4' 
$MINE_CURRENT_TIMER = 0 // $ = int 
$LAST_MINE_DROPPED_TIMER = 0 // $ = int 
$TEMPORARY_TIME_MINE = 0 // $ = int 
$RANDOM_INT = 0 // $ = int 
$BOAT_SPEED_FLAG = 0 // $ = int 
$BOAT_NODE_COUNTER = 2 // $ = int 
$PARTNERS_CAR_IS_DEAD = 0 // $ = int 
$SHOOT_AT_PLAYER_FLAG = 0 // $ = int 
$GOTAWAY_TIMER_RESET_FLAG = 0 // $ = int 
$PARTNER_ON_FOOT_COUNTER = 0 // $ = int 
$PARTNER_ON_FOOT_FLAG = 0 // $ = int 
$PARTNER_ON_FOOT_COUNTER = 0 // $ = int 
$GOTO_MISSION_RAY4_FAILED = 0 // $ = int 
$TIMER_RESET_FLAG_R4 = 0 // $ = int 
$TIMERC_R4 = 0 // $ = int 
$TIMERC_CURRENT_R4 = 0 // $ = int 
$TIMERC_STARTED_R4 = 0 // $ = int 
$TIMERC_RESET_FLAG_R4 = 0 // $ = int 
$EXIT_BOAT_FLAG = 0 // $ = int 
$PARTNER_STUCK_X = 0.0 // $ = float 
$PARTNER_STUCK_Y = 0.0 // $ = float 
$PARTNER_STUCK_Z = 0.0 // $ = float 
$NODE_0_X = 1405.438 // $ = float 
$NODE_0_Y = -598.6875 // $ = float 
$NODE_1_X = 1710.063 // $ = float 
$NODE_1_Y = -371.6875 // $ = float 
$NODE_2_X = 1713.125 // $ = float 
$NODE_2_Y = -498.375 // $ = float 
$NODE_3_X = 1632.25 // $ = float 
$NODE_3_Y = -601.5 // $ = float 
$NODE_4_X = 1619.813 // $ = float 
$NODE_4_Y = -764.9375 // $ = float 
$NODE_5_X = 1653.25 // $ = float 
$NODE_5_Y = -822.375 // $ = float 
$NODE_6_X = 1681.75 // $ = float 
$NODE_6_Y = -775.25 // $ = float 
$NODE_7_X = 1682.875 // $ = float 
$NODE_7_Y = -590.4375 // $ = float 
$NODE_8_X = 1577.688 // $ = float 
$NODE_8_Y = -498.9375 // $ = float 
$NODE_9_X = 1576.313 // $ = float 
$NODE_9_Y = -361.6875 // $ = float 
$NODE_10_X = 1568.375 // $ = float 
$NODE_10_Y = -249.0 // $ = float 
$NODE_11_X = 1628.125 // $ = float 
$NODE_11_Y = -195.5625 // $ = float 
023C: load_special_actor 1 'RAY' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'RAYH' 
02F3: load_object #CUTOBJ03 'BOGDOOR' 
0247: request_model #TOILET 
038B: load_requested_models 

:RAY4_480
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #TOILET available 
jf @RAY4_526 
wait 0 
jump @RAY4_480 

:RAY4_526
0395: clear_area 1 at 39.0 -723.5 22.0 range 1.0 
0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
0363: toggle_model_render_at 47.3125 -732.0 22.8125 radius 4.0 object #TOILET_CUBICLE_DR2 0 
02E4: load_cutscene_data 'R4_GF' 
0244: set_cutscene_pos 39.375 -726.625 21.6875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_RAY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_RAY 'RAY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_RAYHEAD from_head #CUTOBJ02 and_body $CS_RAY 
02F5: set_head_anim $CS_RAYHEAD 'RAY' 
02E5: $CS_LUDOOR = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $CS_LUDOOR 'BOGDOOR' 
03AD: set_rubbish 0 
fade 1 1500 
03AF: set_streaming 1 
041D: set_camera_near_clip 0.1875 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:RAY4_740
if 
  4285 > $CS_TIME // int > $ 
jf @RAY4_775 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY4_740 

:RAY4_775
00BC: text_highpriority 'RM4_A' time 4000 1  // I think my partner's a rat.

:RAY4_790
if 
  6389 > $CS_TIME // int > $ 
jf @RAY4_825 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY4_790 

:RAY4_825
00BC: text_highpriority 'RM4_B' time 4000 1  // We gotta shut him up, permanently.

:RAY4_840
if 
  8524 > $CS_TIME // int > $ 
jf @RAY4_875 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY4_840 

:RAY4_875
00BC: text_highpriority 'RM4_C' time 4000 1  // He goes fishing out of his boat near the lighthouse on Portland Rock most nights.

:RAY4_890
if 
  13026 > $CS_TIME // int > $ 
jf @RAY4_925 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY4_890 

:RAY4_925
00BC: text_highpriority 'RM4_D' time 4000 1  // Steal a police boat and make sure his back stabbing plans are sunk!

:RAY4_940
if 
  17497 > $CS_TIME // int > $ 
jf @RAY4_975 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY4_940 

:RAY4_975
00BC: text_highpriority 'RM4_E' time 4000 1  // I want him sleeping with the fishes, not eating them.

:RAY4_990
if 
  21000 > $CS_TIME // int > $ 
jf @RAY4_1025 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY4_990 

:RAY4_1025
fade 0 1500 

:RAY4_1032
if 
82E9:   not cutscene_reached_end 
jf @RAY4_1056 
wait 0 
jump @RAY4_1032 

:RAY4_1056
03AF: set_streaming 1 
03AD: set_rubbish 1 
00BE: text_clear_all 

:RAY4_1066
if 
  fading 
jf @RAY4_1090 
wait 0 
jump @RAY4_1066 

:RAY4_1090
02EA: end_cutscene 
fade 0 0 
041D: set_camera_near_clip 0.875 
set_weather 0 
0373: set_camera_directly_behind_player 
wait 500 
$RAYS_CUTSCENE_FLAG = 0 // $ = int 
fade 1 1500 
0363: toggle_model_render_at 47.3125 -732.0 22.8125 radius 4.0 object #TOILET_CUBICLE_DR2 1 
0296: unload_special_actor 1 
0249: release_model #TOILET 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0247: request_model #PREDATOR 
0247: request_model #GHOST 
0247: request_model #SENTINEL 
0247: request_model #RCBANDIT 

:RAY4_1189
if or
8248:   not model #PREDATOR available 
8248:   not model #GHOST available 
8248:   not model #SENTINEL available 
8248:   not model #RCBANDIT available 
jf @RAY4_1229 
wait 0 
jump @RAY4_1189 

:RAY4_1229
00A5: $PLAYERS_BOAT_WITH_GUNS = create_car #PREDATOR at 837.0 -1115.563 -0.1875 
0175: set_car $PLAYERS_BOAT_WITH_GUNS z_angle_to 140.0 
0186: $PLAYERS_BOAT_WITH_GUNS_BLIP = create_marker_above_car $PLAYERS_BOAT_WITH_GUNS 
00BC: text_highpriority 'RM4_1' time 5000 1  // ~g~Go and steal a police boat.

:RAY4_1276
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PREDATOR 
jf @RAY4_1305 
wait 0 
jump @RAY4_1276 

:RAY4_1305
0164: disable_marker $PLAYERS_BOAT_WITH_GUNS_BLIP 
00A5: $PARTNERS_BOAT = create_car #GHOST at 1695.0 -381.5 -1.375 
03AB: set_car $PARTNERS_BOAT strong 1 
0107: $BARREL2_A = create_object #BARREL2 at 837.0 -1115.563 10.0 
0107: $BARREL2_B = create_object #BARREL2 at 837.0 -1115.563 20.0 
0382: set_object $BARREL2_A collision_detection 0 
0382: set_object $BARREL2_B collision_detection 0 
0392: object $BARREL2_A toggle_in_moving_list 0 
0392: object $BARREL2_B toggle_in_moving_list 0 
035C: place_object $BARREL2_A relative_to_car $PARTNERS_BOAT offset -0.25 -2.5 0.1875 
035C: place_object $BARREL2_B relative_to_car $PARTNERS_BOAT offset 0.25 -2.5 0.1875 
00BC: text_highpriority 'RM4_2' time 5000 1  // ~g~Get to the lighthouse and 'rub out' Ray's partner!
0227: $PARTNERS_BOAT_HEALTH = car $PARTNERS_BOAT health 
0161: $PARTNERS_BLIP = create_marker_above_car $PARTNERS_BOAT color 1 display 3 
0168: set_marker $PARTNERS_BLIP size 3 

:RAY4_1472
if and
80E3:   not player $PLAYER_CHAR 0 1700.0 -383.0 radius 180.0 180.0 
   not 980 > $PARTNERS_BOAT_HEALTH // int > $ 
jf @RAY4_1559 
wait 0 
if 
0119:   car $PARTNERS_BOAT wrecked 
jf @RAY4_1537 
jump @RAY4_9684 

:RAY4_1537
0227: $PARTNERS_BOAT_HEALTH = car $PARTNERS_BOAT health 
gosub @RAY4_9801 
jump @RAY4_1472 

:RAY4_1559
0174: $DISTANCE_RESULTB = car $PARTNERS_BOAT z_angle 
00AA: store_car $PARTNERS_BOAT position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
02F8: get_vehicle $PARTNERS_BOAT Z_angle_sine_to $PARTNERS_BOAT_FORWARD_X 
02F9: get_vehicle $PARTNERS_BOAT Z_angle_cosine_to $PARTNERS_BOAT_FORWARD_Y 
$TEMP_DOT_PRODUCT_X = 0.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_X *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
$TEMP_DOT_PRODUCT_Y = 0.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_Y *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_X = 1.75 // $ = float 
0069: $TEMP_X *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_Y = 1.75 // $ = float 
0069: $TEMP_Y *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
0086: $VECTOR_X = $TEMP_DOT_PRODUCT_X // $ = $ float 
0061: $VECTOR_X -= $TEMP_X // $ -= $ float 
0086: $VECTOR_Y = $TEMP_DOT_PRODUCT_Y // $ = $ float 
0061: $VECTOR_Y -= $TEMP_Y // $ -= $ float 
0059: $VECTOR_X += $PARTNER_X // $ += $ float 
0059: $VECTOR_Y += $PARTNER_Y // $ += $ float 
$PARTNER_Z += 0.375 // $ += float 
$DISTANCE_RESULTB -= 90.0 // $ -= float 
if 
  0.0 > $DISTANCE_RESULTB // float > $ 
jf @RAY4_1752 
$DISTANCE_RESULTB += 360.0 // $ += float 

:RAY4_1752
0164: disable_marker $PARTNERS_BLIP 
009A: $RAYS_PARTNER = create_actor 4 #MALE01 at $VECTOR_X $VECTOR_Y $PARTNER_Z 
0173: set_actor $RAYS_PARTNER z_angle_to $DISTANCE_RESULTB 
0350: set_actor $RAYS_PARTNER maintain_position_when_attacked 1 
01ED: reset_actor $RAYS_PARTNER threat_search 
035F: set_actor $RAYS_PARTNER armour_to 100 
0372: set_actor $RAYS_PARTNER anim 14 wait_state_time 1700 ms 
TIMERA = 0 // @ = int 

:RAY4_1819
if 
  1200 > TIMERA // int > @ 
jf @RAY4_1856 
wait 0 
gosub @RAY4_9801 
jump @RAY4_1819 

:RAY4_1856
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @RAY4_1955 
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #PREDATOR 
00DE:   player $PLAYER_CHAR driving_vehicle_type #REEFER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #GHOST 
jf @RAY4_1948 
01C3: mark_car_as_no_longer_needed $PLAYERS_BOAT_WITH_GUNS 
00DA: $PLAYERS_BOAT_WITH_GUNS = player $PLAYER_CHAR car 
0323: enable_boat $PLAYERS_BOAT_WITH_GUNS anchor 1 

:RAY4_1948
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:RAY4_1955
if 
0118:   actor $RAYS_PARTNER dead 
jf @RAY4_1978 
jump @RAY4_9684 

:RAY4_1978
if 
0119:   car $PARTNERS_BOAT wrecked 
jf @RAY4_2001 
jump @RAY4_9684 

:RAY4_2001
00AA: store_car $PARTNERS_BOAT position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
02F8: get_vehicle $PARTNERS_BOAT Z_angle_sine_to $PARTNERS_BOAT_FORWARD_X 
02F9: get_vehicle $PARTNERS_BOAT Z_angle_cosine_to $PARTNERS_BOAT_FORWARD_Y 
$TEMP_DOT_PRODUCT_X = -5.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_X *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
$TEMP_DOT_PRODUCT_Y = 5.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_Y *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_X = 3.75 // $ = float 
0069: $TEMP_X *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_Y = 3.75 // $ = float 
0069: $TEMP_Y *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
0086: $VECTOR_X = $TEMP_DOT_PRODUCT_X // $ = $ float 
0061: $VECTOR_X -= $TEMP_X // $ -= $ float 
0086: $VECTOR_Y = $TEMP_DOT_PRODUCT_Y // $ = $ float 
0061: $VECTOR_Y -= $TEMP_Y // $ -= $ float 
0059: $VECTOR_X += $PARTNER_X // $ += $ float 
0059: $VECTOR_Y += $PARTNER_Y // $ += $ float 
$PARTNER_Z += 2.0 // $ += float 
015F: set_camera_position $VECTOR_X $VECTOR_Y $PARTNER_Z rotation 0.0 0.0 0.0 
0159: camera_on_ped $RAYS_PARTNER mode 15 switchstyle 2 
TIMERA = 0 // @ = int 

:RAY4_2187
if 
  1500 > TIMERA // int > @ 
jf @RAY4_2224 
wait 0 
gosub @RAY4_9801 
jump @RAY4_2187 

:RAY4_2224
if 
0118:   actor $RAYS_PARTNER dead 
jf @RAY4_2247 
jump @RAY4_9684 

:RAY4_2247
if 
0119:   car $PARTNERS_BOAT wrecked 
jf @RAY4_2270 
jump @RAY4_9684 

:RAY4_2270
0372: set_actor $RAYS_PARTNER anim 3 wait_state_time 1600 ms 
00AA: store_car $PARTNERS_BOAT position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
02F8: get_vehicle $PARTNERS_BOAT Z_angle_sine_to $PARTNERS_BOAT_FORWARD_X 
02F9: get_vehicle $PARTNERS_BOAT Z_angle_cosine_to $PARTNERS_BOAT_FORWARD_Y 
$TEMP_DOT_PRODUCT_X = 25.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_X *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
$TEMP_DOT_PRODUCT_Y = -25.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_Y *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_X = 1.75 // $ = float 
0069: $TEMP_X *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_Y = 1.75 // $ = float 
0069: $TEMP_Y *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
0086: $VECTOR_X = $TEMP_DOT_PRODUCT_X // $ = $ float 
0061: $VECTOR_X -= $TEMP_X // $ -= $ float 
0086: $VECTOR_Y = $TEMP_DOT_PRODUCT_Y // $ = $ float 
0061: $VECTOR_Y -= $TEMP_Y // $ -= $ float 
0059: $VECTOR_X += $PARTNER_X // $ += $ float 
0059: $VECTOR_Y += $PARTNER_Y // $ += $ float 
$PARTNER_Z = -2.0 // $ = float 
TIMERA = 0 // @ = int 

:RAY4_2437
if 
  1600 > TIMERA // int > @ 
jf @RAY4_2474 
wait 0 
gosub @RAY4_9801 
jump @RAY4_2437 

:RAY4_2474
if 
0118:   actor $RAYS_PARTNER dead 
jf @RAY4_2497 
jump @RAY4_9684 

:RAY4_2497
if 
0119:   car $PARTNERS_BOAT wrecked 
jf @RAY4_2520 
jump @RAY4_9684 

:RAY4_2520
00A5: $FISH_TARGET = create_car #RCBANDIT at $VECTOR_X $VECTOR_Y $PARTNER_Z 
01B2: give_actor $RAYS_PARTNER weapon 11 ammo 20 
011C: actor $RAYS_PARTNER clear_objective 
0372: set_actor $RAYS_PARTNER anim 0 wait_state_time 100 ms 
01D9: actor $RAYS_PARTNER destroy_car $FISH_TARGET 
00AA: store_car $FISH_TARGET position_to $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0086: $PARTNER_X = $FISH_TARGET_X // $ = $ float 
$PARTNER_X -= 2.0 // $ -= float 
0086: $PARTNER_Y = $FISH_TARGET_Y // $ = $ float 
$PARTNER_Y -= 2.0 // $ -= float 
0086: $PARTNER_Z = $FISH_TARGET_Z // $ = $ float 
$PARTNER_Z -= 2.0 // $ -= float 
$TEMP_X += 2.0 // $ += float 
$VECTOR_X += 2.0 // $ += float 
$VECTOR_Y += 1.0 // $ += float 

:RAY4_2654
if 
82EE:   not projectile_in_cube $PARTNER_X $PARTNER_Y $PARTNER_Z $TEMP_X $VECTOR_X $VECTOR_Y 
jf @RAY4_2779 
wait 0 
gosub @RAY4_9801 
if 
0118:   actor $RAYS_PARTNER dead 
jf @RAY4_2719 
jump @RAY4_9684 

:RAY4_2719
if 
0119:   car $PARTNERS_BOAT wrecked 
jf @RAY4_2742 
jump @RAY4_9684 

:RAY4_2742
if 
0119:   car $FISH_TARGET wrecked 
jf @RAY4_2758 

:RAY4_2758
00AB: put_car $FISH_TARGET at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
jump @RAY4_2654 

:RAY4_2779
011C: actor $RAYS_PARTNER clear_objective 
02EF: destroy_projectile_in_cube $PARTNER_X $PARTNER_Y $PARTNER_Z $TEMP_X $VECTOR_X $VECTOR_Y 
00AA: store_car $FISH_TARGET position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
$PARTNER_Z += 1.0 // $ += float 
0086: $FISH_TARGET_X = $PARTNER_X // $ = $ float 
0086: $FISH_TARGET_Y = $PARTNER_Y // $ = $ float 
0086: $FISH_TARGET_Z = $PARTNER_Z // $ = $ float 
0160: point_camera $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z switchstyle 1 
00A6: destroy_car $FISH_TARGET 
TIMERA = 0 // @ = int 

:RAY4_2875
if 
  300 > TIMERA // int > @ 
jf @RAY4_2912 
wait 0 
gosub @RAY4_9801 
jump @RAY4_2875 

:RAY4_2912
$PARTNER_Z = 0.0 // $ = float 
020C: create_explosion 0 at $PARTNER_X $PARTNER_Y $PARTNER_Z 
$PARTNER_Z = 0.25 // $ = float 
if 
0119:   car $PARTNERS_BOAT wrecked 
jf @RAY4_2964 
jump @RAY4_9684 

:RAY4_2964
00AA: store_car $PARTNERS_BOAT position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
02F8: get_vehicle $PARTNERS_BOAT Z_angle_sine_to $PARTNERS_BOAT_FORWARD_X 
02F9: get_vehicle $PARTNERS_BOAT Z_angle_cosine_to $PARTNERS_BOAT_FORWARD_Y 
$TEMP_DOT_PRODUCT_X = 30.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_X *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
$TEMP_DOT_PRODUCT_Y = -30.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_Y *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_X = 2.1875 // $ = float 
0069: $TEMP_X *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_Y = 2.1875 // $ = float 
0069: $TEMP_Y *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
0086: $VECTOR_X = $TEMP_DOT_PRODUCT_X // $ = $ float 
0061: $VECTOR_X -= $TEMP_X // $ -= $ float 
0086: $VECTOR_Y = $TEMP_DOT_PRODUCT_Y // $ = $ float 
0061: $VECTOR_Y -= $TEMP_Y // $ -= $ float 
0059: $VECTOR_X += $PARTNER_X // $ += $ float 
0059: $VECTOR_Y += $PARTNER_Y // $ += $ float 
$PARTNER_Z += 1.5 // $ += float 
TIMERA = 0 // @ = int 

:RAY4_3121
if 
  1000 > TIMERA // int > @ 
jf @RAY4_3158 
wait 0 
gosub @RAY4_9801 
jump @RAY4_3121 

:RAY4_3158
$FISH_TARGET_Z -= 0.1875 // $ -= float 
015F: set_camera_position $VECTOR_X $VECTOR_Y $PARTNER_Z rotation 0.0 0.0 0.0 
0160: point_camera $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z switchstyle 2 
TIMERA = 0 // @ = int 

:RAY4_3206
if 
  1500 > TIMERA // int > @ 
jf @RAY4_3243 
wait 0 
gosub @RAY4_9801 
jump @RAY4_3206 

:RAY4_3243
$FISH_TARGET_Z = -0.5 // $ = float 
0086: $PARTNER_X = $FISH_TARGET_X // $ = $ float 
0086: $PARTNER_Y = $FISH_TARGET_Y // $ = $ float 
0086: $PARTNER_Z = $FISH_TARGET_Z // $ = $ float 
0086: $FISH_TARGET_X = $PARTNER_X // $ = $ float 
$FISH_TARGET_X -= 0.1875 // $ -= float 
0086: $FISH_TARGET_Y = $PARTNER_Y // $ = $ float 
$FISH_TARGET_Y -= 0.1875 // $ -= float 
0086: $FISH_TARGET_Z = $PARTNER_Z // $ = $ float 
0107: $FISHY_1 = create_object #FISH01 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0392: object $FISHY_1 toggle_in_moving_list 1 
038C: object $FISHY_1 scatter 0.0 0.0 1.0 
0208: $TEMP_X = random_float 0.0 359.875 
0177: set_object $FISHY_1 z_angle_to $TEMP_X 
TIMERA = 0 // @ = int 

:RAY4_3379
if 
  600 > TIMERA // int > @ 
jf @RAY4_3416 
wait 0 
gosub @RAY4_9801 
jump @RAY4_3379 

:RAY4_3416
$FISH_TARGET_X += 0.875 // $ += float 
$FISH_TARGET_Y += 0.25 // $ += float 
0208: $TEMP_X = random_float -4.0 2.0 
0086: $FISH_TARGET_X = $PARTNER_X // $ = $ float 
0059: $FISH_TARGET_X += $TEMP_X // $ += $ float 
0208: $TEMP_X = random_float -3.0 3.0 
0086: $FISH_TARGET_Y = $PARTNER_Y // $ = $ float 
0059: $FISH_TARGET_Y += $TEMP_X // $ += $ float 
0107: $FISHY_2 = create_object #FISH01 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0392: object $FISHY_2 toggle_in_moving_list 1 
038C: object $FISHY_2 scatter 0.0 0.0 1.0 
0208: $TEMP_X = random_float 0.0 359.875 
0177: set_object $FISHY_2 z_angle_to $TEMP_X 
TIMERA = 0 // @ = int 

:RAY4_3550
if 
  200 > TIMERA // int > @ 
jf @RAY4_3587 
wait 0 
gosub @RAY4_9801 
jump @RAY4_3550 

:RAY4_3587
0208: $TEMP_X = random_float -4.0 2.0 
0086: $FISH_TARGET_X = $PARTNER_X // $ = $ float 
0059: $FISH_TARGET_X += $TEMP_X // $ += $ float 
0208: $TEMP_X = random_float -3.0 3.0 
0086: $FISH_TARGET_Y = $PARTNER_Y // $ = $ float 
0059: $FISH_TARGET_Y += $TEMP_X // $ += $ float 
0107: $FISHY_3 = create_object #FISH01 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0392: object $FISHY_3 toggle_in_moving_list 1 
038C: object $FISHY_3 scatter 0.0 0.0 1.0 
0208: $TEMP_X = random_float 0.0 359.875 
0177: set_object $FISHY_3 z_angle_to $TEMP_X 
TIMERA = 0 // @ = int 

:RAY4_3705
if 
  400 > TIMERA // int > @ 
jf @RAY4_3742 
wait 0 
gosub @RAY4_9801 
jump @RAY4_3705 

:RAY4_3742
0208: $TEMP_X = random_float -4.0 2.0 
0086: $FISH_TARGET_X = $PARTNER_X // $ = $ float 
0059: $FISH_TARGET_X += $TEMP_X // $ += $ float 
0208: $TEMP_X = random_float -3.0 3.0 
0086: $FISH_TARGET_Y = $PARTNER_Y // $ = $ float 
0059: $FISH_TARGET_Y += $TEMP_X // $ += $ float 
0107: $FISHY_4 = create_object #FISH01 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0392: object $FISHY_4 toggle_in_moving_list 1 
038C: object $FISHY_4 scatter 0.0 0.0 1.0 
0208: $TEMP_X = random_float 0.0 359.875 
0177: set_object $FISHY_4 z_angle_to $TEMP_X 
TIMERA = 0 // @ = int 

:RAY4_3860
if 
  100 > TIMERA // int > @ 
jf @RAY4_3896 
wait 0 
gosub @RAY4_9801 
jump @RAY4_3860 

:RAY4_3896
0208: $TEMP_X = random_float -4.0 2.0 
0086: $FISH_TARGET_X = $PARTNER_X // $ = $ float 
0059: $FISH_TARGET_X += $TEMP_X // $ += $ float 
0208: $TEMP_X = random_float -3.0 3.0 
0086: $FISH_TARGET_Y = $PARTNER_Y // $ = $ float 
0059: $FISH_TARGET_Y += $TEMP_X // $ += $ float 
0107: $FISHY_5 = create_object #FISH01 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0392: object $FISHY_5 toggle_in_moving_list 1 
038C: object $FISHY_5 scatter 0.0 0.0 1.0 
0208: $TEMP_X = random_float 0.0 359.875 
0177: set_object $FISHY_5 z_angle_to $TEMP_X 
TIMERA = 0 // @ = int 

:RAY4_4014
if 
  300 > TIMERA // int > @ 
jf @RAY4_4051 
wait 0 
gosub @RAY4_9801 
jump @RAY4_4014 

:RAY4_4051
0208: $TEMP_X = random_float -4.0 2.0 
0086: $FISH_TARGET_X = $PARTNER_X // $ = $ float 
0059: $FISH_TARGET_X += $TEMP_X // $ += $ float 
0208: $TEMP_X = random_float -3.0 3.0 
0086: $FISH_TARGET_Y = $PARTNER_Y // $ = $ float 
0059: $FISH_TARGET_Y += $TEMP_X // $ += $ float 
0107: $FISHY_6 = create_object #FISH01 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0392: object $FISHY_6 toggle_in_moving_list 1 
038C: object $FISHY_6 scatter 0.0 0.0 1.0 
0208: $TEMP_X = random_float 0.0 359.875 
0177: set_object $FISHY_6 z_angle_to $TEMP_X 
TIMERA = 0 // @ = int 

:RAY4_4169
if 
  200 > TIMERA // int > @ 
jf @RAY4_4206 
wait 0 
gosub @RAY4_9801 
jump @RAY4_4169 

:RAY4_4206
0208: $TEMP_X = random_float -4.0 2.0 
0086: $FISH_TARGET_X = $PARTNER_X // $ = $ float 
0059: $FISH_TARGET_X += $TEMP_X // $ += $ float 
0208: $TEMP_X = random_float -3.0 3.0 
0086: $FISH_TARGET_Y = $PARTNER_Y // $ = $ float 
0059: $FISH_TARGET_Y += $TEMP_X // $ += $ float 
0107: $FISHY_7 = create_object #FISH01 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0392: object $FISHY_7 toggle_in_moving_list 1 
038C: object $FISHY_7 scatter 0.0 0.0 1.0 
0208: $TEMP_X = random_float 0.0 359.875 
0177: set_object $FISHY_7 z_angle_to $TEMP_X 
TIMERA = 0 // @ = int 

:RAY4_4324
if 
  120 > TIMERA // int > @ 
jf @RAY4_4360 
wait 0 
gosub @RAY4_9801 
jump @RAY4_4324 

:RAY4_4360
0208: $TEMP_X = random_float -4.0 2.0 
0086: $FISH_TARGET_X = $PARTNER_X // $ = $ float 
0059: $FISH_TARGET_X += $TEMP_X // $ += $ float 
0208: $TEMP_X = random_float -3.0 3.0 
0086: $FISH_TARGET_Y = $PARTNER_Y // $ = $ float 
0059: $FISH_TARGET_Y += $TEMP_X // $ += $ float 
0107: $FISHY_8 = create_object #FISH01 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0392: object $FISHY_8 toggle_in_moving_list 1 
038C: object $FISHY_8 scatter 0.0 0.0 1.0 
0208: $TEMP_X = random_float 0.0 359.875 
0177: set_object $FISHY_8 z_angle_to $TEMP_X 
TIMERA = 0 // @ = int 

:RAY4_4478
if 
  70 > TIMERA // int > @ 
jf @RAY4_4514 
wait 0 
gosub @RAY4_9801 
jump @RAY4_4478 

:RAY4_4514
0208: $TEMP_X = random_float -4.0 2.0 
0086: $FISH_TARGET_X = $PARTNER_X // $ = $ float 
0059: $FISH_TARGET_X += $TEMP_X // $ += $ float 
0208: $TEMP_X = random_float -3.0 3.0 
0086: $FISH_TARGET_Y = $PARTNER_Y // $ = $ float 
0059: $FISH_TARGET_Y += $TEMP_X // $ += $ float 
0107: $FISHY_9 = create_object #FISH01 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0392: object $FISHY_9 toggle_in_moving_list 1 
038C: object $FISHY_9 scatter 0.0 0.0 1.0 
0208: $TEMP_X = random_float 0.0 359.875 
0177: set_object $FISHY_9 z_angle_to $TEMP_X 
TIMERA = 0 // @ = int 

:RAY4_4632
if 
  35 > TIMERA // int > @ 
jf @RAY4_4668 
wait 0 
gosub @RAY4_9801 
jump @RAY4_4632 

:RAY4_4668
0208: $TEMP_X = random_float -4.0 2.0 
0086: $FISH_TARGET_X = $PARTNER_X // $ = $ float 
0059: $FISH_TARGET_X += $TEMP_X // $ += $ float 
0208: $TEMP_X = random_float -3.0 3.0 
0086: $FISH_TARGET_Y = $PARTNER_Y // $ = $ float 
0059: $FISH_TARGET_Y += $TEMP_X // $ += $ float 
0107: $FISHY_10 = create_object #FISH01 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0392: object $FISHY_10 toggle_in_moving_list 1 
038C: object $FISHY_10 scatter 0.0 0.0 1.0 
0208: $TEMP_X = random_float 0.0 359.875 
0177: set_object $FISHY_10 z_angle_to $TEMP_X 
TIMERA = 0 // @ = int 

:RAY4_4786
if 
  2500 > TIMERA // int > @ 
jf @RAY4_4823 
wait 0 
gosub @RAY4_9801 
jump @RAY4_4786 

:RAY4_4823
if 
0118:   actor $RAYS_PARTNER dead 
jf @RAY4_4846 
jump @RAY4_9684 

:RAY4_4846
0159: camera_on_ped $RAYS_PARTNER mode 15 switchstyle 1 
TIMERA = 0 // @ = int 

:RAY4_4862
if 
  200 > TIMERA // int > @ 
jf @RAY4_4899 
wait 0 
gosub @RAY4_9801 
jump @RAY4_4862 

:RAY4_4899
if 
0119:   car $PARTNERS_BOAT wrecked 
jf @RAY4_4922 
jump @RAY4_9684 

:RAY4_4922
00AA: store_car $PARTNERS_BOAT position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
02F8: get_vehicle $PARTNERS_BOAT Z_angle_sine_to $PARTNERS_BOAT_FORWARD_X 
02F9: get_vehicle $PARTNERS_BOAT Z_angle_cosine_to $PARTNERS_BOAT_FORWARD_Y 
$TEMP_DOT_PRODUCT_X = 10.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_X *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
$TEMP_DOT_PRODUCT_Y = -10.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_Y *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_X = 2.1875 // $ = float 
0069: $TEMP_X *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_Y = 2.1875 // $ = float 
0069: $TEMP_Y *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
0086: $VECTOR_X = $TEMP_DOT_PRODUCT_X // $ = $ float 
0061: $VECTOR_X -= $TEMP_X // $ -= $ float 
0086: $VECTOR_Y = $TEMP_DOT_PRODUCT_Y // $ = $ float 
0061: $VECTOR_Y -= $TEMP_Y // $ -= $ float 
0059: $VECTOR_X += $PARTNER_X // $ += $ float 
0059: $VECTOR_Y += $PARTNER_Y // $ += $ float 
$PARTNER_Z += 2.0 // $ += float 
$FISH_TARGET_Z -= 0.1875 // $ -= float 
015F: set_camera_position $VECTOR_X $VECTOR_Y $PARTNER_Z rotation 0.0 0.0 0.0 
TIMERA = 0 // @ = int 

:RAY4_5107
if 
  800 > TIMERA // int > @ 
jf @RAY4_5144 
wait 0 
gosub @RAY4_9801 
jump @RAY4_5107 

:RAY4_5144
if 
0118:   actor $RAYS_PARTNER dead 
jf @RAY4_5167 
jump @RAY4_9684 

:RAY4_5167
022D: set_actor $RAYS_PARTNER to_look_at_player $PLAYER_CHAR 
TIMERA = 0 // @ = int 

:RAY4_5182
if 
  600 > TIMERA // int > @ 
jf @RAY4_5219 
wait 0 
gosub @RAY4_9801 
jump @RAY4_5182 

:RAY4_5219
if 
0118:   actor $RAYS_PARTNER dead 
jf @RAY4_5242 
jump @RAY4_9684 

:RAY4_5242
022F: set_actor $RAYS_PARTNER stop_looking 
if 
0118:   actor $RAYS_PARTNER dead 
jf @RAY4_5270 
jump @RAY4_9684 

:RAY4_5270
if 
0119:   car $PARTNERS_BOAT wrecked 
jf @RAY4_5293 
jump @RAY4_9684 

:RAY4_5293
00AA: store_car $PARTNERS_BOAT position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
0211: actor $RAYS_PARTNER walk_to $PARTNER_X $PARTNER_Y 
TIMERA = 0 // @ = int 

:RAY4_5325
if 
  1000 > TIMERA // int > @ 
jf @RAY4_5362 
wait 0 
gosub @RAY4_9801 
jump @RAY4_5325 

:RAY4_5362
if 
0118:   actor $RAYS_PARTNER dead 
jf @RAY4_5385 
jump @RAY4_9684 

:RAY4_5385
if 
0119:   car $PARTNERS_BOAT wrecked 
jf @RAY4_5408 
jump @RAY4_9684 

:RAY4_5408
009B: destroy_actor_instantly $RAYS_PARTNER 
0129: $RAYS_PARTNER = create_actor 4 #MALE01 in_car $PARTNERS_BOAT driverseat 
011A: set_actor $RAYS_PARTNER search_threat 1 
0243: set_actor $RAYS_PARTNER ped_stats_to 16 
0223: set_actor $RAYS_PARTNER health_to 300 
0187: $PARTNERS_BLIP = create_marker_above_actor $RAYS_PARTNER 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
if 
00AC:   car $PLAYERS_BOAT_WITH_GUNS alive 
jf @RAY4_5507 
0323: enable_boat $PLAYERS_BOAT_WITH_GUNS anchor 0 

:RAY4_5507
015A: restore_camera 
00A5: $PARTNERS_CAR = create_car #SENTINEL at 1329.875 -641.6875 11.125 
0175: set_car $PARTNERS_CAR z_angle_to 180.8125 
02D3: boat $PARTNERS_BOAT drive_to $NODE_2_X $NODE_2_Y 0.0 
0086: $BOAT_NODE_X = $NODE_2_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_2_Y // $ = $ float 
01BD: $MINE_CURRENT_TIMER = current_time_in_ms 
01BD: $LAST_MINE_DROPPED_TIMER = current_time_in_ms 
0227: $PARTNERS_BOAT_HEALTH = car $PARTNERS_BOAT health 
$PARTNERS_BOAT_HEALTH -= 250 // $ -= int 
$PARTNERS_BOAT_HEALTH *= 100 // $ *= int 
$PARTNERS_BOAT_HEALTH /= 750 // $ /= int 
0084: $PARTNERS_BOAT_HEALTH2 = $PARTNERS_BOAT_HEALTH // $ = $ int 
$PARTNERS_BOAT_HEALTH = 100 // $ = int 
0060: $PARTNERS_BOAT_HEALTH -= $PARTNERS_BOAT_HEALTH2 // $ -= $ int 
03C4: set_status_text_to $PARTNERS_BOAT_HEALTH 1 'DAM'  // DAMAGE:

:RAY4_5642
wait 0 
if 
0118:   actor $RAYS_PARTNER dead 
jf @RAY4_5765 
if 
03CA:   object $BARREL2_A exists 
jf @RAY4_5710 
01BB: store_object $BARREL2_A position_to $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
020C: create_explosion 0 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0108: destroy_object $BARREL2_A 

:RAY4_5710
if 
03CA:   object $BARREL2_B exists 
jf @RAY4_5758 
01BB: store_object $BARREL2_B position_to $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
020C: create_explosion 0 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0108: destroy_object $BARREL2_B 

:RAY4_5758
jump @RAY4_9684 

:RAY4_5765
if 
  $PARTNER_ON_FOOT_FLAG == -1 // $ == int 
jf @RAY4_5912 
if 
8119:   not car $PARTNERS_BOAT wrecked 
jf @RAY4_5827 
if and
03CA:   object $BARREL2_A exists 
03CA:   object $BARREL2_B exists 
jf @RAY4_5827 
gosub @RAY4_9801 

:RAY4_5827
if 
  TIMERA > 500 // @ > int 
jf @RAY4_5912 
TIMERA = 0 // @ = int 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @RAY4_5904 
01C3: mark_car_as_no_longer_needed $PLAYERS_BOAT_WITH_GUNS 
00DA: $PLAYERS_BOAT_WITH_GUNS = player $PLAYER_CHAR car 
02E2: set_actor $RAYS_PARTNER weapon_accuracy_to 100 
01D9: actor $RAYS_PARTNER destroy_car $PLAYERS_BOAT_WITH_GUNS 
jump @RAY4_5912 

:RAY4_5904
01CA: actor $RAYS_PARTNER kill_player $PLAYER_CHAR 

:RAY4_5912
if 
  $PARTNER_ON_FOOT_FLAG == 0 // $ == int 
jf @RAY4_6891 
if 
8119:   not car $PARTNERS_BOAT wrecked 
jf @RAY4_6795 
if and
03CA:   object $BARREL2_A exists 
03CA:   object $BARREL2_B exists 
jf @RAY4_5974 
gosub @RAY4_9801 

:RAY4_5974
gosub @RAY4_10967 
if 
  $BOAT_NODE_COUNTER > 0 // $ > int 
jf @RAY4_6126 
gosub @RAY4_9853 
if 
  $BOAT_SPEED_FLAG == 1 // $ == int 
jf @RAY4_6066 
if 
81FC:   not player $PLAYER_CHAR near_car $PARTNERS_BOAT radius 100.0 100.0 0 
jf @RAY4_6066 
02DB: set_boat $PARTNERS_BOAT speed_to 25.0 
$BOAT_SPEED_FLAG = 0 // $ = int 

:RAY4_6066
if 
  $BOAT_SPEED_FLAG == 0 // $ == int 
jf @RAY4_6126 
if 
01FC:   player $PLAYER_CHAR near_car $PARTNERS_BOAT radius 80.0 80.0 0 
jf @RAY4_6126 
02DB: set_boat $PARTNERS_BOAT speed_to 35.0 
$BOAT_SPEED_FLAG = 1 // $ = int 

:RAY4_6126
if 
   not $BOAT_NODE_COUNTER == 0 // $ == int 
jf @RAY4_6195 
if 
01AD:   car $PARTNERS_BOAT 0 $BOAT_NODE_X $BOAT_NODE_Y 5.0 5.0 
jf @RAY4_6195 
gosub @RAY4_11124 
02D3: boat $PARTNERS_BOAT drive_to $BOAT_NODE_X $BOAT_NODE_Y 0.0 

:RAY4_6195
if 
  $BOAT_NODE_COUNTER == 0 // $ == int 
jf @RAY4_6349 
if 
03CA:   object $BARREL2_A exists 
jf @RAY4_6259 
01BB: store_object $BARREL2_A position_to $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0108: destroy_object $BARREL2_A 
02F1: create_explosive_barrel_at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 

:RAY4_6259
if 
03CA:   object $BARREL2_B exists 
jf @RAY4_6305 
01BB: store_object $BARREL2_B position_to $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0108: destroy_object $BARREL2_B 
02F1: create_explosive_barrel_at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 

:RAY4_6305
if 
01A3:   actor $RAYS_PARTNER stopped 0 1364.063 -614.5 1473.75 -560.1875 
jf @RAY4_6349 
gosub @RAY4_10242 
$PARTNER_ON_FOOT_FLAG = 1 // $ = int 

:RAY4_6349
if 
01AF:   car $PARTNERS_BOAT 0 $PARTNER_STUCK_X $PARTNER_STUCK_Y $PARTNER_STUCK_Z radius 4.0 4.0 4.0 
jf @RAY4_6731 
if 
  $TIMERC_RESET_FLAG_R4 == 0 // $ == int 
jf @RAY4_6415 
01BD: $TIMERC_STARTED_R4 = current_time_in_ms 
$TIMERC_RESET_FLAG_R4 = 1 // $ = int 

:RAY4_6415
if 
  $TIMERC_RESET_FLAG_R4 == 1 // $ == int 
jf @RAY4_6731 
01BD: $TIMERC_CURRENT_R4 = current_time_in_ms 
0084: $TIMERC_R4 = $TIMERC_CURRENT_R4 // $ = $ int 
0060: $TIMERC_R4 -= $TIMERC_STARTED_R4 // $ -= $ int 
if 
  $TIMERC_R4 > 8000 // $ > int 
jf @RAY4_6731 
if 
00A3:   actor $RAYS_PARTNER 0 1608.0 -536.0 1684.0 -472.0 
jf @RAY4_6597 
gosub @RAY4_10242 
0350: set_actor $RAYS_PARTNER maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @RAY4_6568 
01C3: mark_car_as_no_longer_needed $PLAYERS_BOAT_WITH_GUNS 
00DA: $PLAYERS_BOAT_WITH_GUNS = player $PLAYER_CHAR car 
02E2: set_actor $RAYS_PARTNER weapon_accuracy_to 100 
01D9: actor $RAYS_PARTNER destroy_car $PLAYERS_BOAT_WITH_GUNS 
jump @RAY4_6576 

:RAY4_6568
01CA: actor $RAYS_PARTNER kill_player $PLAYER_CHAR 

:RAY4_6576
$TIMERC_RESET_FLAG_R4 = 1 // $ = int 
$PARTNER_ON_FOOT_FLAG = -1 // $ = int 
jump @RAY4_6731 

:RAY4_6597
00AA: store_car $PARTNERS_BOAT position_to $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
02CE: $FISH_TARGET_Z = ground_z $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
if 
   not $FISH_TARGET_Z == 0.0 // $ == float 
jf @RAY4_6731 
gosub @RAY4_10242 
0350: set_actor $RAYS_PARTNER maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @RAY4_6709 
01C3: mark_car_as_no_longer_needed $PLAYERS_BOAT_WITH_GUNS 
00DA: $PLAYERS_BOAT_WITH_GUNS = player $PLAYER_CHAR car 
02E2: set_actor $RAYS_PARTNER weapon_accuracy_to 100 
01D9: actor $RAYS_PARTNER destroy_car $PLAYERS_BOAT_WITH_GUNS 
jump @RAY4_6717 

:RAY4_6709
01CA: actor $RAYS_PARTNER kill_player $PLAYER_CHAR 

:RAY4_6717
$TIMERC_RESET_FLAG_R4 = 1 // $ = int 
$PARTNER_ON_FOOT_FLAG = -1 // $ = int 

:RAY4_6731
if 
81AF:   not car $PARTNERS_BOAT 0 $PARTNER_STUCK_X $PARTNER_STUCK_Y $PARTNER_STUCK_Z radius 4.0 4.0 4.0 
jf @RAY4_6788 
00AA: store_car $PARTNERS_BOAT position_to $PARTNER_STUCK_X $PARTNER_STUCK_Y $PARTNER_STUCK_Z 
$TIMERC_RESET_FLAG_R4 = 0 // $ = int 

:RAY4_6788
jump @RAY4_6891 

:RAY4_6795
if 
03CA:   object $BARREL2_A exists 
jf @RAY4_6843 
01BB: store_object $BARREL2_A position_to $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
020C: create_explosion 0 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0108: destroy_object $BARREL2_A 

:RAY4_6843
if 
03CA:   object $BARREL2_B exists 
jf @RAY4_6891 
01BB: store_object $BARREL2_B position_to $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
020C: create_explosion 0 at $FISH_TARGET_X $FISH_TARGET_Y $FISH_TARGET_Z 
0108: destroy_object $BARREL2_B 

:RAY4_6891
if 
  $PARTNER_ON_FOOT_FLAG == 1 // $ == int 
jf @RAY4_9660 
gosub @RAY4_11854 
if 
  $GOTO_MISSION_RAY4_FAILED == 1 // $ == int 
jf @RAY4_6941 
jump @RAY4_9667 

:RAY4_6941
if 
  $PARTNER_ON_FOOT_COUNTER == 0 // $ == int 
jf @RAY4_7032 
if 
8056:   not player $PLAYER_CHAR 0 1364.063 -614.5 1473.75 -560.1875 
jf @RAY4_7014 
0239: actor $RAYS_PARTNER run_to 1453.375 -583.375 
$SHOOT_AT_PLAYER_FLAG = 1 // $ = int 
jump @RAY4_7025 

:RAY4_7014
0239: actor $RAYS_PARTNER run_to 1365.688 -617.125 

:RAY4_7025
$PARTNER_ON_FOOT_COUNTER = 1 // $ = int 

:RAY4_7032
if 
  $SHOOT_AT_PLAYER_FLAG > 0 // $ > int 
jf @RAY4_7266 
if 
  $SHOOT_AT_PLAYER_FLAG == 1 // $ == int 
jf @RAY4_7186 
if 
00ED:   actor $RAYS_PARTNER 0 1453.375 -583.375 radius 1.0 1.0 
jf @RAY4_7186 
if 
8056:   not player $PLAYER_CHAR 0 1364.063 -614.5 1473.75 -560.1875 
jf @RAY4_7179 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @RAY4_7179 
01C3: mark_car_as_no_longer_needed $PLAYERS_BOAT_WITH_GUNS 
00DA: $PLAYERS_BOAT_WITH_GUNS = player $PLAYER_CHAR car 
02E2: set_actor $RAYS_PARTNER weapon_accuracy_to 100 
0350: set_actor $RAYS_PARTNER maintain_position_when_attacked 1 
01D9: actor $RAYS_PARTNER destroy_car $PLAYERS_BOAT_WITH_GUNS 

:RAY4_7179
$SHOOT_AT_PLAYER_FLAG = 2 // $ = int 

:RAY4_7186
if 
  $SHOOT_AT_PLAYER_FLAG == 2 // $ == int 
jf @RAY4_7266 
if 
0056:   player $PLAYER_CHAR 0 1364.063 -614.5 1473.75 -560.1875 
jf @RAY4_7266 
0350: set_actor $RAYS_PARTNER maintain_position_when_attacked 0 
0239: actor $RAYS_PARTNER run_to 1365.688 -617.125 
$PARTNER_ON_FOOT_COUNTER = 2 // $ = int 
$SHOOT_AT_PLAYER_FLAG = 0 // $ = int 

:RAY4_7266
if 
   not $PARTNERS_BOAT_HEALTH == -1 // $ == int 
jf @RAY4_7325 
0226: $PARTNERS_BOAT_HEALTH = actor $RAYS_PARTNER health 
if 
  250 > $PARTNERS_BOAT_HEALTH // int > $ 
jf @RAY4_7325 
0291: set_actor $RAYS_PARTNER heed_threats 1 
$PARTNERS_BOAT_HEALTH = -1 // $ = int 

:RAY4_7325
if 
  $PARTNER_ON_FOOT_COUNTER == 1 // $ == int 
jf @RAY4_7409 
if 
  $SHOOT_AT_PLAYER_FLAG == 0 // $ == int 
jf @RAY4_7409 
if 
00ED:   actor $RAYS_PARTNER 0 1365.688 -617.125 radius 1.0 1.0 
jf @RAY4_7409 
0239: actor $RAYS_PARTNER run_to 1344.563 -617.25 
$PARTNER_ON_FOOT_COUNTER = 2 // $ = int 

:RAY4_7409
if 
  $PARTNER_ON_FOOT_COUNTER == 2 // $ == int 
jf @RAY4_7475 
if 
00ED:   actor $RAYS_PARTNER 0 1344.563 -617.25 radius 1.0 1.0 
jf @RAY4_7475 
0239: actor $RAYS_PARTNER run_to 1340.5 -614.0 
$PARTNER_ON_FOOT_COUNTER = 3 // $ = int 

:RAY4_7475
if 
  $PARTNER_ON_FOOT_COUNTER == 3 // $ == int 
jf @RAY4_7541 
if 
00ED:   actor $RAYS_PARTNER 0 1340.5 -614.0 radius 1.0 1.0 
jf @RAY4_7541 
0239: actor $RAYS_PARTNER run_to 1336.625 -616.9375 
$PARTNER_ON_FOOT_COUNTER = 4 // $ = int 

:RAY4_7541
if 
  $PARTNER_ON_FOOT_COUNTER == 4 // $ == int 
jf @RAY4_7607 
if 
00ED:   actor $RAYS_PARTNER 0 1336.625 -616.9375 radius 1.0 1.0 
jf @RAY4_7607 
0239: actor $RAYS_PARTNER run_to 1333.75 -631.9375 
$PARTNER_ON_FOOT_COUNTER = 5 // $ = int 

:RAY4_7607
if 
  $PARTNER_ON_FOOT_COUNTER == 5 // $ == int 
jf @RAY4_7673 
if 
00ED:   actor $RAYS_PARTNER 0 1333.75 -631.9375 radius 1.0 1.0 
jf @RAY4_7673 
0239: actor $RAYS_PARTNER run_to 1332.688 -636.8125 
$PARTNER_ON_FOOT_COUNTER = 6 // $ = int 

:RAY4_7673
if 
  $PARTNER_ON_FOOT_COUNTER == 6 // $ == int 
jf @RAY4_7784 
if 
00ED:   actor $RAYS_PARTNER 0 1332.688 -636.8125 radius 1.0 1.0 
jf @RAY4_7784 
if 
0119:   car $PARTNERS_CAR wrecked 
jf @RAY4_7762 
0239: actor $RAYS_PARTNER run_to 1331.75 -678.125 
$PARTNERS_CAR_IS_DEAD = 1 // $ = int 
jump @RAY4_7777 

:RAY4_7762
01D5: actor $RAYS_PARTNER go_to_and_drive_car $PARTNERS_CAR 
$PARTNERS_CAR_IS_DEAD = -1 // $ = int 

:RAY4_7777
$PARTNER_ON_FOOT_COUNTER = 7 // $ = int 

:RAY4_7784
if 
  $PARTNERS_CAR_IS_DEAD == 1 // $ == int 
jf @RAY4_8157 
if 
  $PARTNER_ON_FOOT_COUNTER == 7 // $ == int 
jf @RAY4_7868 
if 
00ED:   actor $RAYS_PARTNER 0 1331.75 -678.125 radius 1.0 1.0 
jf @RAY4_7868 
0239: actor $RAYS_PARTNER run_to 1331.375 -709.0625 
$PARTNER_ON_FOOT_COUNTER = 8 // $ = int 

:RAY4_7868
if 
  $PARTNER_ON_FOOT_COUNTER == 8 // $ == int 
jf @RAY4_7934 
if 
00ED:   actor $RAYS_PARTNER 0 1331.375 -709.0625 radius 1.0 1.0 
jf @RAY4_7934 
0239: actor $RAYS_PARTNER run_to 1325.625 -710.875 
$PARTNER_ON_FOOT_COUNTER = 9 // $ = int 

:RAY4_7934
if 
  $PARTNER_ON_FOOT_COUNTER == 9 // $ == int 
jf @RAY4_8000 
if 
00ED:   actor $RAYS_PARTNER 0 1325.625 -710.875 radius 1.0 1.0 
jf @RAY4_8000 
0239: actor $RAYS_PARTNER run_to 1309.875 -695.25 
$PARTNER_ON_FOOT_COUNTER = 10 // $ = int 

:RAY4_8000
if 
  $PARTNER_ON_FOOT_COUNTER == 10 // $ == int 
jf @RAY4_8062 
if 
00ED:   actor $RAYS_PARTNER 0 1309.875 -695.25 radius 1.0 1.0 
jf @RAY4_8062 
gosub @RAY4_11023 
$PARTNER_ON_FOOT_COUNTER = 11 // $ = int 

:RAY4_8062
if 
  $PARTNER_ON_FOOT_COUNTER == 11 // $ == int 
jf @RAY4_8157 
if 
00DF:   actor $RAYS_PARTNER in_any_car 
jf @RAY4_8157 
01C3: mark_car_as_no_longer_needed $PARTNERS_CAR 
00D9: $PARTNERS_CAR = actor $RAYS_PARTNER car // add to mission cleanup 
02AA: set_car $PARTNERS_CAR immune_to_nonplayer 1 
00AD: set_car $PARTNERS_CAR max_speed_to 50.0 
00AE: set_vehicle $PARTNERS_CAR traffic_behavior_to 2 
00A8: set_car $PARTNERS_CAR to_psycho_driver 
0428: set_car $PARTNERS_CAR avoid_level_transitions 1 
03ED: set_car $PARTNERS_CAR not_damaged_when_upside_down 1 
$PARTNER_ON_FOOT_FLAG = 2 // $ = int 

:RAY4_8157
if 
  $PARTNERS_CAR_IS_DEAD == -1 // $ == int 
jf @RAY4_8597 
if 
  $PARTNER_ON_FOOT_COUNTER == 7 // $ == int 
jf @RAY4_8265 
if 
00DF:   actor $RAYS_PARTNER in_any_car 
jf @RAY4_8265 
01C3: mark_car_as_no_longer_needed $PARTNERS_CAR 
00D9: $PARTNERS_CAR = actor $RAYS_PARTNER car // add to mission cleanup 
02AA: set_car $PARTNERS_CAR immune_to_nonplayer 1 
00AD: set_car $PARTNERS_CAR max_speed_to 30.0 
00AE: set_vehicle $PARTNERS_CAR traffic_behavior_to 3 
02C2: car $PARTNERS_CAR drive_to_point 1331.188 -662.4375 11.0 
$PARTNER_ON_FOOT_COUNTER = 8 // $ = int 

:RAY4_8265
if 
8119:   not car $PARTNERS_CAR wrecked 
jf @RAY4_8597 
if 
  $PARTNER_ON_FOOT_COUNTER == 8 // $ == int 
jf @RAY4_8350 
if 
00EE:   actor $RAYS_PARTNER 0 1331.188 -662.4375 radius 5.0 5.0 
jf @RAY4_8350 
02C2: car $PARTNERS_CAR drive_to_point 1331.188 -685.1875 11.3125 
$PARTNER_ON_FOOT_COUNTER = 9 // $ = int 

:RAY4_8350
if 
  $PARTNER_ON_FOOT_COUNTER == 9 // $ == int 
jf @RAY4_8419 
if 
00EE:   actor $RAYS_PARTNER 0 1331.188 -685.1875 radius 5.0 5.0 
jf @RAY4_8419 
02C2: car $PARTNERS_CAR drive_to_point 1331.0 -696.5625 12.25 
$PARTNER_ON_FOOT_COUNTER = 10 // $ = int 

:RAY4_8419
if 
  $PARTNER_ON_FOOT_COUNTER == 10 // $ == int 
jf @RAY4_8488 
if 
00EE:   actor $RAYS_PARTNER 0 1331.0 -696.5625 radius 5.0 5.0 
jf @RAY4_8488 
02C2: car $PARTNERS_CAR drive_to_point 1331.375 -715.4375 14.1875 
$PARTNER_ON_FOOT_COUNTER = 11 // $ = int 

:RAY4_8488
if 
  $PARTNER_ON_FOOT_COUNTER == 11 // $ == int 
jf @RAY4_8597 
if 
00EE:   actor $RAYS_PARTNER 0 1331.375 -715.4375 radius 5.0 5.0 
jf @RAY4_8597 
01C3: mark_car_as_no_longer_needed $PARTNERS_CAR 
00D9: $PARTNERS_CAR = actor $RAYS_PARTNER car // add to mission cleanup 
02AA: set_car $PARTNERS_CAR immune_to_nonplayer 1 
00AD: set_car $PARTNERS_CAR max_speed_to 50.0 
00AE: set_vehicle $PARTNERS_CAR traffic_behavior_to 2 
00A8: set_car $PARTNERS_CAR to_psycho_driver 
0428: set_car $PARTNERS_CAR avoid_level_transitions 1 
03ED: set_car $PARTNERS_CAR not_damaged_when_upside_down 1 
$PARTNER_ON_FOOT_FLAG = 2 // $ = int 

:RAY4_8597
if and
00DF:   actor $RAYS_PARTNER in_any_car 
  $PARTNER_ON_FOOT_FLAG == 3 // $ == int 
jf @RAY4_8681 
01C3: mark_car_as_no_longer_needed $PARTNERS_CAR 
00D9: $PARTNERS_CAR = actor $RAYS_PARTNER car // add to mission cleanup 
02AA: set_car $PARTNERS_CAR immune_to_nonplayer 1 
00AD: set_car $PARTNERS_CAR max_speed_to 50.0 
00AE: set_vehicle $PARTNERS_CAR traffic_behavior_to 2 
00A8: set_car $PARTNERS_CAR to_psycho_driver 
0428: set_car $PARTNERS_CAR avoid_level_transitions 1 
03ED: set_car $PARTNERS_CAR not_damaged_when_upside_down 1 
$PARTNER_ON_FOOT_FLAG = 2 // $ = int 

:RAY4_8681
if 
  $PARTNER_ON_FOOT_FLAG == 2 // $ == int 
jf @RAY4_8729 
if 
80DF:   not actor $RAYS_PARTNER in_any_car 
jf @RAY4_8729 
gosub @RAY4_11023 
$PARTNER_ON_FOOT_FLAG = 3 // $ = int 

:RAY4_8729
if 
  $PARTNER_ON_FOOT_FLAG == 2 // $ == int 
jf @RAY4_9660 
if 
8119:   not car $PARTNERS_CAR wrecked 
jf @RAY4_9660 
if 
  TIMERB > 1000 // @ > int 
jf @RAY4_8881 
TIMERB = 0 // @ = int 
if 
00E9:   player $PLAYER_CHAR 0 $RAYS_PARTNER radius 30.0 30.0 
jf @RAY4_8831 
00AD: set_car $PARTNERS_CAR max_speed_to 50.0 
jump @RAY4_8881 

:RAY4_8831
if 
00E9:   player $PLAYER_CHAR 0 $RAYS_PARTNER radius 80.0 80.0 
jf @RAY4_8873 
00AD: set_car $PARTNERS_CAR max_speed_to 40.0 
jump @RAY4_8881 

:RAY4_8873
00AD: set_car $PARTNERS_CAR max_speed_to 30.0 

:RAY4_8881
if 
01C1:   car $PARTNERS_CAR stopped 
jf @RAY4_9111 
if 
  $TIMER_RESET_FLAG_R4 == 0 // $ == int 
jf @RAY4_8929 
TIMERA = 0 // @ = int 
$TIMER_RESET_FLAG_R4 = 1 // $ = int 

:RAY4_8929
if and
  TIMERA > 8000 // @ > int 
  $TIMER_RESET_FLAG_R4 == 1 // $ == int 
jf @RAY4_9111 
if 
00E9:   player $PLAYER_CHAR 0 $RAYS_PARTNER radius 120.0 120.0 
jf @RAY4_9004 
01D3: actor $RAYS_PARTNER leave_car $PARTNERS_CAR 
$TIMER_RESET_FLAG_R4 = 0 // $ = int 
jump @RAY4_9111 

:RAY4_9004
if 
82CA:   not car $PARTNERS_CAR bounding_sphere_visible 
jf @RAY4_9111 
00AA: store_car $PARTNERS_CAR position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
03D3: point $PARTNER_X $PARTNER_Y $PARTNER_Z get_nearby_vector $PARTNER_X $PARTNER_Y $PARTNER_Z $DISTANCE_BETWEEN_BOATS 
if 
80C2:   not sphere_onscreen $PARTNER_X $PARTNER_Y $PARTNER_Z 4.0 
jf @RAY4_9111 
00AB: put_car $PARTNERS_CAR at $PARTNER_X $PARTNER_Y $PARTNER_Z 
0175: set_car $PARTNERS_CAR z_angle_to $DISTANCE_BETWEEN_BOATS 
$TIMER_RESET_FLAG_R4 = 0 // $ = int 

:RAY4_9111
if and
01F4:   car $PARTNERS_CAR flipped 
01C1:   car $PARTNERS_CAR stopped 
jf @RAY4_9281 
if 
00E9:   player $PLAYER_CHAR 0 $RAYS_PARTNER radius 120.0 120.0 
jf @RAY4_9181 
01D3: actor $RAYS_PARTNER leave_car $PARTNERS_CAR 
03ED: set_car $PARTNERS_CAR not_damaged_when_upside_down 0 
jump @RAY4_9281 

:RAY4_9181
if 
82CA:   not car $PARTNERS_CAR bounding_sphere_visible 
jf @RAY4_9281 
00AA: store_car $PARTNERS_CAR position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
03D3: point $PARTNER_X $PARTNER_Y $PARTNER_Z get_nearby_vector $PARTNER_X $PARTNER_Y $PARTNER_Z $DISTANCE_BETWEEN_BOATS 
if 
80C2:   not sphere_onscreen $PARTNER_X $PARTNER_Y $PARTNER_Z 4.0 
jf @RAY4_9281 
00AB: put_car $PARTNERS_CAR at $PARTNER_X $PARTNER_Y $PARTNER_Z 
0175: set_car $PARTNERS_CAR z_angle_to $DISTANCE_BETWEEN_BOATS 

:RAY4_9281
if 
01AF:   car $PARTNERS_CAR 0 $PARTNER_STUCK_X $PARTNER_STUCK_Y $PARTNER_STUCK_Z radius 4.0 4.0 4.0 
jf @RAY4_9576 
if 
  $TIMERC_RESET_FLAG_R4 == 0 // $ == int 
jf @RAY4_9347 
01BD: $TIMERC_STARTED_R4 = current_time_in_ms 
$TIMERC_RESET_FLAG_R4 = 1 // $ = int 

:RAY4_9347
if 
  $TIMERC_RESET_FLAG_R4 == 1 // $ == int 
jf @RAY4_9576 
01BD: $TIMERC_CURRENT_R4 = current_time_in_ms 
0084: $TIMERC_R4 = $TIMERC_CURRENT_R4 // $ = $ int 
0060: $TIMERC_R4 -= $TIMERC_STARTED_R4 // $ -= $ int 
if 
  $TIMERC_R4 > 8000 // $ > int 
jf @RAY4_9576 
if 
00E9:   player $PLAYER_CHAR 0 $RAYS_PARTNER radius 120.0 120.0 
jf @RAY4_9454 
01D3: actor $RAYS_PARTNER leave_car $PARTNERS_CAR 
$TIMERC_RESET_FLAG_R4 = 0 // $ = int 
jump @RAY4_9576 

:RAY4_9454
00AA: store_car $PARTNERS_CAR position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
03D3: point $PARTNER_X $PARTNER_Y $PARTNER_Z get_nearby_vector $PARTNER_X $PARTNER_Y $PARTNER_Z $DISTANCE_BETWEEN_BOATS 
if 
838A:   not car_in_cube $PARTNER_X $PARTNER_Y $PARTNER_Z 4.0 4.0 4.0 
jf @RAY4_9576 
if 
80C2:   not sphere_onscreen $PARTNER_X $PARTNER_Y $PARTNER_Z 4.0 
jf @RAY4_9576 
00AB: put_car $PARTNERS_CAR at $PARTNER_X $PARTNER_Y $PARTNER_Z 
0175: set_car $PARTNERS_CAR z_angle_to $DISTANCE_BETWEEN_BOATS 
$TIMERC_RESET_FLAG_R4 = 0 // $ = int 

:RAY4_9576
if 
81AF:   not car $PARTNERS_CAR 0 $PARTNER_STUCK_X $PARTNER_STUCK_Y $PARTNER_STUCK_Z radius 4.0 4.0 4.0 
jf @RAY4_9633 
00AA: store_car $PARTNERS_CAR position_to $PARTNER_STUCK_X $PARTNER_STUCK_Y $PARTNER_STUCK_Z 
$TIMERC_RESET_FLAG_R4 = 0 // $ = int 

:RAY4_9633
if 
8185:   not car $PARTNERS_CAR health > 400 
jf @RAY4_9660 
01D3: actor $RAYS_PARTNER leave_car $PARTNERS_CAR 

:RAY4_9660
jump @RAY4_5642 

:RAY4_9667
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:RAY4_9684
$FLAG_RAY_MISSION4_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 15000 2000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 15000 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RM4'  // 'GONE FISHING'
0394: play_music 1 
030C: progress_made += 1 
start_new_script @NONAME_55 
return 

:RAY4_9750
0164: disable_marker $PARTNERS_BLIP 
0164: disable_marker $PLAYERS_BOAT_WITH_GUNS_BLIP 
0151: remove_status_text $PARTNERS_BOAT_HEALTH 
0249: release_model #PREDATOR 
0249: release_model #GHOST 
0249: release_model #SENTINEL 
0249: release_model #RCBANDIT 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 0 // $ = int 
mission_cleanup 
return 

:RAY4_9801
if 
8119:   not car $PARTNERS_BOAT wrecked 
jf @RAY4_9851 
035C: place_object $BARREL2_A relative_to_car $PARTNERS_BOAT offset -0.5 -3.75 1.0625 
035C: place_object $BARREL2_B relative_to_car $PARTNERS_BOAT offset 0.5 -3.75 1.0625 

:RAY4_9851
return 

:RAY4_9853
01BD: $MINE_CURRENT_TIMER = current_time_in_ms 
0084: $TEMPORARY_TIME_MINE = $MINE_CURRENT_TIMER // $ = $ int 
0060: $TEMPORARY_TIME_MINE -= $LAST_MINE_DROPPED_TIMER // $ -= $ int 
if 
  $TEMPORARY_TIME_MINE > 2000 // $ > int 
jf @RAY4_10240 
0209: $RANDOM_INT = random_int 0 4 
01BD: $LAST_MINE_DROPPED_TIMER = current_time_in_ms 
if 
  $RANDOM_INT == 2 // $ == int 
jf @RAY4_10240 
02E3: $PARTNERS_BOAT_SPEED = car $PARTNERS_BOAT speed 
0054: store_player $PLAYER_CHAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 
00AA: store_car $PARTNERS_BOAT position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
if 
80E9:   not player $PLAYER_CHAR 0 $RAYS_PARTNER radius 5.0 5.0 
jf @RAY4_10240 
if 
  $PARTNERS_BOAT_SPEED > 12.0 // $ > float 
jf @RAY4_10240 
0086: $VECTOR_X = $PARTNER_X // $ = $ float 
0061: $VECTOR_X -= $PLAYER_X // $ -= $ float 
0086: $VECTOR_Y = $PARTNER_Y // $ = $ float 
0061: $VECTOR_Y -= $PLAYER_Y // $ -= $ float 
0086: $TEMP_VECTOR_X = $VECTOR_X // $ = $ float 
0069: $TEMP_VECTOR_X *= $VECTOR_X // $ *= $ float 
0086: $TEMP_VECTOR_Y = $VECTOR_Y // $ = $ float 
0069: $TEMP_VECTOR_Y *= $VECTOR_Y // $ *= $ float 
0086: $TEMP_DISTANCE = $TEMP_VECTOR_X // $ = $ float 
0059: $TEMP_DISTANCE += $TEMP_VECTOR_Y // $ += $ float 
01FB: $DISTANCE_BETWEEN_BOATS = square_root $TEMP_DISTANCE 
if 
  60.0 > $DISTANCE_BETWEEN_BOATS // float > $ 
jf @RAY4_10240 
02F8: get_vehicle $PARTNERS_BOAT Z_angle_sine_to $PARTNERS_BOAT_FORWARD_X 
02F9: get_vehicle $PARTNERS_BOAT Z_angle_cosine_to $PARTNERS_BOAT_FORWARD_Y 
0071: $VECTOR_X /= $DISTANCE_BETWEEN_BOATS // $ /= $ float 
0071: $VECTOR_Y /= $DISTANCE_BETWEEN_BOATS // $ /= $ float 
0086: $TEMP_DOT_PRODUCT_X = $VECTOR_X // $ = $ float 
0069: $TEMP_DOT_PRODUCT_X *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
0086: $TEMP_DOT_PRODUCT_Y = $VECTOR_Y // $ = $ float 
0069: $TEMP_DOT_PRODUCT_Y *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
0086: $DOT_PRODUCT = $TEMP_DOT_PRODUCT_X // $ = $ float 
0059: $DOT_PRODUCT += $TEMP_DOT_PRODUCT_Y // $ += $ float 
if 
  $DOT_PRODUCT > -0.5 // $ > float 
jf @RAY4_10240 
02F1: create_explosive_barrel_at $PARTNER_X $PARTNER_Y $PARTNER_Z 
0086: $TEMP_X = $PARTNER_X // $ = $ float 
0086: $TEMP_Y = $PARTNER_Y // $ = $ float 

:RAY4_10240
return 

:RAY4_10242
if 
  $EXIT_BOAT_FLAG == 0 // $ == int 
jf @RAY4_10965 
02D4: car $PARTNERS_BOAT turn_off_engine 
00AA: store_car $PARTNERS_BOAT position_to $PARTNER_X $PARTNER_Y $PARTNER_Z 
02F8: get_vehicle $PARTNERS_BOAT Z_angle_sine_to $PARTNERS_BOAT_FORWARD_X 
02F9: get_vehicle $PARTNERS_BOAT Z_angle_cosine_to $PARTNERS_BOAT_FORWARD_Y 
$TEMP_DOT_PRODUCT_X = 3.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_X *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
$TEMP_DOT_PRODUCT_Y = -3.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_Y *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_X = 0.25 // $ = float 
0069: $TEMP_X *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_Y = 0.25 // $ = float 
0069: $TEMP_Y *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
0086: $VECTOR_X = $TEMP_DOT_PRODUCT_X // $ = $ float 
0061: $VECTOR_X -= $TEMP_X // $ -= $ float 
0086: $VECTOR_Y = $TEMP_DOT_PRODUCT_Y // $ = $ float 
0061: $VECTOR_Y -= $TEMP_Y // $ -= $ float 
0059: $VECTOR_X += $PARTNER_X // $ += $ float 
0059: $VECTOR_Y += $PARTNER_Y // $ += $ float 
$TEMP_DOT_PRODUCT_X = -3.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_X *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
$TEMP_DOT_PRODUCT_Y = 3.0 // $ = float 
0069: $TEMP_DOT_PRODUCT_Y *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_X = 0.25 // $ = float 
0069: $TEMP_X *= $PARTNERS_BOAT_FORWARD_X // $ *= $ float 
$TEMP_Y = 0.25 // $ = float 
0069: $TEMP_Y *= $PARTNERS_BOAT_FORWARD_Y // $ *= $ float 
0086: $TEMP_VECTOR_X = $TEMP_DOT_PRODUCT_X // $ = $ float 
0061: $TEMP_VECTOR_X -= $TEMP_X // $ -= $ float 
0086: $TEMP_VECTOR_Y = $TEMP_DOT_PRODUCT_Y // $ = $ float 
0061: $TEMP_VECTOR_Y -= $TEMP_Y // $ -= $ float 
0059: $TEMP_VECTOR_X += $PARTNER_X // $ += $ float 
0059: $TEMP_VECTOR_Y += $PARTNER_Y // $ += $ float 
0054: store_player $PLAYER_CHAR position_to $SNIPER_OBJECT_A_X $SNIPER_OBJECT_A_Y $DOT_PRODUCT 
0086: $PARTNER_X = $SNIPER_OBJECT_A_X // $ = $ float 
0061: $PARTNER_X -= $VECTOR_X // $ -= $ float 
0086: $PARTNER_Y = $SNIPER_OBJECT_A_Y // $ = $ float 
0061: $PARTNER_Y -= $VECTOR_Y // $ -= $ float 
0069: $PARTNER_X *= $PARTNER_X // $ *= $ float 
0069: $PARTNER_Y *= $PARTNER_Y // $ *= $ float 
0086: $DOT_PRODUCT = $PARTNER_X // $ = $ float 
0059: $DOT_PRODUCT += $PARTNER_Y // $ += $ float 
01FB: $DISTANCE_RESULTA = square_root $DOT_PRODUCT 
0086: $PARTNER_X = $SNIPER_OBJECT_A_X // $ = $ float 
0061: $PARTNER_X -= $TEMP_VECTOR_X // $ -= $ float 
0086: $PARTNER_Y = $SNIPER_OBJECT_A_Y // $ = $ float 
0061: $PARTNER_Y -= $TEMP_VECTOR_Y // $ -= $ float 
0069: $PARTNER_X *= $PARTNER_X // $ *= $ float 
0069: $PARTNER_Y *= $PARTNER_Y // $ *= $ float 
0086: $DOT_PRODUCT = $PARTNER_X // $ = $ float 
0059: $DOT_PRODUCT += $PARTNER_Y // $ += $ float 
01FB: $DISTANCE_RESULTB = square_root $DOT_PRODUCT 
if 
0024:   $DISTANCE_RESULTB > $DISTANCE_RESULTA // $ > $ float 
jf @RAY4_10852 
02CE: $DOT_PRODUCT = ground_z $VECTOR_X $VECTOR_Y $PARTNER_Z 
0086: $TEMP_X = $PARTNER_Z // $ = $ float 
$TEMP_X += 15.0 // $ += float 
02CE: $TEMP_X = ground_z $VECTOR_X $VECTOR_Y $TEMP_X 
if 
0024:   $TEMP_X > $DOT_PRODUCT // $ > $ float 
jf @RAY4_10775 
0086: $DOT_PRODUCT = $TEMP_X // $ = $ float 
$DOT_PRODUCT += 1.0 // $ += float 

:RAY4_10775
if 
   not $DOT_PRODUCT == 0.0 // $ == float 
jf @RAY4_10823 
0362: remove_actor $RAYS_PARTNER from_car_and_place_at $VECTOR_X $VECTOR_Y $PARTNER_Z 
0173: set_actor $RAYS_PARTNER z_angle_to 90.0 
jump @RAY4_10845 

:RAY4_10823
0362: remove_actor $RAYS_PARTNER from_car_and_place_at $TEMP_VECTOR_X $TEMP_VECTOR_Y $PARTNER_Z 
0173: set_actor $RAYS_PARTNER z_angle_to 90.0 

:RAY4_10845
jump @RAY4_10936 

:RAY4_10852
02CE: $DOT_PRODUCT = ground_z $TEMP_VECTOR_X $TEMP_VECTOR_Y $PARTNER_Z 
if 
   not $DOT_PRODUCT == 0.0 // $ == float 
jf @RAY4_10914 
0362: remove_actor $RAYS_PARTNER from_car_and_place_at $TEMP_VECTOR_X $TEMP_VECTOR_Y $PARTNER_Z 
0173: set_actor $RAYS_PARTNER z_angle_to 90.0 
jump @RAY4_10936 

:RAY4_10914
0362: remove_actor $RAYS_PARTNER from_car_and_place_at $VECTOR_X $VECTOR_Y $PARTNER_Z 
0173: set_actor $RAYS_PARTNER z_angle_to 90.0 

:RAY4_10936
01B2: give_actor $RAYS_PARTNER weapon 5 ammo 9999 
0319: set_actor $RAYS_PARTNER wander_state_to 1 
0151: remove_status_text $PARTNERS_BOAT_HEALTH 
$EXIT_BOAT_FLAG = 1 // $ = int 

:RAY4_10965
return 

:RAY4_10967
0227: $PARTNERS_BOAT_HEALTH = car $PARTNERS_BOAT health 
$PARTNERS_BOAT_HEALTH -= 250 // $ -= int 
$PARTNERS_BOAT_HEALTH *= 100 // $ *= int 
$PARTNERS_BOAT_HEALTH /= 750 // $ /= int 
0084: $PARTNERS_BOAT_HEALTH2 = $PARTNERS_BOAT_HEALTH // $ = $ int 
$PARTNERS_BOAT_HEALTH = 100 // $ = int 
0060: $PARTNERS_BOAT_HEALTH -= $PARTNERS_BOAT_HEALTH2 // $ -= $ int 
return 

:RAY4_11023
if 
00E9:   player $PLAYER_CHAR 0 $RAYS_PARTNER radius 100.0 100.0 
jf @RAY4_11062 
0377: set_actor $RAYS_PARTNER steal_any_car 
jump @RAY4_11122 

:RAY4_11062
03D3: point 1309.875 -695.25 15.375 get_nearby_vector $PARTNER_X $PARTNER_Y $PARTNER_Z $DOT_PRODUCT 
01C3: mark_car_as_no_longer_needed $PARTNERS_CAR 
00A5: $PARTNERS_CAR = create_car #SENTINEL at $PARTNER_X $PARTNER_Y $PARTNER_Z 
0175: set_car $PARTNERS_CAR z_angle_to $DOT_PRODUCT 
01D5: actor $RAYS_PARTNER go_to_and_drive_car $PARTNERS_CAR 

:RAY4_11122
return 

:RAY4_11124
if 
  $BOAT_NODE_COUNTER == 1 // $ == int 
jf @RAY4_11215 
if 
  50 > $PARTNERS_BOAT_HEALTH // int > $ 
jf @RAY4_11190 
0086: $BOAT_NODE_X = $NODE_11_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_11_Y // $ = $ float 
$BOAT_NODE_COUNTER = 11 // $ = int 
jump @RAY4_11213 

:RAY4_11190
0086: $BOAT_NODE_X = $NODE_2_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_2_Y // $ = $ float 
$BOAT_NODE_COUNTER = 2 // $ = int 

:RAY4_11213
return 

:RAY4_11215
if 
  $BOAT_NODE_COUNTER == 2 // $ == int 
jf @RAY4_11258 
0086: $BOAT_NODE_X = $NODE_3_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_3_Y // $ = $ float 
$BOAT_NODE_COUNTER = 3 // $ = int 
return 

:RAY4_11258
if 
  $BOAT_NODE_COUNTER == 3 // $ == int 
jf @RAY4_11364 
if 
  50 > $PARTNERS_BOAT_HEALTH // int > $ 
jf @RAY4_11324 
0086: $BOAT_NODE_X = $NODE_4_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_4_Y // $ = $ float 
$BOAT_NODE_COUNTER = 4 // $ = int 
jump @RAY4_11362 

:RAY4_11324
0086: $BOAT_NODE_X = $NODE_0_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_0_Y // $ = $ float 
$BOAT_NODE_COUNTER = 0 // $ = int 
02DB: set_boat $PARTNERS_BOAT speed_to 35.0 
$BOAT_SPEED_FLAG = -100 // $ = int 

:RAY4_11362
return 

:RAY4_11364
if 
  $BOAT_NODE_COUNTER == 4 // $ == int 
jf @RAY4_11407 
0086: $BOAT_NODE_X = $NODE_5_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_5_Y // $ = $ float 
$BOAT_NODE_COUNTER = 5 // $ = int 
return 

:RAY4_11407
if 
  $BOAT_NODE_COUNTER == 5 // $ == int 
jf @RAY4_11450 
0086: $BOAT_NODE_X = $NODE_6_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_6_Y // $ = $ float 
$BOAT_NODE_COUNTER = 6 // $ = int 
return 

:RAY4_11450
if 
  $BOAT_NODE_COUNTER == 6 // $ == int 
jf @RAY4_11493 
0086: $BOAT_NODE_X = $NODE_7_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_7_Y // $ = $ float 
$BOAT_NODE_COUNTER = 7 // $ = int 
return 

:RAY4_11493
if 
  $BOAT_NODE_COUNTER == 7 // $ == int 
jf @RAY4_11584 
if 
  50 > $PARTNERS_BOAT_HEALTH // int > $ 
jf @RAY4_11559 
0086: $BOAT_NODE_X = $NODE_8_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_8_Y // $ = $ float 
$BOAT_NODE_COUNTER = 8 // $ = int 
jump @RAY4_11582 

:RAY4_11559
0086: $BOAT_NODE_X = $NODE_3_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_3_Y // $ = $ float 
$BOAT_NODE_COUNTER = 3 // $ = int 

:RAY4_11582
return 

:RAY4_11584
if 
  $BOAT_NODE_COUNTER == 8 // $ == int 
jf @RAY4_11675 
if 
  50 > $PARTNERS_BOAT_HEALTH // int > $ 
jf @RAY4_11650 
0086: $BOAT_NODE_X = $NODE_1_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_1_Y // $ = $ float 
$BOAT_NODE_COUNTER = 1 // $ = int 
jump @RAY4_11673 

:RAY4_11650
0086: $BOAT_NODE_X = $NODE_3_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_3_Y // $ = $ float 
$BOAT_NODE_COUNTER = 3 // $ = int 

:RAY4_11673
return 

:RAY4_11675
if 
  $BOAT_NODE_COUNTER == 9 // $ == int 
jf @RAY4_11766 
if 
  50 > $PARTNERS_BOAT_HEALTH // int > $ 
jf @RAY4_11741 
0086: $BOAT_NODE_X = $NODE_2_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_2_Y // $ = $ float 
$BOAT_NODE_COUNTER = 2 // $ = int 
jump @RAY4_11764 

:RAY4_11741
0086: $BOAT_NODE_X = $NODE_8_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_8_Y // $ = $ float 
$BOAT_NODE_COUNTER = 8 // $ = int 

:RAY4_11764
return 

:RAY4_11766
if 
  $BOAT_NODE_COUNTER == 10 // $ == int 
jf @RAY4_11809 
0086: $BOAT_NODE_X = $NODE_9_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_9_Y // $ = $ float 
$BOAT_NODE_COUNTER = 9 // $ = int 
return 

:RAY4_11809
if 
  $BOAT_NODE_COUNTER == 11 // $ == int 
jf @RAY4_11852 
0086: $BOAT_NODE_X = $NODE_10_X // $ = $ float 
0086: $BOAT_NODE_Y = $NODE_10_Y // $ = $ float 
$BOAT_NODE_COUNTER = 10 // $ = int 
return 

:RAY4_11852
return 

:RAY4_11854
if and
80E9:   not player $PLAYER_CHAR 0 $RAYS_PARTNER radius 160.0 160.0 
82CB:   not actor $RAYS_PARTNER bounding_sphere_visible 
jf @RAY4_12029 
if 
  $GOTAWAY_TIMER_RESET_FLAG == 0 // $ == int 
jf @RAY4_11921 
0164: disable_marker $PARTNERS_BLIP 
01BD: $GOTAWAY_TIMER_STARTED = current_time_in_ms 
$GOTAWAY_TIMER_RESET_FLAG = 1 // $ = int 

:RAY4_11921
if 
  $GOTAWAY_TIMER_RESET_FLAG == 1 // $ == int 
jf @RAY4_12029 
01BD: $GOTAWAY_TIMER_CURRENT = current_time_in_ms 
0084: $GOTAWAY_TIMER = $GOTAWAY_TIMER_CURRENT // $ = $ int 
0060: $GOTAWAY_TIMER -= $GOTAWAY_TIMER_STARTED // $ -= $ int 
if 
  $GOTAWAY_TIMER > 8000 // $ > int 
jf @RAY4_12029 
if 
82CB:   not actor $RAYS_PARTNER bounding_sphere_visible 
jf @RAY4_12029 
$GOTAWAY_TIMER_RESET_FLAG = 0 // $ = int 
009B: destroy_actor_instantly $RAYS_PARTNER 
00BC: text_highpriority 'RM4_3' time 5000 1  // ~r~Ray's partner has escaped!
$GOTO_MISSION_RAY4_FAILED = 1 // $ = int 

:RAY4_12029
if 
  $GOTAWAY_TIMER_RESET_FLAG == 1 // $ == int 
jf @RAY4_12099 
if or
00E9:   player $PLAYER_CHAR 0 $RAYS_PARTNER radius 160.0 160.0 
02CB:   actor $RAYS_PARTNER bounding_sphere_visible 
jf @RAY4_12099 
0164: disable_marker $PARTNERS_BLIP 
0187: $PARTNERS_BLIP = create_marker_above_actor $RAYS_PARTNER 
$GOTAWAY_TIMER_RESET_FLAG = 0 // $ = int 

:RAY4_12099
return 

//-------------Mission 58---------------
// Originally: Plaster Blaster

:RAY5
gosub @RAY5_36 
if 
  wasted_or_busted 
jf @RAY5_27 
gosub @RAY5_3371 

:RAY5_27
gosub @RAY5_3499 
terminate_this_script 

:RAY5_36
increment_mission_attempts 
script_name 'RAY5' 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 1 // $ = int 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 
wait 0 
$FLAG_BODYCAST_CLEAR = 0 // $ = int 
$FLAG_REDALERT = 0 // $ = int 
$FLAG_RANDOM_RAY5 = 0 // $ = int 
$FLAG_POLICE_TRIGGER = 0 // $ = int 
$FLAG_AUDIO = 0 // $ = int 
$AMBULANCE_HEALTH = 0 // $ = int 
023C: load_special_actor 1 'RAY' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'RAYH' 
0247: request_model #TOILET 
038B: load_requested_models 

:RAY5_160
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ01 available 
8248:   not model #TOILET available 
jf @RAY5_201 
wait 0 
jump @RAY5_160 

:RAY5_201
02E4: load_cutscene_data 'R5_PB' 
03AF: set_streaming 1 
0244: set_cutscene_pos 39.375 -726.625 21.6875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_RAY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_RAY 'RAY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_RAYHEAD from_head #CUTOBJ02 and_body $CS_RAY 
02F5: set_head_anim $CS_RAYHEAD 'RAY' 
0395: clear_area 1 at 39.0 -723.5 22.0 range 1.0 
0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
fade 1 1500 
02E7: start_cutscene 
03AD: set_rubbish 0 
02E8: $CS_TIME = cutscenetime 

:RAY5_370
if 
  919 > $CS_TIME // int > $ 
jf @RAY5_405 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY5_370 

:RAY5_405
00BC: text_highpriority 'RM5_A' time 2000 1  // You useless bastard!

:RAY5_420
if 
  3082 > $CS_TIME // int > $ 
jf @RAY5_455 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY5_420 

:RAY5_455
00BC: text_highpriority 'RM5_A1' time 4500 1  // You totally messed up! My ass is on the line and you can't even kill a god damned fly.

:RAY5_470
if 
  7840 > $CS_TIME // int > $ 
jf @RAY5_505 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY5_470 

:RAY5_505
00BC: text_highpriority 'RM5_B' time 3000 1  // I paid you good money to kill that witness and he ain't dead!

:RAY5_520
if 
  10868 > $CS_TIME // int > $ 
jf @RAY5_555 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY5_520 

:RAY5_555
00BC: text_highpriority 'RM5_B1' time 2000 1  // And today he's gonna make a Federal Deposition!

:RAY5_570
if 
  13138 > $CS_TIME // int > $ 
jf @RAY5_605 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY5_570 

:RAY5_605
00BC: text_highpriority 'RM5_C' time 4000 1  // He's being moved any second now from the Carson General Hospital up in Rockford.

:RAY5_620
if 
  17626 > $CS_TIME // int > $ 
jf @RAY5_655 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY5_620 

:RAY5_655
00BC: text_highpriority 'RM5_D' time 2500 1  // If he squeals, I squeal....

:RAY5_670
if 
  24333 > $CS_TIME // int > $ 
jf @RAY5_705 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY5_670 

:RAY5_705
fade 0 1500 

:RAY5_712
if 
82E9:   not cutscene_reached_end 
jf @RAY5_736 
wait 0 
jump @RAY5_712 

:RAY5_736
00BE: text_clear_all 

:RAY5_738
if 
  fading 
jf @RAY5_762 
wait 0 
jump @RAY5_738 

:RAY5_762
02EA: end_cutscene 
fade 0 0 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #TOILET 
03AF: set_streaming 1 
03AD: set_rubbish 1 
$RAYS_CUTSCENE_FLAG = 0 // $ = int 
0247: request_model #AMBULAN 
0247: request_model #ENFORCER 
0247: request_model #COP 
0247: request_model #SWAT 

:RAY5_834
if or
8248:   not model #AMBULAN available 
8248:   not model #COP available 
8248:   not model #SWAT available 
8248:   not model #ENFORCER available 
jf @RAY5_872 
wait 0 
jump @RAY5_834 

:RAY5_872
00A5: $SWATVAN1 = create_car #ENFORCER at 417.75 -1064.0 26.375 
0175: set_car $SWATVAN1 z_angle_to 50.0 
00A9: set_car $SWATVAN1 to_normal_driver 
0397: car $SWATVAN1 siren = 1 
00A5: $SWATVAN2 = create_car #ENFORCER at 335.375 -1185.188 26.375 
0175: set_car $SWATVAN2 z_angle_to 150.0 
00A9: set_car $SWATVAN2 to_normal_driver 
0397: car $SWATVAN2 siren = 1 
009A: $SWAT1_RC5 = create_actor 4 #SWAT at 414.5625 -1060.25 26.1875 
0173: set_actor $SWAT1_RC5 z_angle_to 0.0 
01ED: reset_actor $SWAT1_RC5 threat_search 
011A: set_actor $SWAT1_RC5 search_threat 1 
01B2: give_actor $SWAT1_RC5 weapon 6 ammo 100 
01B9: set_actor $SWAT1_RC5 armed_weapon_to 6 
0350: set_actor $SWAT1_RC5 maintain_position_when_attacked 1 
035F: set_actor $SWAT1_RC5 armour_to 100 
009A: $SWAT2_RC5 = create_actor 4 #SWAT at 365.0 -1146.688 23.0 
0173: set_actor $SWAT2_RC5 z_angle_to 270.0 
01ED: reset_actor $SWAT2_RC5 threat_search 
011A: set_actor $SWAT2_RC5 search_threat 1 
01B2: give_actor $SWAT2_RC5 weapon 6 ammo 100 
01B9: set_actor $SWAT2_RC5 armed_weapon_to 6 
0350: set_actor $SWAT2_RC5 maintain_position_when_attacked 1 
035F: set_actor $SWAT2_RC5 armour_to 100 
009A: $SWAT3_RC5 = create_actor 4 #SWAT at 331.5 -1184.063 26.1875 
0173: set_actor $SWAT3_RC5 z_angle_to 100.0 
01ED: reset_actor $SWAT3_RC5 threat_search 
011A: set_actor $SWAT3_RC5 search_threat 1 
01B2: give_actor $SWAT3_RC5 weapon 6 ammo 100 
01B9: set_actor $SWAT3_RC5 armed_weapon_to 6 
0350: set_actor $SWAT3_RC5 maintain_position_when_attacked 1 
035F: set_actor $SWAT3_RC5 armour_to 100 
009A: $SWAT4_RC5 = create_actor 4 #SWAT at 336.0 -1122.0 26.0 
0173: set_actor $SWAT4_RC5 z_angle_to 230.0 
01ED: reset_actor $SWAT4_RC5 threat_search 
011A: set_actor $SWAT4_RC5 search_threat 1 
01B2: give_actor $SWAT4_RC5 weapon 6 ammo 100 
01B9: set_actor $SWAT4_RC5 armed_weapon_to 6 
0350: set_actor $SWAT4_RC5 maintain_position_when_attacked 1 
035F: set_actor $SWAT4_RC5 armour_to 100 
03CF: load_wav 'R5_A' 

:RAY5_1226
$AMBULANCE_HEALTH = 0 // $ = int 
03C4: set_status_text_to $AMBULANCE_HEALTH 1 'DAM'  // DAMAGE:
00A5: $AMBULANCE_RC5 = create_car #AMBULAN at 387.25 4.5 11.375 
0186: $BLIP_AMBULANCE_RC5 = create_marker_above_car $AMBULANCE_RC5 
0129: $COP_DRIVER = create_actor 6 #COP in_car $AMBULANCE_RC5 driverseat 
020A: set_car $AMBULANCE_RC5 door_status_to 2 
0175: set_car $AMBULANCE_RC5 z_angle_to 166.0 
00AD: set_car $AMBULANCE_RC5 max_speed_to 20.0 
00AE: set_vehicle $AMBULANCE_RC5 traffic_behavior_to 0 
02AA: set_car $AMBULANCE_RC5 immune_to_nonplayer 1 
0227: $AMBULANCE_HEALTH = car $AMBULANCE_RC5 health 
0099: $RANDOM_RAY5 = random_int_in_ranges_0_to_32767 
if 
  21846 > $RANDOM_RAY5 // int > $ 
jf @RAY5_1367 
00A7: car $AMBULANCE_RC5 drive_to -148.875 18.0 26.5 

:RAY5_1367
if and
  $RANDOM_RAY5 > 21845 // $ > int 
  43691 > $RANDOM_RAY5 // int > $ 
jf @RAY5_1417 
00A7: car $AMBULANCE_RC5 drive_to 402.875 -404.875 26.5 
$FLAG_RANDOM_RAY5 = 1 // $ = int 

:RAY5_1417
if 
  $RANDOM_RAY5 > 43690 // $ > int 
jf @RAY5_1459 
00A7: car $AMBULANCE_RC5 drive_to -13.1875 -804.6875 26.5 
$FLAG_RANDOM_RAY5 = 2 // $ = int 

:RAY5_1459
if 
  $FLAG_REDALERT == 0 // $ == int 
jf @RAY5_2059 
wait 0 
if 
8119:   not car $AMBULANCE_RC5 wrecked 
jf @RAY5_1869 
00AA: store_car $AMBULANCE_RC5 position_to $AMB_RC5_X $AMB_RC5_Y $AMB_RC5_Z 
0227: $AMBULANCE_HEALTH = car $AMBULANCE_RC5 health 
$AMBULANCE_HEALTH *= -1 // $ *= int 
$AMBULANCE_HEALTH += 1000 // $ += int 
if 
  $FLAG_RANDOM_RAY5 == 0 // $ == int 
jf @RAY5_1603 
if 
01AD:   car $AMBULANCE_RC5 0 -148.875 18.0 15.0 15.0 
jf @RAY5_1603 
00A7: car $AMBULANCE_RC5 drive_to 405.1875 -1137.688 26.0 
$FLAG_RANDOM_RAY5 = 3 // $ = int 

:RAY5_1603
if 
  $FLAG_RANDOM_RAY5 == 1 // $ == int 
jf @RAY5_1672 
if 
01AD:   car $AMBULANCE_RC5 0 402.875 -404.875 15.0 15.0 
jf @RAY5_1672 
00A7: car $AMBULANCE_RC5 drive_to 405.1875 -1137.688 26.0 
$FLAG_RANDOM_RAY5 = 3 // $ = int 

:RAY5_1672
if 
  $FLAG_RANDOM_RAY5 == 2 // $ == int 
jf @RAY5_1741 
if 
01AD:   car $AMBULANCE_RC5 0 -13.1875 -804.6875 15.0 15.0 
jf @RAY5_1741 
00A7: car $AMBULANCE_RC5 drive_to 405.1875 -1137.688 26.0 
$FLAG_RANDOM_RAY5 = 3 // $ = int 

:RAY5_1741
if 
  $FLAG_RANDOM_RAY5 == 3 // $ == int 
jf @RAY5_1825 
if 
01AD:   car $AMBULANCE_RC5 0 405.1875 -1137.688 15.0 15.0 
jf @RAY5_1825 
$FLAG_REDALERT = 1 // $ = int 
00A7: car $AMBULANCE_RC5 drive_to 362.0 -1138.0 23.0 
00AD: set_car $AMBULANCE_RC5 max_speed_to 15.0 
00AE: set_vehicle $AMBULANCE_RC5 traffic_behavior_to 0 

:RAY5_1825
if 
02CA:   car $AMBULANCE_RC5 bounding_sphere_visible 
jf @RAY5_1855 
02AA: set_car $AMBULANCE_RC5 immune_to_nonplayer 0 
jump @RAY5_1862 

:RAY5_1855
02AA: set_car $AMBULANCE_RC5 immune_to_nonplayer 1 

:RAY5_1862
jump @RAY5_1925 

:RAY5_1869
00BC: text_highpriority 'RM5_3' time 2500 1  // ~g~It was a decoy!
01C3: mark_car_as_no_longer_needed $AMBULANCE_RC5 
01C2: mark_actor_as_no_longer_needed $COP_DRIVER 
0164: disable_marker $BLIP_AMBULANCE_RC5 
0151: remove_status_text $AMBULANCE_HEALTH 
$FLAG_RANDOM_RAY5 = 0 // $ = int 
$FLAG_POLICE_TRIGGER = 0 // $ = int 
jump @RAY5_1226 

:RAY5_1925
if 
00E3:   player $PLAYER_CHAR 0 $AMB_RC5_X $AMB_RC5_Y radius 25.0 25.0 
jf @RAY5_2045 
if 
8119:   not car $AMBULANCE_RC5 wrecked 
jf @RAY5_2045 
00BC: text_highpriority 'RM5_2' time 3000 1  // ~g~You've been spotted!!
00AD: set_car $AMBULANCE_RC5 max_speed_to 28.0 
00AE: set_vehicle $AMBULANCE_RC5 traffic_behavior_to 3 
00A7: car $AMBULANCE_RC5 drive_to 405.1875 -1137.688 26.0 
03D1: play_wav 
0397: car $AMBULANCE_RC5 siren = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
$FLAG_REDALERT = 1 // $ = int 
$FLAG_POLICE_TRIGGER = 1 // $ = int 

:RAY5_2045
gosub @RAY5_3574 
jump @RAY5_1459 

:RAY5_2059
if 
  $FLAG_REDALERT == 1 // $ == int 
jf @RAY5_2461 
wait 0 
if 
8119:   not car $AMBULANCE_RC5 wrecked 
jf @RAY5_2264 
0227: $AMBULANCE_HEALTH = car $AMBULANCE_RC5 health 
$AMBULANCE_HEALTH *= -1 // $ *= int 
$AMBULANCE_HEALTH += 1000 // $ += int 
if 
8185:   not car $AMBULANCE_RC5 health > 900 
jf @RAY5_2146 
jump @RAY5_2799 

:RAY5_2146
if 
01AD:   car $AMBULANCE_RC5 0 405.1875 -1137.688 15.0 15.0 
jf @RAY5_2220 
00AD: set_car $AMBULANCE_RC5 max_speed_to 10.0 
$FLAG_REDALERT = 2 // $ = int 
00A7: car $AMBULANCE_RC5 drive_to 362.0 -1138.0 23.0 
00AD: set_car $AMBULANCE_RC5 max_speed_to 15.0 
00AE: set_vehicle $AMBULANCE_RC5 traffic_behavior_to 0 

:RAY5_2220
if 
02CA:   car $AMBULANCE_RC5 bounding_sphere_visible 
jf @RAY5_2250 
02AA: set_car $AMBULANCE_RC5 immune_to_nonplayer 0 
jump @RAY5_2257 

:RAY5_2250
02AA: set_car $AMBULANCE_RC5 immune_to_nonplayer 1 

:RAY5_2257
jump @RAY5_2320 

:RAY5_2264
00BC: text_highpriority 'RM5_3' time 2500 1  // ~g~It was a decoy!
01C3: mark_car_as_no_longer_needed $AMBULANCE_RC5 
01C2: mark_actor_as_no_longer_needed $COP_DRIVER 
0164: disable_marker $BLIP_AMBULANCE_RC5 
0151: remove_status_text $AMBULANCE_HEALTH 
$FLAG_RANDOM_RAY5 = 0 // $ = int 
$FLAG_POLICE_TRIGGER = 0 // $ = int 
jump @RAY5_1226 

:RAY5_2320
if and
00E3:   player $PLAYER_CHAR 0 $AMB_RC5_X $AMB_RC5_Y radius 25.0 25.0 
  $FLAG_POLICE_TRIGGER == 0 // $ == int 
jf @RAY5_2447 
if 
8119:   not car $AMBULANCE_RC5 wrecked 
jf @RAY5_2447 
00BC: text_highpriority 'RM5_2' time 3000 1  // ~g~You've been spotted!!
00AD: set_car $AMBULANCE_RC5 max_speed_to 28.0 
00AE: set_vehicle $AMBULANCE_RC5 traffic_behavior_to 3 
00A7: car $AMBULANCE_RC5 drive_to 405.1875 -1137.688 26.0 
03D1: play_wav 
0397: car $AMBULANCE_RC5 siren = 1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
$FLAG_REDALERT = 1 // $ = int 
$FLAG_POLICE_TRIGGER = 1 // $ = int 

:RAY5_2447
gosub @RAY5_3574 
jump @RAY5_2059 

:RAY5_2461
if 
  $FLAG_REDALERT == 2 // $ == int 
jf @RAY5_2792 
wait 0 
if 
8119:   not car $AMBULANCE_RC5 wrecked 
jf @RAY5_2656 
0227: $AMBULANCE_HEALTH = car $AMBULANCE_RC5 health 
$AMBULANCE_HEALTH *= -1 // $ *= int 
$AMBULANCE_HEALTH += 1000 // $ += int 
if 
01AD:   car $AMBULANCE_RC5 1 362.0 -1138.0 5.0 5.0 
jf @RAY5_2586 
$FLAG_REDALERT = 3 // $ = int 
00AD: set_car $AMBULANCE_RC5 max_speed_to 0.0 
00AE: set_vehicle $AMBULANCE_RC5 traffic_behavior_to 0 
0397: car $AMBULANCE_RC5 siren = 0 
00A9: set_car $AMBULANCE_RC5 to_normal_driver 

:RAY5_2586
if 
8185:   not car $AMBULANCE_RC5 health > 900 
jf @RAY5_2612 
jump @RAY5_2799 

:RAY5_2612
if 
02CA:   car $AMBULANCE_RC5 bounding_sphere_visible 
jf @RAY5_2642 
02AA: set_car $AMBULANCE_RC5 immune_to_nonplayer 0 
jump @RAY5_2649 

:RAY5_2642
02AA: set_car $AMBULANCE_RC5 immune_to_nonplayer 1 

:RAY5_2649
jump @RAY5_2712 

:RAY5_2656
00BC: text_highpriority 'RM5_3' time 2500 1  // ~g~It was a decoy!
01C3: mark_car_as_no_longer_needed $AMBULANCE_RC5 
01C2: mark_actor_as_no_longer_needed $COP_DRIVER 
0164: disable_marker $BLIP_AMBULANCE_RC5 
0151: remove_status_text $AMBULANCE_HEALTH 
$FLAG_RANDOM_RAY5 = 0 // $ = int 
$FLAG_REDALERT = 0 // $ = int 
jump @RAY5_1226 

:RAY5_2712
if and
00E3:   player $PLAYER_CHAR 0 $AMB_RC5_X $AMB_RC5_Y radius 25.0 25.0 
  $FLAG_POLICE_TRIGGER == 0 // $ == int 
jf @RAY5_2778 
00BC: text_highpriority 'RM5_2' time 3000 1  // ~g~You've been spotted!!
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 
$FLAG_POLICE_TRIGGER = 1 // $ = int 

:RAY5_2778
gosub @RAY5_3574 
jump @RAY5_2461 

:RAY5_2792
jump @RAY5_3371 

:RAY5_2799
0164: disable_marker $BLIP_AMBULANCE_RC5 
00AA: store_car $AMBULANCE_RC5 position_to $AMB_RC5_X $AMB_RC5_Y $AMB_RC5_Z 
$AMB_RC5_Z += 2.5 // $ += float 
0107: $INJURED_COP_RC5 = create_object #BODYCAST at $AMB_RC5_X $AMB_RC5_Y $AMB_RC5_Z 
0382: set_object $INJURED_COP_RC5 collision_detection 1 
0392: object $INJURED_COP_RC5 toggle_in_moving_list 1 
035D: make_object $INJURED_COP_RC5 targetable 
038C: object $INJURED_COP_RC5 scatter 0.0 0.0 5.0 
0188: $BLIP_INJURED_COP_RC5 = create_marker_above_object $INJURED_COP_RC5 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
0151: remove_status_text $AMBULANCE_HEALTH 
03C4: set_status_text_to $BODYCAST_HEALTH 1 'DAM'  // DAMAGE:
00BC: text_highpriority 'RM5_6' time 3000 1  // ~g~He's bailed out!! Smash his bodycast with a vehicle or an explosion!!

:RAY5_2926
if 
8366:   not object $INJURED_COP_RC5 damaged 
jf @RAY5_3359 
wait 0 
01BB: store_object $INJURED_COP_RC5 position_to $IC_X $IC_Y $IC_Z 
03D7: set_wav_location $IC_X $IC_Y $IC_Z 
03F8: get_body_cast_health $BODYCAST_HEALTH 
$BODYCAST_HEALTH *= -1 // $ *= int 
$BODYCAST_HEALTH += 1000 // $ += int 
$BODYCAST_HEALTH /= 10 // $ /= int 
if 
  $FLAG_AUDIO == 0 // $ == int 
jf @RAY5_3018 
03D1: play_wav 

:RAY5_3018
if 
03D2:   wav_ended 
jf @RAY5_3038 
$FLAG_AUDIO = 1 // $ = int 

:RAY5_3038
if and
02D7:   player $PLAYER_CHAR current_weapon == 2 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @RAY5_3076 
00BB: text_lowpriority 'RM5_4' time 500 1  // ~g~Bullets won't get through that armored bodycast!!

:RAY5_3076
if and
02D7:   player $PLAYER_CHAR current_weapon == 3 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @RAY5_3114 
00BB: text_lowpriority 'RM5_4' time 500 1  // ~g~Bullets won't get through that armored bodycast!!

:RAY5_3114
if and
02D7:   player $PLAYER_CHAR current_weapon == 4 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @RAY5_3152 
00BB: text_lowpriority 'RM5_4' time 500 1  // ~g~Bullets won't get through that armored bodycast!!

:RAY5_3152
if and
02D7:   player $PLAYER_CHAR current_weapon == 6 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @RAY5_3190 
00BB: text_lowpriority 'RM5_4' time 500 1  // ~g~Bullets won't get through that armored bodycast!!

:RAY5_3190
if and
02D7:   player $PLAYER_CHAR current_weapon == 5 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @RAY5_3228 
00BB: text_lowpriority 'RM5_4' time 500 1  // ~g~Bullets won't get through that armored bodycast!!

:RAY5_3228
if and
02D7:   player $PLAYER_CHAR current_weapon == 9 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @RAY5_3266 
00BB: text_lowpriority 'RM5_5' time 500 1  // ~g~That armored bodycast is flame retardant!!

:RAY5_3266
if and
02D7:   player $PLAYER_CHAR current_weapon == 10 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @RAY5_3304 
00BB: text_lowpriority 'RM5_5' time 500 1  // ~g~That armored bodycast is flame retardant!!

:RAY5_3304
if 
  1.0 > $IC_Z // float > $ 
jf @RAY5_3345 
00BC: text_highpriority 'RM5_8' time 3000 1  // ~g~Witness has drowned!!
jump @RAY5_3359 

:RAY5_3345
gosub @RAY5_3574 
jump @RAY5_2926 

:RAY5_3359
0164: disable_marker $BLIP_INJURED_COP_RC5 
jump @RAY5_3403 

:RAY5_3371
00BC: text_highpriority 'RM5_7' time 3000 1  // ~r~Witness has been delivered!!
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:RAY5_3403
$FLAG_RAY_MISSION5_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10000 
0318: set_latest_mission_passed 'RM5'  // 'PLASTER BLASTER'
030C: progress_made += 1 
if 
   not $FLAG_LOVE_MISSION3_PASSED == 1 // $ == int 
jf @RAY5_3489 
0164: disable_marker $RAY_CONTACT_BLIP 
jump @RAY5_3497 

:RAY5_3489
start_new_script @NONAME_56 

:RAY5_3497
return 

:RAY5_3499
0151: remove_status_text $AMBULANCE_HEALTH 
0151: remove_status_text $BODYCAST_HEALTH 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 0 // $ = int 
01C4: mark_object_as_no_longer_needed $INJURED_COP_RC5 
01C2: mark_actor_as_no_longer_needed $SWAT1_RC5 
01C2: mark_actor_as_no_longer_needed $SWAT2_RC5 
01C2: mark_actor_as_no_longer_needed $SWAT3_RC5 
01C2: mark_actor_as_no_longer_needed $SWAT4_RC5 
01C2: mark_actor_as_no_longer_needed $COP_DRIVER 
0249: release_model #AMBULAN 
0249: release_model #SWAT 
0249: release_model #ENFORCER 
0164: disable_marker $BLIP_AMBULANCE_RC5 
mission_cleanup 
return 

:RAY5_3574
if 
0057:   player $PLAYER_CHAR 0 366.0 -1146.0 21.0 396.0 -1134.0 28.0 
jf @RAY5_3658 
if 
8118:   not actor $SWAT1_RC5 dead 
jf @RAY5_3634 
01CC: actor $SWAT1_RC5 kill_player $PLAYER_CHAR 

:RAY5_3634
if 
8118:   not actor $SWAT2_RC5 dead 
jf @RAY5_3658 
01CC: actor $SWAT2_RC5 kill_player $PLAYER_CHAR 

:RAY5_3658
if 
0057:   player $PLAYER_CHAR 0 318.0 -1170.0 22.0 366.0 -1120.0 25.0 
jf @RAY5_3790 
if 
8118:   not actor $SWAT1_RC5 dead 
jf @RAY5_3718 
01CC: actor $SWAT1_RC5 kill_player $PLAYER_CHAR 

:RAY5_3718
if 
8118:   not actor $SWAT2_RC5 dead 
jf @RAY5_3742 
01CC: actor $SWAT2_RC5 kill_player $PLAYER_CHAR 

:RAY5_3742
if 
8118:   not actor $SWAT3_RC5 dead 
jf @RAY5_3766 
01CC: actor $SWAT3_RC5 kill_player $PLAYER_CHAR 

:RAY5_3766
if 
8118:   not actor $SWAT4_RC5 dead 
jf @RAY5_3790 
01CC: actor $SWAT4_RC5 kill_player $PLAYER_CHAR 

:RAY5_3790
return 

//-------------Mission 59---------------
// Originally: Marked Man

:RAY6
gosub @RAY6_36 
if 
  wasted_or_busted 
jf @RAY6_27 
gosub @RAY6_9002 

:RAY6_27
gosub @RAY6_9142 
terminate_this_script 

:RAY6_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 1 // $ = int 
$RAYS_CUTSCENE_FLAG = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'RAY6' 
$TIME_TILL_FLIGHT = 180000 // $ = int 
$FLAG_BLIP_ON_RAY = 0 // $ = int 
$AIRPORT_DOOR_FLAG = 0 // $ = int 
$DOOR1_CLOSED = 0 // $ = int 
$DOOR2_CLOSED = 0 // $ = int 
$TOTAL_CIA = 0 // $ = int 
$PICKUPS_CREATED_RM6 = 0 // $ = int 
$CIA_1_FLAG = 0 // $ = int 
$CIA_2_FLAG = 0 // $ = int 
$CIA_3_FLAG = 0 // $ = int 
$CIA_4_FLAG = 0 // $ = int 
$CIA_5_FLAG = 0 // $ = int 
$CIA_6_FLAG = 0 // $ = int 
$CIA_7_FLAG = 0 // $ = int 
$CIA_8_FLAG = 0 // $ = int 
$CIA_9_FLAG = 0 // $ = int 
$CIA_10_FLAG = 0 // $ = int 
$CIA_11_FLAG = 0 // $ = int 
$CIA_12_FLAG = 0 // $ = int 
$CIA_13_FLAG = 0 // $ = int 
$CIA_14_FLAG = 0 // $ = int 
$CIA_15_FLAG = 0 // $ = int 
$CIA_16_FLAG = 0 // $ = int 
$CIA_17_FLAG = 0 // $ = int 
023C: load_special_actor 1 'RAY' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'RAYH' 
0247: request_model #TOILET 
038B: load_requested_models 

:RAY6_289
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #TOILET available 
jf @RAY6_330 
wait 0 
jump @RAY6_289 

:RAY6_330
0395: clear_area 1 at 39.0 -723.5 22.0 range 1.0 
0055: put_player $PLAYER_CHAR at 39.0 -723.5 22.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
02E4: load_cutscene_data 'R6_MM' 
0244: set_cutscene_pos 39.375 -726.625 21.6875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_RAY = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_RAY 'RAY' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_RAYHEAD from_head #CUTOBJ02 and_body $CS_RAY 
02F5: set_head_anim $CS_RAYHEAD 'RAY' 
fade 1 1500 
041D: set_camera_near_clip 0.1875 
02E7: start_cutscene 
03AF: set_streaming 0 
03AD: set_rubbish 0 
02E8: $CS_TIME = cutscenetime 

:RAY6_504
if 
  1807 > $CS_TIME // int > $ 
jf @RAY6_539 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY6_504 

:RAY6_539
00BC: text_highpriority 'RM6_A' time 4000 1  // You weren't followed? Good.

:RAY6_554
if 
  4920 > $CS_TIME // int > $ 
jf @RAY6_589 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY6_554 

:RAY6_589
00BC: text_highpriority 'RM6_B' time 4000 1  // This is it, I'm way over my head and I'm starting to drown here!

:RAY6_604
if 
  8597 > $CS_TIME // int > $ 
jf @RAY6_639 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY6_604 

:RAY6_639
00BC: text_highpriority 'RM6_C' time 4000 1  // The CIA seem to have a vested interest in SPANK

:RAY6_654
if 
  11482 > $CS_TIME // int > $ 
jf @RAY6_689 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY6_654 

:RAY6_689
00BC: text_highpriority 'RM6_C1' time 4000 1  // and they don't like us screwing with the Cartel.

:RAY6_704
if 
  14220 > $CS_TIME // int > $ 
jf @RAY6_739 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY6_704 

:RAY6_739
00BC: text_highpriority 'RM6_D' time 4000 1  // I'm a marked man, so I'm getting out of here.

:RAY6_754
if 
  17464 > $CS_TIME // int > $ 
jf @RAY6_789 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY6_754 

:RAY6_789
00BC: text_highpriority 'RM6_E' time 4000 1  // Get me to my flight at the airport and I'll make it worth your while!

:RAY6_804
if 
  21666 > $CS_TIME // int > $ 
jf @RAY6_839 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @RAY6_804 

:RAY6_839
fade 0 1500 

:RAY6_846
if 
82E9:   not cutscene_reached_end 
jf @RAY6_870 
wait 0 
jump @RAY6_846 

:RAY6_870
03AD: set_rubbish 1 
00BE: text_clear_all 

:RAY6_876
if 
  fading 
jf @RAY6_900 
wait 0 
jump @RAY6_876 

:RAY6_900
02EA: end_cutscene 
fade 0 0 
041D: set_camera_near_clip 0.875 
0373: set_camera_directly_behind_player 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #TOILET 
0247: request_model #B_MAN3 
038B: load_requested_models 

:RAY6_936
if 
8248:   not model #B_MAN3 available 
jf @RAY6_962 
wait 0 
jump @RAY6_936 

:RAY6_962
009A: $RAY = create_actor 21 #SPECIAL01 at 38.6875 -727.6875 22.0 
035F: set_actor $RAY armour_to 100 
01DF: tie_actor $RAY to_player $PLAYER_CHAR 
03AF: set_streaming 1 
fade 1 1500 
$RAYS_CUTSCENE_FLAG = 0 // $ = int 
014E: set_timer_to $TIME_TILL_FLIGHT 
018A: $RAYS_BLIP = create_checkpoint_at -739.0 -583.0 -100.0 
if 
0118:   actor $RAY dead 
jf @RAY6_1070 
00BC: text_highpriority 'RM6_6' time 5000 1  // ~r~Ray is dead!
jump @RAY6_9002 

:RAY6_1070
0319: set_actor $RAY wander_state_to 1 
00BC: text_highpriority 'RM6_5' time 15000 1  // ~g~The CIA have the bridge under surveillance, find another route across.

:RAY6_1092
if 
80EF:   not actor $RAY stopped 1 -738.25 -582.875 radius 8.0 8.0 
jf @RAY6_7284 
wait 0 
if 
0118:   actor $RAY dead 
jf @RAY6_1164 
00BC: text_highpriority 'RM6_6' time 5000 1  // ~r~Ray is dead!
jump @RAY6_9002 

:RAY6_1164
if 
  1 > $TIME_TILL_FLIGHT // int > $ 
jf @RAY6_1204 
00BC: text_highpriority 'RM6_7' time 5000 1  // ~r~Ray has missed his flight.
jump @RAY6_9002 

:RAY6_1204
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_1360 
if 
  $CIA_1_FLAG == 0 // $ == int 
jf @RAY6_1360 
if 
00E3:   player $PLAYER_CHAR 0 -25.8125 -612.5 radius 100.0 100.0 
jf @RAY6_1360 
009A: $CIA_1 = create_actor 4 #B_MAN3 at -25.8125 -612.5 42.125 
0173: set_actor $CIA_1 z_angle_to 239.5625 
01B2: give_actor $CIA_1 weapon 6 ammo 9999 
02A9: set_actor $CIA_1 immune_to_nonplayer 1 
009F: set_actor $CIA_1 idle 
0243: set_actor $CIA_1 ped_stats_to 16 
011A: set_actor $CIA_1 search_threat 1 
0350: set_actor $CIA_1 maintain_position_when_attacked 1 
035F: set_actor $CIA_1 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_1_FLAG = 1 // $ = int 

:RAY6_1360
if 
  $CIA_1_FLAG == 1 // $ == int 
jf @RAY6_1427 
if 
80E3:   not player $PLAYER_CHAR 0 -25.8125 -612.5 radius 100.0 100.0 
jf @RAY6_1427 
009B: destroy_actor_instantly $CIA_1 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_1_FLAG = 0 // $ = int 

:RAY6_1427
if 
  $CIA_1_FLAG == 1 // $ == int 
jf @RAY6_1553 
if 
0118:   actor $CIA_1 dead 
jf @RAY6_1475 
$CIA_1_FLAG = 2 // $ = int 
jump @RAY6_1553 

:RAY6_1475
if 
00EB:   player $PLAYER_CHAR 0 $CIA_1 radius 40.0 40.0 
jf @RAY6_1518 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_1 destroy_car $PLAYER_DEATH_CAR 

:RAY6_1518
if 
00EA:   player $PLAYER_CHAR 0 $CIA_1 radius 40.0 40.0 
jf @RAY6_1553 
01CA: actor $CIA_1 kill_player $PLAYER_CHAR 

:RAY6_1553
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_1709 
if 
  $CIA_2_FLAG == 0 // $ == int 
jf @RAY6_1709 
if 
00E3:   player $PLAYER_CHAR 0 -24.0 -630.3125 radius 100.0 100.0 
jf @RAY6_1709 
009A: $CIA_2 = create_actor 4 #B_MAN3 at -24.0 -630.3125 42.0625 
0173: set_actor $CIA_2 z_angle_to 293.5625 
01B2: give_actor $CIA_2 weapon 6 ammo 9999 
02A9: set_actor $CIA_2 immune_to_nonplayer 1 
009F: set_actor $CIA_2 idle 
0243: set_actor $CIA_2 ped_stats_to 16 
011A: set_actor $CIA_2 search_threat 1 
0350: set_actor $CIA_2 maintain_position_when_attacked 1 
035F: set_actor $CIA_2 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_2_FLAG = 1 // $ = int 

:RAY6_1709
if 
  $CIA_2_FLAG == 1 // $ == int 
jf @RAY6_1776 
if 
80E3:   not player $PLAYER_CHAR 0 -24.0 -630.3125 radius 100.0 100.0 
jf @RAY6_1776 
009B: destroy_actor_instantly $CIA_2 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_2_FLAG = 0 // $ = int 

:RAY6_1776
if 
  $CIA_2_FLAG == 1 // $ == int 
jf @RAY6_1902 
if 
0118:   actor $CIA_2 dead 
jf @RAY6_1824 
$CIA_2_FLAG = 2 // $ = int 
jump @RAY6_1902 

:RAY6_1824
if 
00EB:   player $PLAYER_CHAR 0 $CIA_2 radius 40.0 40.0 
jf @RAY6_1867 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_2 destroy_car $PLAYER_DEATH_CAR 

:RAY6_1867
if 
00EA:   player $PLAYER_CHAR 0 $CIA_2 radius 40.0 40.0 
jf @RAY6_1902 
01CA: actor $CIA_2 kill_player $PLAYER_CHAR 

:RAY6_1902
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_2058 
if 
  $CIA_3_FLAG == 0 // $ == int 
jf @RAY6_2058 
if 
00E3:   player $PLAYER_CHAR 0 -35.0625 -632.8125 radius 100.0 100.0 
jf @RAY6_2058 
009A: $CIA_3 = create_actor 4 #B_MAN3 at -35.0625 -632.8125 42.375 
0173: set_actor $CIA_3 z_angle_to 255.375 
01B2: give_actor $CIA_3 weapon 6 ammo 9999 
02A9: set_actor $CIA_3 immune_to_nonplayer 1 
009F: set_actor $CIA_3 idle 
0243: set_actor $CIA_3 ped_stats_to 16 
011A: set_actor $CIA_3 search_threat 1 
0350: set_actor $CIA_3 maintain_position_when_attacked 1 
035F: set_actor $CIA_3 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_3_FLAG = 1 // $ = int 

:RAY6_2058
if 
  $CIA_3_FLAG == 1 // $ == int 
jf @RAY6_2125 
if 
80E3:   not player $PLAYER_CHAR 0 -35.0625 -632.8125 radius 100.0 100.0 
jf @RAY6_2125 
009B: destroy_actor_instantly $CIA_3 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_3_FLAG = 0 // $ = int 

:RAY6_2125
if 
  $CIA_3_FLAG == 1 // $ == int 
jf @RAY6_2251 
if 
0118:   actor $CIA_3 dead 
jf @RAY6_2173 
$CIA_3_FLAG = 2 // $ = int 
jump @RAY6_2251 

:RAY6_2173
if 
00EB:   player $PLAYER_CHAR 0 $CIA_3 radius 40.0 40.0 
jf @RAY6_2216 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_3 destroy_car $PLAYER_DEATH_CAR 

:RAY6_2216
if 
00EA:   player $PLAYER_CHAR 0 $CIA_3 radius 40.0 40.0 
jf @RAY6_2251 
01CA: actor $CIA_3 kill_player $PLAYER_CHAR 

:RAY6_2251
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_2407 
if 
  $CIA_4_FLAG == 0 // $ == int 
jf @RAY6_2407 
if 
00E3:   player $PLAYER_CHAR 0 -24.25 -650.4375 radius 100.0 100.0 
jf @RAY6_2407 
009A: $CIA_4 = create_actor 4 #B_MAN3 at -24.25 -650.4375 46.5625 
0173: set_actor $CIA_4 z_angle_to 344.25 
01B2: give_actor $CIA_4 weapon 6 ammo 9999 
02A9: set_actor $CIA_4 immune_to_nonplayer 1 
009F: set_actor $CIA_4 idle 
0243: set_actor $CIA_4 ped_stats_to 16 
011A: set_actor $CIA_4 search_threat 1 
0350: set_actor $CIA_4 maintain_position_when_attacked 1 
035F: set_actor $CIA_4 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_4_FLAG = 1 // $ = int 

:RAY6_2407
if 
  $CIA_4_FLAG == 1 // $ == int 
jf @RAY6_2474 
if 
80E3:   not player $PLAYER_CHAR 0 -24.25 -650.4375 radius 100.0 100.0 
jf @RAY6_2474 
009B: destroy_actor_instantly $CIA_4 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_4_FLAG = 0 // $ = int 

:RAY6_2474
if 
  $CIA_4_FLAG == 1 // $ == int 
jf @RAY6_2600 
if 
0118:   actor $CIA_4 dead 
jf @RAY6_2522 
$CIA_4_FLAG = 2 // $ = int 
jump @RAY6_2600 

:RAY6_2522
if 
00EB:   player $PLAYER_CHAR 0 $CIA_4 radius 40.0 40.0 
jf @RAY6_2565 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_4 destroy_car $PLAYER_DEATH_CAR 

:RAY6_2565
if 
00EA:   player $PLAYER_CHAR 0 $CIA_4 radius 40.0 40.0 
jf @RAY6_2600 
01CA: actor $CIA_4 kill_player $PLAYER_CHAR 

:RAY6_2600
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_2756 
if 
  $CIA_5_FLAG == 0 // $ == int 
jf @RAY6_2756 
if 
00E3:   player $PLAYER_CHAR 0 -217.9375 -630.375 radius 100.0 100.0 
jf @RAY6_2756 
009A: $CIA_5 = create_actor 4 #B_MAN3 at -217.9375 -630.375 45.9375 
0173: set_actor $CIA_5 z_angle_to 344.25 
01B2: give_actor $CIA_5 weapon 6 ammo 9999 
02A9: set_actor $CIA_5 immune_to_nonplayer 1 
009F: set_actor $CIA_5 idle 
0243: set_actor $CIA_5 ped_stats_to 16 
011A: set_actor $CIA_5 search_threat 1 
0350: set_actor $CIA_5 maintain_position_when_attacked 1 
035F: set_actor $CIA_5 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_5_FLAG = 1 // $ = int 

:RAY6_2756
if 
  $CIA_5_FLAG == 1 // $ == int 
jf @RAY6_2823 
if 
80E3:   not player $PLAYER_CHAR 0 -217.9375 -630.375 radius 100.0 100.0 
jf @RAY6_2823 
009B: destroy_actor_instantly $CIA_5 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_5_FLAG = 0 // $ = int 

:RAY6_2823
if 
  $CIA_5_FLAG == 1 // $ == int 
jf @RAY6_2949 
if 
0118:   actor $CIA_5 dead 
jf @RAY6_2871 
$CIA_5_FLAG = 2 // $ = int 
jump @RAY6_2949 

:RAY6_2871
if 
00EB:   player $PLAYER_CHAR 0 $CIA_5 radius 40.0 40.0 
jf @RAY6_2914 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_5 destroy_car $PLAYER_DEATH_CAR 

:RAY6_2914
if 
00EA:   player $PLAYER_CHAR 0 $CIA_5 radius 40.0 40.0 
jf @RAY6_2949 
01CA: actor $CIA_5 kill_player $PLAYER_CHAR 

:RAY6_2949
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_3105 
if 
  $CIA_6_FLAG == 0 // $ == int 
jf @RAY6_3105 
if 
00E3:   player $PLAYER_CHAR 0 -212.4375 -632.6875 radius 100.0 100.0 
jf @RAY6_3105 
009A: $CIA_6 = create_actor 4 #B_MAN3 at -212.4375 -632.6875 45.9375 
0173: set_actor $CIA_6 z_angle_to 247.0 
01B2: give_actor $CIA_6 weapon 6 ammo 9999 
02A9: set_actor $CIA_6 immune_to_nonplayer 1 
009F: set_actor $CIA_6 idle 
0243: set_actor $CIA_6 ped_stats_to 16 
011A: set_actor $CIA_6 search_threat 1 
0350: set_actor $CIA_6 maintain_position_when_attacked 1 
035F: set_actor $CIA_6 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_6_FLAG = 1 // $ = int 

:RAY6_3105
if 
  $CIA_6_FLAG == 1 // $ == int 
jf @RAY6_3172 
if 
80E3:   not player $PLAYER_CHAR 0 -212.4375 -632.6875 radius 100.0 100.0 
jf @RAY6_3172 
009B: destroy_actor_instantly $CIA_6 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_6_FLAG = 0 // $ = int 

:RAY6_3172
if 
  $CIA_6_FLAG == 1 // $ == int 
jf @RAY6_3298 
if 
0118:   actor $CIA_6 dead 
jf @RAY6_3220 
$CIA_6_FLAG = 2 // $ = int 
jump @RAY6_3298 

:RAY6_3220
if 
00EB:   player $PLAYER_CHAR 0 $CIA_6 radius 40.0 40.0 
jf @RAY6_3263 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_6 destroy_car $PLAYER_DEATH_CAR 

:RAY6_3263
if 
00EA:   player $PLAYER_CHAR 0 $CIA_6 radius 40.0 40.0 
jf @RAY6_3298 
01CA: actor $CIA_6 kill_player $PLAYER_CHAR 

:RAY6_3298
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_3454 
if 
  $CIA_7_FLAG == 0 // $ == int 
jf @RAY6_3454 
if 
00E3:   player $PLAYER_CHAR 0 -437.0625 -612.5 radius 100.0 100.0 
jf @RAY6_3454 
009A: $CIA_7 = create_actor 4 #B_MAN3 at -437.0625 -612.5 44.5625 
0173: set_actor $CIA_7 z_angle_to 247.0 
01B2: give_actor $CIA_7 weapon 6 ammo 9999 
02A9: set_actor $CIA_7 immune_to_nonplayer 1 
009F: set_actor $CIA_7 idle 
0243: set_actor $CIA_7 ped_stats_to 16 
011A: set_actor $CIA_7 search_threat 1 
0350: set_actor $CIA_7 maintain_position_when_attacked 1 
035F: set_actor $CIA_7 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_7_FLAG = 1 // $ = int 

:RAY6_3454
if 
  $CIA_7_FLAG == 1 // $ == int 
jf @RAY6_3521 
if 
80E3:   not player $PLAYER_CHAR 0 -437.0625 -612.5 radius 100.0 100.0 
jf @RAY6_3521 
009B: destroy_actor_instantly $CIA_7 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_7_FLAG = 0 // $ = int 

:RAY6_3521
if 
  $CIA_7_FLAG == 1 // $ == int 
jf @RAY6_3647 
if 
0118:   actor $CIA_7 dead 
jf @RAY6_3569 
$CIA_7_FLAG = 2 // $ = int 
jump @RAY6_3647 

:RAY6_3569
if 
00EB:   player $PLAYER_CHAR 0 $CIA_7 radius 40.0 40.0 
jf @RAY6_3612 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_7 destroy_car $PLAYER_DEATH_CAR 

:RAY6_3612
if 
00EA:   player $PLAYER_CHAR 0 $CIA_7 radius 40.0 40.0 
jf @RAY6_3647 
01CA: actor $CIA_7 kill_player $PLAYER_CHAR 

:RAY6_3647
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_3803 
if 
  $CIA_8_FLAG == 0 // $ == int 
jf @RAY6_3803 
if 
00E3:   player $PLAYER_CHAR 0 -534.625 -631.25 radius 100.0 100.0 
jf @RAY6_3803 
009A: $CIA_8 = create_actor 4 #B_MAN3 at -534.625 -631.25 42.25 
0173: set_actor $CIA_8 z_angle_to 247.0 
01B2: give_actor $CIA_8 weapon 6 ammo 9999 
02A9: set_actor $CIA_8 immune_to_nonplayer 1 
009F: set_actor $CIA_8 idle 
0243: set_actor $CIA_8 ped_stats_to 16 
011A: set_actor $CIA_8 search_threat 1 
0350: set_actor $CIA_8 maintain_position_when_attacked 1 
035F: set_actor $CIA_8 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_8_FLAG = 1 // $ = int 

:RAY6_3803
if 
  $CIA_8_FLAG == 1 // $ == int 
jf @RAY6_3870 
if 
80E3:   not player $PLAYER_CHAR 0 -534.625 -631.25 radius 100.0 100.0 
jf @RAY6_3870 
009B: destroy_actor_instantly $CIA_8 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_8_FLAG = 0 // $ = int 

:RAY6_3870
if 
  $CIA_8_FLAG == 1 // $ == int 
jf @RAY6_3996 
if 
0118:   actor $CIA_8 dead 
jf @RAY6_3918 
$CIA_8_FLAG = 2 // $ = int 
jump @RAY6_3996 

:RAY6_3918
if 
00EB:   player $PLAYER_CHAR 0 $CIA_8 radius 40.0 40.0 
jf @RAY6_3961 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_8 destroy_car $PLAYER_DEATH_CAR 

:RAY6_3961
if 
00EA:   player $PLAYER_CHAR 0 $CIA_8 radius 40.0 40.0 
jf @RAY6_3996 
01CA: actor $CIA_8 kill_player $PLAYER_CHAR 

:RAY6_3996
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_4152 
if 
  $CIA_9_FLAG == 0 // $ == int 
jf @RAY6_4152 
if 
00E3:   player $PLAYER_CHAR 0 -523.375 -650.375 radius 100.0 100.0 
jf @RAY6_4152 
009A: $CIA_9 = create_actor 4 #B_MAN3 at -523.375 -650.375 42.5 
0173: set_actor $CIA_9 z_angle_to 316.6875 
01B2: give_actor $CIA_9 weapon 6 ammo 9999 
02A9: set_actor $CIA_9 immune_to_nonplayer 1 
009F: set_actor $CIA_9 idle 
0243: set_actor $CIA_9 ped_stats_to 16 
011A: set_actor $CIA_9 search_threat 1 
0350: set_actor $CIA_9 maintain_position_when_attacked 1 
035F: set_actor $CIA_9 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_9_FLAG = 1 // $ = int 

:RAY6_4152
if 
  $CIA_9_FLAG == 1 // $ == int 
jf @RAY6_4219 
if 
80E3:   not player $PLAYER_CHAR 0 -523.375 -650.375 radius 100.0 100.0 
jf @RAY6_4219 
009B: destroy_actor_instantly $CIA_9 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_9_FLAG = 0 // $ = int 

:RAY6_4219
if 
  $CIA_9_FLAG == 1 // $ == int 
jf @RAY6_4345 
if 
0118:   actor $CIA_9 dead 
jf @RAY6_4267 
$CIA_9_FLAG = 2 // $ = int 
jump @RAY6_4345 

:RAY6_4267
if 
00EB:   player $PLAYER_CHAR 0 $CIA_9 radius 40.0 40.0 
jf @RAY6_4310 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_9 destroy_car $PLAYER_DEATH_CAR 

:RAY6_4310
if 
00EA:   player $PLAYER_CHAR 0 $CIA_9 radius 40.0 40.0 
jf @RAY6_4345 
01CA: actor $CIA_9 kill_player $PLAYER_CHAR 

:RAY6_4345
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_4501 
if 
  $CIA_10_FLAG == 0 // $ == int 
jf @RAY6_4501 
if 
00E3:   player $PLAYER_CHAR 0 -628.0625 -498.375 radius 100.0 100.0 
jf @RAY6_4501 
009A: $CIA_10 = create_actor 4 #B_MAN3 at -628.0625 -498.375 22.375 
0173: set_actor $CIA_10 z_angle_to 76.5 
01B2: give_actor $CIA_10 weapon 3 ammo 9999 
02A9: set_actor $CIA_10 immune_to_nonplayer 1 
009F: set_actor $CIA_10 idle 
0243: set_actor $CIA_10 ped_stats_to 16 
011A: set_actor $CIA_10 search_threat 1 
0350: set_actor $CIA_10 maintain_position_when_attacked 1 
035F: set_actor $CIA_10 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_10_FLAG = 1 // $ = int 

:RAY6_4501
if 
  $CIA_10_FLAG == 1 // $ == int 
jf @RAY6_4568 
if 
80E3:   not player $PLAYER_CHAR 0 -628.0625 -498.375 radius 100.0 100.0 
jf @RAY6_4568 
009B: destroy_actor_instantly $CIA_10 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_10_FLAG = 0 // $ = int 

:RAY6_4568
if 
  $CIA_10_FLAG == 1 // $ == int 
jf @RAY6_4694 
if 
0118:   actor $CIA_10 dead 
jf @RAY6_4616 
$CIA_10_FLAG = 2 // $ = int 
jump @RAY6_4694 

:RAY6_4616
if 
00EB:   player $PLAYER_CHAR 0 $CIA_10 radius 40.0 40.0 
jf @RAY6_4659 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_10 destroy_car $PLAYER_DEATH_CAR 

:RAY6_4659
if 
00EA:   player $PLAYER_CHAR 0 $CIA_10 radius 40.0 40.0 
jf @RAY6_4694 
01CA: actor $CIA_10 kill_player $PLAYER_CHAR 

:RAY6_4694
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_4850 
if 
  $CIA_11_FLAG == 0 // $ == int 
jf @RAY6_4850 
if 
00E3:   player $PLAYER_CHAR 0 -637.625 -501.75 radius 100.0 100.0 
jf @RAY6_4850 
009A: $CIA_11 = create_actor 4 #B_MAN3 at -637.625 -501.75 22.3125 
0173: set_actor $CIA_11 z_angle_to 76.5 
01B2: give_actor $CIA_11 weapon 3 ammo 9999 
02A9: set_actor $CIA_11 immune_to_nonplayer 1 
009F: set_actor $CIA_11 idle 
0243: set_actor $CIA_11 ped_stats_to 16 
011A: set_actor $CIA_11 search_threat 1 
0350: set_actor $CIA_11 maintain_position_when_attacked 1 
035F: set_actor $CIA_11 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_11_FLAG = 1 // $ = int 

:RAY6_4850
if 
  $CIA_11_FLAG == 1 // $ == int 
jf @RAY6_4917 
if 
80E3:   not player $PLAYER_CHAR 0 -637.625 -501.75 radius 100.0 100.0 
jf @RAY6_4917 
009B: destroy_actor_instantly $CIA_11 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_11_FLAG = 0 // $ = int 

:RAY6_4917
if 
  $CIA_11_FLAG == 1 // $ == int 
jf @RAY6_5043 
if 
0118:   actor $CIA_11 dead 
jf @RAY6_4965 
$CIA_11_FLAG = 2 // $ = int 
jump @RAY6_5043 

:RAY6_4965
if 
00EB:   player $PLAYER_CHAR 0 $CIA_11 radius 40.0 40.0 
jf @RAY6_5008 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_11 destroy_car $PLAYER_DEATH_CAR 

:RAY6_5008
if 
00EA:   player $PLAYER_CHAR 0 $CIA_11 radius 40.0 40.0 
jf @RAY6_5043 
01CA: actor $CIA_11 kill_player $PLAYER_CHAR 

:RAY6_5043
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_5199 
if 
  $CIA_12_FLAG == 0 // $ == int 
jf @RAY6_5199 
if 
00E3:   player $PLAYER_CHAR 0 -692.25 -563.0 radius 100.0 100.0 
jf @RAY6_5199 
009A: $CIA_12 = create_actor 4 #B_MAN3 at -692.25 -563.0 21.5 
0173: set_actor $CIA_12 z_angle_to 344.25 
01B2: give_actor $CIA_12 weapon 3 ammo 9999 
02A9: set_actor $CIA_12 immune_to_nonplayer 1 
009F: set_actor $CIA_12 idle 
0243: set_actor $CIA_12 ped_stats_to 16 
011A: set_actor $CIA_12 search_threat 1 
0350: set_actor $CIA_12 maintain_position_when_attacked 1 
035F: set_actor $CIA_12 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_12_FLAG = 1 // $ = int 

:RAY6_5199
if 
  $CIA_12_FLAG == 1 // $ == int 
jf @RAY6_5266 
if 
80E3:   not player $PLAYER_CHAR 0 -692.25 -563.0 radius 100.0 100.0 
jf @RAY6_5266 
009B: destroy_actor_instantly $CIA_12 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_12_FLAG = 0 // $ = int 

:RAY6_5266
if 
  $CIA_12_FLAG == 1 // $ == int 
jf @RAY6_5392 
if 
0118:   actor $CIA_12 dead 
jf @RAY6_5314 
$CIA_12_FLAG = 2 // $ = int 
jump @RAY6_5392 

:RAY6_5314
if 
00EB:   player $PLAYER_CHAR 0 $CIA_12 radius 40.0 40.0 
jf @RAY6_5357 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_12 destroy_car $PLAYER_DEATH_CAR 

:RAY6_5357
if 
00EA:   player $PLAYER_CHAR 0 $CIA_12 radius 40.0 40.0 
jf @RAY6_5392 
01CA: actor $CIA_12 kill_player $PLAYER_CHAR 

:RAY6_5392
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_5548 
if 
  $CIA_13_FLAG == 0 // $ == int 
jf @RAY6_5548 
if 
00E3:   player $PLAYER_CHAR 0 -671.125 -540.5625 radius 100.0 100.0 
jf @RAY6_5548 
009A: $CIA_13 = create_actor 4 #B_MAN3 at -671.125 -540.5625 22.875 
0173: set_actor $CIA_13 z_angle_to 281.875 
01B2: give_actor $CIA_13 weapon 3 ammo 9999 
02A9: set_actor $CIA_13 immune_to_nonplayer 1 
009F: set_actor $CIA_13 idle 
0243: set_actor $CIA_13 ped_stats_to 16 
011A: set_actor $CIA_13 search_threat 1 
0350: set_actor $CIA_13 maintain_position_when_attacked 1 
035F: set_actor $CIA_13 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_13_FLAG = 1 // $ = int 

:RAY6_5548
if 
  $CIA_13_FLAG == 1 // $ == int 
jf @RAY6_5615 
if 
80E3:   not player $PLAYER_CHAR 0 -671.125 -540.5625 radius 100.0 100.0 
jf @RAY6_5615 
009B: destroy_actor_instantly $CIA_13 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_13_FLAG = 0 // $ = int 

:RAY6_5615
if 
  $CIA_13_FLAG == 1 // $ == int 
jf @RAY6_5741 
if 
0118:   actor $CIA_13 dead 
jf @RAY6_5663 
$CIA_13_FLAG = 2 // $ = int 
jump @RAY6_5741 

:RAY6_5663
if 
00EB:   player $PLAYER_CHAR 0 $CIA_13 radius 40.0 40.0 
jf @RAY6_5706 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_13 destroy_car $PLAYER_DEATH_CAR 

:RAY6_5706
if 
00EA:   player $PLAYER_CHAR 0 $CIA_13 radius 40.0 40.0 
jf @RAY6_5741 
01CA: actor $CIA_13 kill_player $PLAYER_CHAR 

:RAY6_5741
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_5897 
if 
  $CIA_14_FLAG == 0 // $ == int 
jf @RAY6_5897 
if 
00E3:   player $PLAYER_CHAR 0 -638.375 -419.25 radius 100.0 100.0 
jf @RAY6_5897 
009A: $CIA_14 = create_actor 4 #B_MAN3 at -638.375 -419.25 17.8125 
0173: set_actor $CIA_14 z_angle_to 113.5625 
01B2: give_actor $CIA_14 weapon 3 ammo 9999 
02A9: set_actor $CIA_14 immune_to_nonplayer 1 
009F: set_actor $CIA_14 idle 
0243: set_actor $CIA_14 ped_stats_to 16 
011A: set_actor $CIA_14 search_threat 1 
0350: set_actor $CIA_14 maintain_position_when_attacked 1 
035F: set_actor $CIA_14 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_14_FLAG = 1 // $ = int 

:RAY6_5897
if 
  $CIA_14_FLAG == 1 // $ == int 
jf @RAY6_5964 
if 
80E3:   not player $PLAYER_CHAR 0 -638.375 -419.25 radius 100.0 100.0 
jf @RAY6_5964 
009B: destroy_actor_instantly $CIA_14 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_14_FLAG = 0 // $ = int 

:RAY6_5964
if 
  $CIA_14_FLAG == 1 // $ == int 
jf @RAY6_6090 
if 
0118:   actor $CIA_14 dead 
jf @RAY6_6012 
$CIA_14_FLAG = 2 // $ = int 
jump @RAY6_6090 

:RAY6_6012
if 
00EB:   player $PLAYER_CHAR 0 $CIA_14 radius 40.0 40.0 
jf @RAY6_6055 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_14 destroy_car $PLAYER_DEATH_CAR 

:RAY6_6055
if 
00EA:   player $PLAYER_CHAR 0 $CIA_14 radius 40.0 40.0 
jf @RAY6_6090 
01CA: actor $CIA_14 kill_player $PLAYER_CHAR 

:RAY6_6090
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_6246 
if 
  $CIA_15_FLAG == 0 // $ == int 
jf @RAY6_6246 
if 
00E3:   player $PLAYER_CHAR 0 -655.3125 -404.4375 radius 100.0 100.0 
jf @RAY6_6246 
009A: $CIA_15 = create_actor 4 #B_MAN3 at -655.3125 -404.4375 17.8125 
0173: set_actor $CIA_15 z_angle_to 191.0625 
01B2: give_actor $CIA_15 weapon 3 ammo 9999 
02A9: set_actor $CIA_15 immune_to_nonplayer 1 
009F: set_actor $CIA_15 idle 
0243: set_actor $CIA_15 ped_stats_to 16 
011A: set_actor $CIA_15 search_threat 1 
0350: set_actor $CIA_15 maintain_position_when_attacked 1 
035F: set_actor $CIA_15 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_15_FLAG = 1 // $ = int 

:RAY6_6246
if 
  $CIA_15_FLAG == 1 // $ == int 
jf @RAY6_6313 
if 
80E3:   not player $PLAYER_CHAR 0 -655.3125 -404.4375 radius 100.0 100.0 
jf @RAY6_6313 
009B: destroy_actor_instantly $CIA_15 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_15_FLAG = 0 // $ = int 

:RAY6_6313
if 
  $CIA_15_FLAG == 1 // $ == int 
jf @RAY6_6439 
if 
0118:   actor $CIA_15 dead 
jf @RAY6_6361 
$CIA_15_FLAG = 2 // $ = int 
jump @RAY6_6439 

:RAY6_6361
if 
00EB:   player $PLAYER_CHAR 0 $CIA_15 radius 40.0 40.0 
jf @RAY6_6404 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_15 destroy_car $PLAYER_DEATH_CAR 

:RAY6_6404
if 
00EA:   player $PLAYER_CHAR 0 $CIA_15 radius 40.0 40.0 
jf @RAY6_6439 
01CA: actor $CIA_15 kill_player $PLAYER_CHAR 

:RAY6_6439
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_6595 
if 
  $CIA_16_FLAG == 0 // $ == int 
jf @RAY6_6595 
if 
00E3:   player $PLAYER_CHAR 0 -677.0 -425.0 radius 100.0 100.0 
jf @RAY6_6595 
009A: $CIA_16 = create_actor 4 #B_MAN3 at -677.0 -425.0 18.5 
0173: set_actor $CIA_16 z_angle_to 265.375 
01B2: give_actor $CIA_16 weapon 3 ammo 9999 
02A9: set_actor $CIA_16 immune_to_nonplayer 1 
009F: set_actor $CIA_16 idle 
0243: set_actor $CIA_16 ped_stats_to 16 
011A: set_actor $CIA_16 search_threat 1 
0350: set_actor $CIA_16 maintain_position_when_attacked 1 
035F: set_actor $CIA_16 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_16_FLAG = 1 // $ = int 

:RAY6_6595
if 
  $CIA_16_FLAG == 1 // $ == int 
jf @RAY6_6662 
if 
80E3:   not player $PLAYER_CHAR 0 -677.0 -425.0 radius 100.0 100.0 
jf @RAY6_6662 
009B: destroy_actor_instantly $CIA_16 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_16_FLAG = 0 // $ = int 

:RAY6_6662
if 
  $CIA_16_FLAG == 1 // $ == int 
jf @RAY6_6788 
if 
0118:   actor $CIA_16 dead 
jf @RAY6_6710 
$CIA_16_FLAG = 2 // $ = int 
jump @RAY6_6788 

:RAY6_6710
if 
00EB:   player $PLAYER_CHAR 0 $CIA_16 radius 40.0 40.0 
jf @RAY6_6753 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_16 destroy_car $PLAYER_DEATH_CAR 

:RAY6_6753
if 
00EA:   player $PLAYER_CHAR 0 $CIA_16 radius 40.0 40.0 
jf @RAY6_6788 
01CA: actor $CIA_16 kill_player $PLAYER_CHAR 

:RAY6_6788
if 
  16 > $TOTAL_CIA // int > $ 
jf @RAY6_6944 
if 
  $CIA_17_FLAG == 0 // $ == int 
jf @RAY6_6944 
if 
00E3:   player $PLAYER_CHAR 0 -679.125 -485.125 radius 100.0 100.0 
jf @RAY6_6944 
009A: $CIA_17 = create_actor 4 #B_MAN3 at -679.125 -485.125 18.25 
0173: set_actor $CIA_17 z_angle_to 260.1875 
01B2: give_actor $CIA_17 weapon 3 ammo 9999 
02A9: set_actor $CIA_17 immune_to_nonplayer 1 
009F: set_actor $CIA_17 idle 
0243: set_actor $CIA_17 ped_stats_to 16 
011A: set_actor $CIA_17 search_threat 1 
0350: set_actor $CIA_17 maintain_position_when_attacked 1 
035F: set_actor $CIA_17 armour_to 100 
$TOTAL_CIA += 1 // $ += int 
$CIA_17_FLAG = 1 // $ = int 

:RAY6_6944
if 
  $CIA_17_FLAG == 1 // $ == int 
jf @RAY6_7011 
if 
80E3:   not player $PLAYER_CHAR 0 -679.125 -485.125 radius 100.0 100.0 
jf @RAY6_7011 
009B: destroy_actor_instantly $CIA_17 
$TOTAL_CIA -= 1 // $ -= int 
$CIA_17_FLAG = 0 // $ = int 

:RAY6_7011
if 
  $CIA_17_FLAG == 1 // $ == int 
jf @RAY6_7137 
if 
0118:   actor $CIA_17 dead 
jf @RAY6_7059 
$CIA_17_FLAG = 2 // $ = int 
jump @RAY6_7137 

:RAY6_7059
if 
00EB:   player $PLAYER_CHAR 0 $CIA_17 radius 40.0 40.0 
jf @RAY6_7102 
00DA: $PLAYER_DEATH_CAR = player $PLAYER_CHAR car 
01D9: actor $CIA_17 destroy_car $PLAYER_DEATH_CAR 

:RAY6_7102
if 
00EA:   player $PLAYER_CHAR 0 $CIA_17 radius 40.0 40.0 
jf @RAY6_7137 
01CA: actor $CIA_17 kill_player $PLAYER_CHAR 

:RAY6_7137
if and
8320:   not actor $RAY in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_RAY == 0 // $ == int 
jf @RAY6_7198 
00BC: text_highpriority 'RM6_8' time 5000 1  // ~g~You have left Ray behind, go back and get him.
0164: disable_marker $RAYS_BLIP 
0187: $RAYS_BLIP = create_marker_above_actor $RAY 
$FLAG_BLIP_ON_RAY = 1 // $ = int 

:RAY6_7198
if 
  $FLAG_BLIP_ON_RAY == 1 // $ == int 
jf @RAY6_7277 
if 
00E9:   player $PLAYER_CHAR 0 $RAY radius 8.0 8.0 
jf @RAY6_7277 
01DF: tie_actor $RAY to_player $PLAYER_CHAR 
0164: disable_marker $RAYS_BLIP 
018A: $RAYS_BLIP = create_checkpoint_at -739.0 -583.0 8.0 
$FLAG_BLIP_ON_RAY = 0 // $ = int 

:RAY6_7277
jump @RAY6_1092 

:RAY6_7284
0164: disable_marker $RAYS_BLIP 
014F: stop_timer $TIME_TILL_FLIGHT 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02A3: toggle_widescreen 1 
015F: set_camera_position -732.0 -571.0625 14.0 rotation 0.0 0.0 0.0 
0159: camera_on_ped $RAY mode 15 switchstyle 2 
if or
80DF:   not actor $RAY in_any_car 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @RAY6_7386 
020F: actor $RAY look_at_player $PLAYER_CHAR 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
020E: actor $PLAYER_ACTOR look_at_actor $RAY 

:RAY6_7386
03CF: load_wav 'R6_A' 

:RAY6_7396
if 
83D0:   not wav_loaded 
jf @RAY6_7458 
wait 0 
if 
0118:   actor $RAY dead 
jf @RAY6_7451 
00BC: text_highpriority 'RM6_6' time 5000 1  // ~r~Ray is dead!
jump @RAY6_9002 

:RAY6_7451
jump @RAY6_7396 

:RAY6_7458
03D1: play_wav 
00BC: text_highpriority 'RM6_1' time 5000 1  // Here's a key to a lock-up.

:RAY6_7475
if 
83D2:   not wav_ended 
jf @RAY6_7537 
wait 0 
if 
0118:   actor $RAY dead 
jf @RAY6_7530 
00BC: text_highpriority 'RM6_6' time 5000 1  // ~r~Ray is dead!
jump @RAY6_9002 

:RAY6_7530
jump @RAY6_7475 

:RAY6_7537
03CF: load_wav 'R6_A1' 

:RAY6_7547
if 
83D0:   not wav_loaded 
jf @RAY6_7609 
wait 0 
if 
0118:   actor $RAY dead 
jf @RAY6_7602 
00BC: text_highpriority 'RM6_6' time 5000 1  // ~r~Ray is dead!
jump @RAY6_9002 

:RAY6_7602
jump @RAY6_7547 

:RAY6_7609
03D1: play_wav 
00BC: text_highpriority 'RM6_2' time 5000 1  // You'll find some cash and some 'supplies' I'd stashed in case things got tight.

:RAY6_7626
if 
83D2:   not wav_ended 
jf @RAY6_7688 
wait 0 
if 
0118:   actor $RAY dead 
jf @RAY6_7681 
00BC: text_highpriority 'RM6_6' time 5000 1  // ~r~Ray is dead!
jump @RAY6_9002 

:RAY6_7681
jump @RAY6_7626 

:RAY6_7688
03CF: load_wav 'R6_B' 

:RAY6_7698
if 
83D0:   not wav_loaded 
jf @RAY6_7760 
wait 0 
if 
0118:   actor $RAY dead 
jf @RAY6_7753 
00BC: text_highpriority 'RM6_6' time 5000 1  // ~r~Ray is dead!
jump @RAY6_9002 

:RAY6_7753
jump @RAY6_7698 

:RAY6_7760
03D1: play_wav 
00BC: text_highpriority 'RM6_3' time 5000 1  // See y'around.
if 
00DF:   actor $RAY in_any_car 
jf @RAY6_7814 
01E0: clear_leader $RAY 
00D9: $PLAYER_DEATH_CAR = actor $RAY car // add to mission cleanup 
01D3: actor $RAY leave_car $PLAYER_DEATH_CAR 

:RAY6_7814
if or
   not $AIRPORT_DOOR_FLAG == 6 // $ == int 
   not $DOOR1_CLOSED == 0 // $ == int 
   not $DOOR2_CLOSED == 0 // $ == int 
jf @RAY6_8670 
wait 0 
if 
   not $AIRPORT_DOOR_FLAG == 6 // $ == int 
jf @RAY6_7906 
if 
0118:   actor $RAY dead 
jf @RAY6_7906 
00BC: text_highpriority 'RM6_6' time 5000 1  // ~r~Ray is dead!
jump @RAY6_9002 

:RAY6_7906
if 
  $AIRPORT_DOOR_FLAG == 0 // $ == int 
jf @RAY6_7992 
if 
80DF:   not actor $RAY in_any_car 
jf @RAY6_7992 
01E0: clear_leader $RAY 
0239: actor $RAY run_to -744.6875 -586.4375 
015F: set_camera_position -751.375 -603.0 11.375 rotation 0.0 0.0 0.0 
0159: camera_on_ped $RAY mode 15 switchstyle 2 
$AIRPORT_DOOR_FLAG = 1 // $ = int 

:RAY6_7992
if 
  $AIRPORT_DOOR_FLAG == 1 // $ == int 
jf @RAY6_8058 
if 
00ED:   actor $RAY 0 -744.6875 -586.4375 radius 1.5 1.5 
jf @RAY6_8058 
0239: actor $RAY run_to -757.1875 -587.25 
$AIRPORT_DOOR_FLAG = 2 // $ = int 

:RAY6_8058
if 
  $AIRPORT_DOOR_FLAG == 2 // $ == int 
jf @RAY6_8124 
if 
00ED:   actor $RAY 0 -757.1875 -587.25 radius 1.5 1.5 
jf @RAY6_8124 
0239: actor $RAY run_to -768.0625 -599.375 
$AIRPORT_DOOR_FLAG = 3 // $ = int 

:RAY6_8124
if 
  $AIRPORT_DOOR_FLAG == 3 // $ == int 
jf @RAY6_8190 
if 
00ED:   actor $RAY 0 -768.0625 -599.375 radius 1.5 1.5 
jf @RAY6_8190 
0239: actor $RAY run_to -772.625 -600.375 
$AIRPORT_DOOR_FLAG = 4 // $ = int 

:RAY6_8190
if and
  $AIRPORT_DOOR_FLAG > 3 // $ > int 
  $DOOR1_CLOSED == 0 // $ == int 
jf @RAY6_8258 
if 
034E: move_object $AIRPORTDOOR1 to -770.375 -597.8125 11.8125 speed 0.0625 0.0625 0.0625 collision_check 0 
jf @RAY6_8258 
$DOOR1_CLOSED = 1 // $ = int 

:RAY6_8258
if and
  $AIRPORT_DOOR_FLAG > 3 // $ > int 
  $DOOR2_CLOSED == 0 // $ == int 
jf @RAY6_8326 
if 
034E: move_object $AIRPORTDOOR2 to -770.375 -602.875 11.8125 speed 0.0625 0.0625 0.0625 collision_check 0 
jf @RAY6_8326 
$DOOR2_CLOSED = 1 // $ = int 

:RAY6_8326
if 
  $AIRPORT_DOOR_FLAG == 4 // $ == int 
jf @RAY6_8392 
if 
00ED:   actor $RAY 0 -772.625 -600.375 radius 1.5 1.5 
jf @RAY6_8392 
0239: actor $RAY run_to -772.5625 -604.6875 
$AIRPORT_DOOR_FLAG = 5 // $ = int 

:RAY6_8392
if and
  $AIRPORT_DOOR_FLAG > 4 // $ > int 
  $DOOR1_CLOSED == 1 // $ == int 
jf @RAY6_8490 
if 
8056:   not player $PLAYER_CHAR 0 -773.75 -605.1875 -768.75 -595.5625 
jf @RAY6_8490 
if 
034E: move_object $AIRPORTDOOR1 to -770.375 -599.25 11.8125 speed 0.0625 0.0625 0.0625 collision_check 0 
jf @RAY6_8490 
$DOOR1_CLOSED = 0 // $ = int 

:RAY6_8490
if and
  $AIRPORT_DOOR_FLAG > 4 // $ > int 
  $DOOR2_CLOSED == 1 // $ == int 
jf @RAY6_8588 
if 
8056:   not player $PLAYER_CHAR 0 -773.75 -605.1875 -768.75 -595.5625 
jf @RAY6_8588 
if 
034E: move_object $AIRPORTDOOR2 to -770.375 -601.3125 11.8125 speed 0.0625 0.0625 0.0625 collision_check 0 
jf @RAY6_8588 
$DOOR2_CLOSED = 0 // $ = int 

:RAY6_8588
if 
  $AIRPORT_DOOR_FLAG == 5 // $ == int 
jf @RAY6_8663 
if 
00ED:   actor $RAY 0 -772.5625 -604.6875 radius 1.5 1.5 
jf @RAY6_8663 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
0373: set_camera_directly_behind_player 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly $RAY 
$AIRPORT_DOOR_FLAG = 6 // $ = int 

:RAY6_8663
jump @RAY6_7814 

:RAY6_8670
00BC: text_highpriority 'RM6_4' time 5000 1  // ~g~Go over to the lockup and collect Ray's stash.
018A: $RAYS_BLIP = create_checkpoint_at 241.125 -997.75 20.9375 
0247: request_model #PATRIOT 

:RAY6_8703
if 
80E3:   not player $PLAYER_CHAR 0 241.125 -997.75 radius 50.0 50.0 
jf @RAY6_8744 
wait 0 
jump @RAY6_8703 

:RAY6_8744
if 
8248:   not model #PATRIOT available 
jf @RAY6_8770 
wait 0 
jump @RAY6_8744 

:RAY6_8770
00A5: $RAYS_PRIZE_CAR = create_car #PATRIOT at 241.125 -997.75 20.9375 
0175: set_car $RAYS_PRIZE_CAR z_angle_to 270.0 
02AC: set_car $RAYS_PRIZE_CAR immunities 1 0 0 0 0 
03AB: set_car $RAYS_PRIZE_CAR strong 1 
032B: $RAYS_PRIZE_WEAPON1 = create_weapon_pickup #M16 3 ammo 1000 at 244.0 -993.875 21.0 
032B: $RAYS_PRIZE_WEAPON2 = create_weapon_pickup #FLAME 3 ammo 1000 at 237.3125 -998.5625 21.0 
032B: $RAYS_PRIZE_WEAPON3 = create_weapon_pickup #ROCKET 3 ammo 25 at 243.875 -995.5 21.0 
032B: $RAYS_PRIZE_WEAPON4 = create_weapon_pickup #SNIPER 3 ammo 50 at 241.25 -993.625 21.0 
02E1: $RAYS_CASH = create_cash_pickup 20000 at 238.9375 -993.6875 21.0 
$PICKUPS_CREATED_RM6 = 1 // $ = int 

:RAY6_8926
if 
80E3:   not player $PLAYER_CHAR 0 230.1875 -996.4375 radius 2.0 2.0 
jf @RAY6_8967 
wait 0 
jump @RAY6_8926 

:RAY6_8967
0360: open_garage $RAYS_PRIZE_GARAGE 
014D: text_pager 'RM6_666' 140 666 1  // Take care of my bullet proof Patriot. See you in Miami, Ray
wait 13000 
jump @RAY6_9079 

:RAY6_9002
if 
  $PICKUPS_CREATED_RM6 == 1 // $ == int 
jf @RAY6_9057 
0215: destroy_pickup $RAYS_PRIZE_WEAPON1 
0215: destroy_pickup $RAYS_PRIZE_WEAPON2 
0215: destroy_pickup $RAYS_PRIZE_WEAPON3 
0215: destroy_pickup $RAYS_PRIZE_WEAPON4 
0215: destroy_pickup $RAYS_CASH 
00A6: destroy_car $RAYS_PRIZE_CAR 
$PICKUPS_CREATED_RM6 = 0 // $ = int 

:RAY6_9057
034F: destroy_actor_with_fade $RAY // The actor fades away like a ghost 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:RAY6_9079
$FLAG_RAY_MISSION6_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 20000 2000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 20000 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'RM6'  // 'MARKED MAN'
0394: play_music 1 
030C: progress_made += 1 
0164: disable_marker $RAY_CONTACT_BLIP 
return 

:RAY6_9142
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 0 // $ = int 
if 
03CA:   object $AIRPORTDOOR1 exists 
jf @RAY6_9186 
01BC: put_object $AIRPORTDOOR1 at -770.375 -599.25 11.8125 

:RAY6_9186
if 
03CA:   object $AIRPORTDOOR2 exists 
jf @RAY6_9216 
01BC: put_object $AIRPORTDOOR2 at -770.375 -601.3125 11.8125 

:RAY6_9216
if 
0056:   player $PLAYER_CHAR 0 -773.75 -605.1875 -768.75 -595.5625 
jf @RAY6_9268 
0055: put_player $PLAYER_CHAR at -767.8125 -600.375 11.0 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 

:RAY6_9268
014F: stop_timer $TIME_TILL_FLIGHT 
0164: disable_marker $RAYS_BLIP 
0296: unload_special_actor 1 
0249: release_model #B_MAN3 
0249: release_model #CHEETAH 
0249: release_model #PATRIOT 
mission_cleanup 
return 

//-------------Mission 60---------------
// Originally: Liberator

:LOVE1
script_name 'LOVE1' 
gosub @LOVE1_46 
if 
  wasted_or_busted 
jf @LOVE1_37 
gosub @LOVE1_5843 

:LOVE1_37
gosub @LOVE1_5937 
terminate_this_script 

:LOVE1_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_KENJI_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_OJG_IN_GROUP = 0 // $ = int 
$FLAG_BLIP_ON_OJG_LOVE1 = 0 // $ = int 
$FLAG_BADDIE1_DEAD_LOVE1 = 0 // $ = int 
$FLAG_BADDIE2_DEAD_LOVE1 = 0 // $ = int 
$FLAG_BADDIE3_DEAD_LOVE1 = 0 // $ = int 
$FLAG_BADDIE4_DEAD_LOVE1 = 0 // $ = int 
$FLAG_BADDIE5_DEAD_LOVE1 = 0 // $ = int 
$FLAG_BADDIE6_DEAD_LOVE1 = 0 // $ = int 
$FLAG_GARAGE_BADDIE1_DEAD_LOVE1 = 0 // $ = int 
$FLAG_GARAGE_BADDIE2_DEAD_LOVE1 = 0 // $ = int 
$FLAG_GARAGE_BADDIE3_DEAD_LOVE1 = 0 // $ = int 
$FLAG_GARAGE_BADDIE4_DEAD_LOVE1 = 0 // $ = int 
$FLAG_GARAGE_BADDIE5_DEAD_LOVE1 = 0 // $ = int 
$FLAG_GARAGE_BADDIE6_DEAD_LOVE1 = 0 // $ = int 
$FLAG_GARAGE1_OPEN = 0 // $ = int 
$FLAG_GARAGE2_OPEN = 0 // $ = int 
$FLAG_GARAGE3_OPEN = 0 // $ = int 
$FLAG_GARAGE4_OPEN = 0 // $ = int 
$FLAG_GARAGE5_OPEN = 0 // $ = int 
$OGG_POSITION = 0 // $ = int 
$FLAG_HAD_GARAGE_MESSAGE_LOVE1 = 0 // $ = int 
$OJG_IN_AREA = 0 // $ = int 
$FLAG_OJG_DEAD = 0 // $ = int 
$FLAG_PLAYER_IN_AREA_LOVE1 = 0 // $ = int 
$FLAG_PLAYER_GOT_CAR_MESSAGE_LOVE1 = 0 // $ = int 
$FLAG_MESSAGE_CAR_AGAIN = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
$FLAG_OJG_IN_AREA = 0 // $ = int 
$FLAG_BADDIE1_IN_AREA_LOVE1 = 0 // $ = int 
$FLAG_BADDIE2_IN_AREA_LOVE1 = 0 // $ = int 
$FLAG_BADDIE3_IN_AREA_LOVE1 = 0 // $ = int 
$FLAG_BADDIE4_IN_AREA_LOVE1 = 0 // $ = int 
$FLAG_BADDIE5_IN_AREA_LOVE1 = 0 // $ = int 
$FLAG_BADDIE6_IN_AREA_LOVE1 = 0 // $ = int 
if 
  $FLAG_FAILED_LOVE1 == 1 // $ == int 
jf @LOVE1_347 
0361: close_garage $GARAGE1_LOVE1 
0361: close_garage $GARAGE2_LOVE1 
0361: close_garage $GARAGE3_LOVE1 
0361: close_garage $GARAGE4_LOVE1 
0361: close_garage $GARAGE5_LOVE1 

:LOVE1_347
$FLAG_FAILED_LOVE1 = 0 // $ = int 
$FLAG_KILL_PLAYER_LOVE1 = 0 // $ = int 
023C: load_special_actor 1 'LOVE2' 
0247: request_model #TSHRORCKGRDN 
0247: request_model #TSHRORCKGRDN_ALFAS 
02F3: load_object #CUTOBJ01 'LOVEH' 
02F3: load_object #CUTOBJ02 'PLAYERH' 
038B: load_requested_models 

:LOVE1_411
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #TSHRORCKGRDN available 
8248:   not model #TSHRORCKGRDN_ALFAS available 
jf @LOVE1_457 
wait 0 
jump @LOVE1_411 

:LOVE1_457
02E4: load_cutscene_data 'D1_STOG' 
0244: set_cutscene_pos 85.1875 -1532.875 243.5 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_LOVE = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_LOVE 'LOVE2' 
02F4: create_cutscene_actor $CS_LOVEHEAD from_head #CUTOBJ01 and_body $CS_LOVE 
02F5: set_head_anim $CS_LOVEHEAD 'LOVE' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ02 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
0395: clear_area 1 at 83.0625 -1548.688 27.25 range 1.0 
0055: put_player $PLAYER_CHAR at 83.0625 -1548.688 27.25 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
fade 1 1500 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:LOVE1_622
if 
  4111 > $CS_TIME // int > $ 
jf @LOVE1_657 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE1_622 

:LOVE1_657
00BC: text_highpriority 'LOVE1_A' time 10000 1  // First of all, let me thank you for dealing with that personal matter.

:LOVE1_672
if 
  7246 > $CS_TIME // int > $ 
jf @LOVE1_707 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE1_672 

:LOVE1_707
00BC: text_highpriority 'LOVE1_F' time 10000 1  // People will read something into anything these days.

:LOVE1_722
if 
  10311 > $CS_TIME // int > $ 
jf @LOVE1_757 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE1_722 

:LOVE1_757
00BC: text_highpriority 'LOVE1_B' time 10000 1  // Experience has taught me that a man like you can be very loyal for the right price,

:LOVE1_772
if 
  14533 > $CS_TIME // int > $ 
jf @LOVE1_807 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE1_772 

:LOVE1_807
00BC: text_highpriority 'LOVE1_H' time 10000 1  // but groups of men get greedy.

:LOVE1_822
if 
  17000 > $CS_TIME // int > $ 
jf @LOVE1_857 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE1_822 

:LOVE1_857
00BC: text_highpriority 'LOVE1_C' time 10000 1  // A valued resource, an old oriental gentleman I know,

:LOVE1_872
if 
  20000 > $CS_TIME // int > $ 
jf @LOVE1_907 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE1_872 

:LOVE1_907
00BC: text_highpriority 'LOVE1_I' time 10000 1  // has been kept hostage by some South Americans in Aspatria.

:LOVE1_922
if 
  23188 > $CS_TIME // int > $ 
jf @LOVE1_957 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE1_922 

:LOVE1_957
00BC: text_highpriority 'LOVE1_D' time 10000 1  // They're trying to extort additional funds from me but I don't believe in re-negotiation.

:LOVE1_972
if 
  28008 > $CS_TIME // int > $ 
jf @LOVE1_1007 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE1_972 

:LOVE1_1007
00BC: text_highpriority 'LOVE1_E' time 10000 1  // A deal is a deal, so they'll not see a penny from me.

:LOVE1_1022
if 
  32454 > $CS_TIME // int > $ 
jf @LOVE1_1057 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE1_1022 

:LOVE1_1057
00BC: text_highpriority 'LOVE1_G' time 10000 1  // Go and rescue my friend, do whatever it takes.

:LOVE1_1072
if 
  35034 > $CS_TIME // int > $ 
jf @LOVE1_1109 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE1_1072 

:LOVE1_1109
03D5: remove_text 'LOVE1_G'  // Go and rescue my friend, do whatever it takes.

:LOVE1_1119
if 
  38333 > $CS_TIME // int > $ 
jf @LOVE1_1156 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE1_1119 

:LOVE1_1156
fade 0 1500 

:LOVE1_1163
if 
  fading 
jf @LOVE1_1187 
wait 0 
jump @LOVE1_1163 

:LOVE1_1187
00BE: text_clear_all 

:LOVE1_1189
if 
82E9:   not cutscene_reached_end 
jf @LOVE1_1213 
wait 0 
jump @LOVE1_1189 

:LOVE1_1213
02EA: end_cutscene 
03AF: set_streaming 1 
03AD: set_rubbish 1 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #TSHRORCKGRDN 
0249: release_model #TSHRORCKGRDN_ALFAS 
0247: request_model #GANG11 
0247: request_model #COLUMB 
023C: load_special_actor 2 'OJG' 

:LOVE1_1284
if or
823D:   not special_actor 2 loaded 
8248:   not model #GANG11 available 
8248:   not model #COLUMB available 
jf @LOVE1_1319 
wait 0 
jump @LOVE1_1284 

:LOVE1_1319
00BC: text_highpriority 'LOVE1_1' time 7000 1  // ~g~Go 'jack a Colombian gang car, so you can infiltrate the hideout, head north you'll find one in Fort Staunton.

:LOVE1_1334
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
jf @LOVE1_1364 
wait 0 
jump @LOVE1_1334 

:LOVE1_1364
018A: $RADAR_BLIP_COORD2_LOVE1 = create_checkpoint_at 52.0 -343.0 -100.0 
0209: $OGG_POSITION = random_int 2 6 
if 
  $OGG_POSITION == 2 // $ == int 
jf @LOVE1_1447 
009A: $OJG_LOVE1 = create_actor 21 #SPECIAL02 at 25.1875 -340.25 15.0625 
01ED: reset_actor $OJG_LOVE1 threat_search 
01BE: set_actor $OJG_LOVE1 to_look_at_spot 57.0 -314.0 -100.0 
009F: set_actor $OJG_LOVE1 idle 

:LOVE1_1447
if 
  $OGG_POSITION == 3 // $ == int 
jf @LOVE1_1507 
009A: $OJG_LOVE1 = create_actor 21 #SPECIAL02 at 26.25 -339.6875 15.0625 
01ED: reset_actor $OJG_LOVE1 threat_search 
01BE: set_actor $OJG_LOVE1 to_look_at_spot 29.0 -339.0 -100.0 
009F: set_actor $OJG_LOVE1 idle 

:LOVE1_1507
if 
  $OGG_POSITION == 4 // $ == int 
jf @LOVE1_1567 
009A: $OJG_LOVE1 = create_actor 21 #SPECIAL02 at 25.5 -350.375 15.0625 
01ED: reset_actor $OJG_LOVE1 threat_search 
01BE: set_actor $OJG_LOVE1 to_look_at_spot 29.0 -350.0 -100.0 
009F: set_actor $OJG_LOVE1 idle 

:LOVE1_1567
if 
  $OGG_POSITION == 5 // $ == int 
jf @LOVE1_1627 
009A: $OJG_LOVE1 = create_actor 21 #SPECIAL02 at 47.0 -386.0 15.0625 
01ED: reset_actor $OJG_LOVE1 threat_search 
01BE: set_actor $OJG_LOVE1 to_look_at_spot 47.0 -381.0 16.0 
009F: set_actor $OJG_LOVE1 idle 

:LOVE1_1627
00BC: text_highpriority 'LOVE1_2' time 7000 1  // ~g~Rescue the Old Oriental Gentleman.
00A5: $GARAGE_CAR1_LOVE1 = create_car #COLUMB at 26.1875 -365.5 15.0625 
0175: set_car $GARAGE_CAR1_LOVE1 z_angle_to 270.0 
00A5: $GARAGE_CAR2_LOVE1 = create_car #COLUMB at 73.5625 -352.6875 15.0625 
0175: set_car $GARAGE_CAR2_LOVE1 z_angle_to 270.0 
009A: $BADDIE1_LOVE1 = create_actor 12 #GANG11 at 71.0 -332.0 -100.0 
011A: set_actor $BADDIE1_LOVE1 search_threat 1 
01B2: give_actor $BADDIE1_LOVE1 weapon 5 ammo 30000 
0243: set_actor $BADDIE1_LOVE1 ped_stats_to 16 
01BE: set_actor $BADDIE1_LOVE1 to_look_at_spot 72.0 -318.0 -100.0 
01E2: add_route_point 0 at 71.0 -319.0 -100.0 
01E2: add_route_point 0 at 71.0 -332.0 -100.0 
01E1: set_actor $BADDIE1_LOVE1 follow_route 0 3 
009A: $BADDIE2_LOVE1 = create_actor 12 #GANG11 at 61.0 -318.0 -100.0 
011A: set_actor $BADDIE2_LOVE1 search_threat 1 
01B2: give_actor $BADDIE2_LOVE1 weapon 5 ammo 30000 
0243: set_actor $BADDIE2_LOVE1 ped_stats_to 16 
01BE: set_actor $BADDIE2_LOVE1 to_look_at_spot 61.0 -335.0 -100.0 
01E2: add_route_point 1 at 61.0 -318.0 -100.0 
01E2: add_route_point 1 at 61.0 -335.0 -100.0 
01E1: set_actor $BADDIE2_LOVE1 follow_route 1 3 
009A: $BADDIE3_LOVE1 = create_actor 12 #GANG11 at 42.0 -375.0 -100.0 
011A: set_actor $BADDIE3_LOVE1 search_threat 1 
01B2: give_actor $BADDIE3_LOVE1 weapon 5 ammo 30000 
0243: set_actor $BADDIE3_LOVE1 ped_stats_to 16 
01BE: set_actor $BADDIE3_LOVE1 to_look_at_spot 42.0 -373.0 -100.0 
009A: $BADDIE4_LOVE1 = create_actor 12 #GANG11 at 52.0 -375.0 -100.0 
011A: set_actor $BADDIE4_LOVE1 search_threat 1 
01B2: give_actor $BADDIE4_LOVE1 weapon 5 ammo 30000 
0243: set_actor $BADDIE4_LOVE1 ped_stats_to 16 
01BE: set_actor $BADDIE4_LOVE1 to_look_at_spot 52.0 -371.0 -100.0 
009A: $BADDIE5_LOVE1 = create_actor 12 #GANG11 at 32.0 -345.0 -100.0 
011A: set_actor $BADDIE5_LOVE1 search_threat 1 
01B2: give_actor $BADDIE5_LOVE1 weapon 5 ammo 30000 
0243: set_actor $BADDIE5_LOVE1 ped_stats_to 16 
01BE: set_actor $BADDIE5_LOVE1 to_look_at_spot -30.0 -367.0 -100.0 
009A: $BADDIE6_LOVE1 = create_actor 12 #GANG11 at 33.0 -328.0 -100.0 
011A: set_actor $BADDIE6_LOVE1 search_threat 1 
01B2: give_actor $BADDIE6_LOVE1 weapon 5 ammo 30000 
0243: set_actor $BADDIE6_LOVE1 ped_stats_to 16 
01BE: set_actor $BADDIE6_LOVE1 to_look_at_spot 35.0 -328.0 -100.0 
009A: $GARAGE_BADDIE1_LOVE1 = create_actor 12 #GANG11 at 55.8125 -312.75 15.0625 
01ED: reset_actor $GARAGE_BADDIE1_LOVE1 threat_search 
01B2: give_actor $GARAGE_BADDIE1_LOVE1 weapon 5 ammo 30000 
0243: set_actor $GARAGE_BADDIE1_LOVE1 ped_stats_to 16 
01BE: set_actor $GARAGE_BADDIE1_LOVE1 to_look_at_spot 56.0 -321.0 -100.0 
009A: $GARAGE_BADDIE2_LOVE1 = create_actor 12 #GANG11 at 58.1875 -312.75 15.0625 
01ED: reset_actor $GARAGE_BADDIE2_LOVE1 threat_search 
01B2: give_actor $GARAGE_BADDIE2_LOVE1 weapon 5 ammo 30000 
0243: set_actor $GARAGE_BADDIE2_LOVE1 ped_stats_to 16 
01BE: set_actor $GARAGE_BADDIE2_LOVE1 to_look_at_spot 56.0 -321.0 -100.0 
009A: $GARAGE_BADDIE3_LOVE1 = create_actor 12 #GANG11 at 66.25 -309.9375 15.0625 
01ED: reset_actor $GARAGE_BADDIE3_LOVE1 threat_search 
01B2: give_actor $GARAGE_BADDIE3_LOVE1 weapon 5 ammo 30000 
0243: set_actor $GARAGE_BADDIE3_LOVE1 ped_stats_to 16 
01BE: set_actor $GARAGE_BADDIE3_LOVE1 to_look_at_spot 65.3125 -316.25 -100.0 
009A: $GARAGE_BADDIE4_LOVE1 = create_actor 12 #GANG11 at 28.625 -339.8125 15.0625 
01ED: reset_actor $GARAGE_BADDIE4_LOVE1 threat_search 
01B2: give_actor $GARAGE_BADDIE4_LOVE1 weapon 5 ammo 30000 
0243: set_actor $GARAGE_BADDIE4_LOVE1 ped_stats_to 16 
01BE: set_actor $GARAGE_BADDIE4_LOVE1 to_look_at_spot 35.25 -339.6875 -100.0 
009A: $GARAGE_BADDIE5_LOVE1 = create_actor 12 #GANG11 at 29.75 -350.5 15.0625 
01ED: reset_actor $GARAGE_BADDIE5_LOVE1 threat_search 
01B2: give_actor $GARAGE_BADDIE5_LOVE1 weapon 5 ammo 30000 
0243: set_actor $GARAGE_BADDIE5_LOVE1 ped_stats_to 16 
01BE: set_actor $GARAGE_BADDIE5_LOVE1 to_look_at_spot 34.5625 -350.0 -100.0 
009A: $GARAGE_BADDIE6_LOVE1 = create_actor 12 #GANG11 at 46.6875 -379.25 15.0625 
01ED: reset_actor $GARAGE_BADDIE6_LOVE1 threat_search 
01B2: give_actor $GARAGE_BADDIE6_LOVE1 weapon 5 ammo 30000 
0243: set_actor $GARAGE_BADDIE6_LOVE1 ped_stats_to 16 
01BE: set_actor $GARAGE_BADDIE6_LOVE1 to_look_at_spot 47.0625 -375.875 -100.0 
$BLOB_FLAG = 0 // $ = int 

:LOVE1_2429
if 
80EF:   not actor $OJG_LOVE1 stopped $BLOB_FLAG 49.0 -1550.0 radius 3.0 4.0 
jf @LOVE1_5356 
wait 0 
if 
0118:   actor $OJG_LOVE1 dead 
jf @LOVE1_2502 
00BC: text_highpriority 'LOVE1_6' time 5000 1  // ~r~The Old Oriental Gentleman's guts are all over the street!
jump @LOVE1_5843 

:LOVE1_2502
if 
  $FLAG_PLAYER_IN_AREA_LOVE1 == 0 // $ == int 
jf @LOVE1_2630 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
jf @LOVE1_2591 
if 
  $FLAG_PLAYER_GOT_CAR_MESSAGE_LOVE1 == 0 // $ == int 
jf @LOVE1_2584 
00BC: text_highpriority 'LOVE1_5' time 5000 1  // ~g~Stop hanging around, get a Colombian Gang car and rescue Love's associate.
0164: disable_marker $RADAR_BLIP_COORD2_LOVE1 
$FLAG_PLAYER_GOT_CAR_MESSAGE_LOVE1 = 1 // $ = int 

:LOVE1_2584
jump @LOVE1_2630 

:LOVE1_2591
if 
  $FLAG_PLAYER_GOT_CAR_MESSAGE_LOVE1 == 1 // $ == int 
jf @LOVE1_2630 
018A: $RADAR_BLIP_COORD2_LOVE1 = create_checkpoint_at 52.0 -343.0 -100.0 
$FLAG_PLAYER_GOT_CAR_MESSAGE_LOVE1 = 0 // $ = int 

:LOVE1_2630
if and
  $FLAG_OJG_IN_GROUP == 0 // $ == int 
00E9:   player $PLAYER_CHAR 0 $OJG_LOVE1 radius 3.0 3.0 
jf @LOVE1_2720 
01DF: tie_actor $OJG_LOVE1 to_player $PLAYER_CHAR 
00BC: text_highpriority 'LOVE1_3' time 7000 1  // ~g~Take the Old Oriental Gentleman back to Donald Love's building.
0164: disable_marker $RADAR_BLIP_COORD2_LOVE1 
018A: $RADAR_BLIP_COORD1_LOVE1 = create_checkpoint_at 49.0625 -1550.5 -100.0 
$BLOB_FLAG = 1 // $ = int 
$FLAG_OJG_IN_GROUP = 1 // $ = int 

:LOVE1_2720
if 
  $FLAG_OJG_IN_GROUP == 0 // $ == int 
jf @LOVE1_2843 
if 
0057:   player $PLAYER_CHAR 0 92.1875 -329.375 15.0 96.375 -315.75 18.0 
jf @LOVE1_2836 
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
  $FLAG_MESSAGE_CAR_AGAIN == 0 // $ == int 
  $FLAG_PLAYER_IN_AREA_LOVE1 == 1 // $ == int 
jf @LOVE1_2829 
00BC: text_highpriority 'LOVE1_7' time 5000 1  // ~g~The gate will only open for a Colombian Gang-car.
$FLAG_MESSAGE_CAR_AGAIN = 1 // $ = int 

:LOVE1_2829
jump @LOVE1_2843 

:LOVE1_2836
$FLAG_MESSAGE_CAR_AGAIN = 0 // $ = int 

:LOVE1_2843
if 
  $FLAG_BADDIE1_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_2891 
if 
0118:   actor $BADDIE1_LOVE1 dead 
jf @LOVE1_2891 
$FLAG_KILL_PLAYER_LOVE1 = 1 // $ = int 
$FLAG_BADDIE1_DEAD_LOVE1 = 1 // $ = int 

:LOVE1_2891
if 
  $FLAG_BADDIE2_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_2939 
if 
0118:   actor $BADDIE2_LOVE1 dead 
jf @LOVE1_2939 
$FLAG_KILL_PLAYER_LOVE1 = 1 // $ = int 
$FLAG_BADDIE2_DEAD_LOVE1 = 1 // $ = int 

:LOVE1_2939
if 
  $FLAG_BADDIE3_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_2987 
if 
0118:   actor $BADDIE3_LOVE1 dead 
jf @LOVE1_2987 
$FLAG_KILL_PLAYER_LOVE1 = 1 // $ = int 
$FLAG_BADDIE3_DEAD_LOVE1 = 1 // $ = int 

:LOVE1_2987
if 
  $FLAG_BADDIE4_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_3035 
if 
0118:   actor $BADDIE4_LOVE1 dead 
jf @LOVE1_3035 
$FLAG_KILL_PLAYER_LOVE1 = 1 // $ = int 
$FLAG_BADDIE4_DEAD_LOVE1 = 1 // $ = int 

:LOVE1_3035
if 
  $FLAG_BADDIE5_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_3083 
if 
0118:   actor $BADDIE5_LOVE1 dead 
jf @LOVE1_3083 
$FLAG_KILL_PLAYER_LOVE1 = 1 // $ = int 
$FLAG_BADDIE5_DEAD_LOVE1 = 1 // $ = int 

:LOVE1_3083
if 
  $FLAG_BADDIE6_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_3131 
if 
0118:   actor $BADDIE6_LOVE1 dead 
jf @LOVE1_3131 
$FLAG_KILL_PLAYER_LOVE1 = 1 // $ = int 
$FLAG_BADDIE6_DEAD_LOVE1 = 1 // $ = int 

:LOVE1_3131
if 
  $FLAG_GARAGE_BADDIE1_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_3212 
if 
0118:   actor $GARAGE_BADDIE1_LOVE1 dead 
jf @LOVE1_3179 
$FLAG_GARAGE_BADDIE1_DEAD_LOVE1 = 1 // $ = int 
jump @LOVE1_3212 

:LOVE1_3179
if 
  $FLAG_GARAGE2_OPEN == 1 // $ == int 
jf @LOVE1_3212 
011A: set_actor $GARAGE_BADDIE1_LOVE1 search_threat 1 
01CC: actor $GARAGE_BADDIE1_LOVE1 kill_player $PLAYER_CHAR 

:LOVE1_3212
if 
  $FLAG_GARAGE_BADDIE2_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_3293 
if 
0118:   actor $GARAGE_BADDIE2_LOVE1 dead 
jf @LOVE1_3260 
$FLAG_GARAGE_BADDIE2_DEAD_LOVE1 = 1 // $ = int 
jump @LOVE1_3293 

:LOVE1_3260
if 
  $FLAG_GARAGE2_OPEN == 1 // $ == int 
jf @LOVE1_3293 
011A: set_actor $GARAGE_BADDIE2_LOVE1 search_threat 1 
01CC: actor $GARAGE_BADDIE2_LOVE1 kill_player $PLAYER_CHAR 

:LOVE1_3293
if 
  $FLAG_GARAGE_BADDIE3_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_3374 
if 
0118:   actor $GARAGE_BADDIE3_LOVE1 dead 
jf @LOVE1_3341 
$FLAG_GARAGE_BADDIE3_DEAD_LOVE1 = 1 // $ = int 
jump @LOVE1_3374 

:LOVE1_3341
if 
  $FLAG_GARAGE1_OPEN == 1 // $ == int 
jf @LOVE1_3374 
011A: set_actor $GARAGE_BADDIE3_LOVE1 search_threat 1 
01CC: actor $GARAGE_BADDIE3_LOVE1 kill_player $PLAYER_CHAR 

:LOVE1_3374
if 
  $FLAG_GARAGE_BADDIE4_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_3455 
if 
0118:   actor $GARAGE_BADDIE4_LOVE1 dead 
jf @LOVE1_3422 
$FLAG_GARAGE_BADDIE4_DEAD_LOVE1 = 1 // $ = int 
jump @LOVE1_3455 

:LOVE1_3422
if 
  $FLAG_GARAGE3_OPEN == 1 // $ == int 
jf @LOVE1_3455 
011A: set_actor $GARAGE_BADDIE4_LOVE1 search_threat 1 
01CC: actor $GARAGE_BADDIE4_LOVE1 kill_player $PLAYER_CHAR 

:LOVE1_3455
if 
  $FLAG_GARAGE_BADDIE5_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_3536 
if 
0118:   actor $GARAGE_BADDIE5_LOVE1 dead 
jf @LOVE1_3503 
$FLAG_GARAGE_BADDIE5_DEAD_LOVE1 = 1 // $ = int 
jump @LOVE1_3536 

:LOVE1_3503
if 
  $FLAG_GARAGE4_OPEN == 1 // $ == int 
jf @LOVE1_3536 
011A: set_actor $GARAGE_BADDIE5_LOVE1 search_threat 1 
01CC: actor $GARAGE_BADDIE5_LOVE1 kill_player $PLAYER_CHAR 

:LOVE1_3536
if 
  $FLAG_GARAGE_BADDIE6_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_3617 
if 
0118:   actor $GARAGE_BADDIE6_LOVE1 dead 
jf @LOVE1_3584 
$FLAG_GARAGE_BADDIE6_DEAD_LOVE1 = 1 // $ = int 
jump @LOVE1_3617 

:LOVE1_3584
if 
  $FLAG_GARAGE5_OPEN == 1 // $ == int 
jf @LOVE1_3617 
011A: set_actor $GARAGE_BADDIE6_LOVE1 search_threat 1 
01CC: actor $GARAGE_BADDIE6_LOVE1 kill_player $PLAYER_CHAR 

:LOVE1_3617
if 
0057:   player $PLAYER_CHAR 0 31.0 -317.0 14.0 91.0 -394.0 25.0 
jf @LOVE1_3660 
$FLAG_KILL_PLAYER_LOVE1 = 1 // $ = int 

:LOVE1_3660
if 
  $FLAG_KILL_PLAYER_LOVE1 == 1 // $ == int 
jf @LOVE1_5135 
$FLAG_PLAYER_IN_AREA_LOVE1 = 1 // $ = int 
if 
  $FLAG_HAD_GARAGE_MESSAGE_LOVE1 == 0 // $ == int 
jf @LOVE1_3725 
00BC: text_highpriority 'LOVE1_4' time 7000 1  // ~g~The Old Oriental Gentleman must be in one of the garages....
$FLAG_HAD_GARAGE_MESSAGE_LOVE1 = 1 // $ = int 

:LOVE1_3725
if 
  $FLAG_BADDIE1_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_3872 
if 
8118:   not actor $BADDIE1_LOVE1 dead 
jf @LOVE1_3872 
if 
  $FLAG_BADDIE1_IN_AREA_LOVE1 == 0 // $ == int 
jf @LOVE1_3795 
0239: actor $BADDIE1_LOVE1 run_to 72.5 -321.875 
$FLAG_BADDIE1_IN_AREA_LOVE1 = 1 // $ = int 

:LOVE1_3795
if 
  $FLAG_BADDIE1_IN_AREA_LOVE1 == 1 // $ == int 
jf @LOVE1_3872 
if 
00EC:   actor $BADDIE1_LOVE1 0 72.5 -321.875 radius 0.5 0.5 
jf @LOVE1_3872 
0194: set_actor $BADDIE1_LOVE1 objective_to_go_to_point 72.5 -321.875 15.125 
020F: actor $BADDIE1_LOVE1 look_at_player $PLAYER_CHAR 
0350: set_actor $BADDIE1_LOVE1 maintain_position_when_attacked 1 

:LOVE1_3872
if 
  $FLAG_BADDIE2_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_4019 
if 
8118:   not actor $BADDIE2_LOVE1 dead 
jf @LOVE1_4019 
if 
  $FLAG_BADDIE2_IN_AREA_LOVE1 == 0 // $ == int 
jf @LOVE1_3942 
0239: actor $BADDIE2_LOVE1 run_to 66.5 -332.0 
$FLAG_BADDIE2_IN_AREA_LOVE1 = 1 // $ = int 

:LOVE1_3942
if 
  $FLAG_BADDIE2_IN_AREA_LOVE1 == 1 // $ == int 
jf @LOVE1_4019 
if 
00EC:   actor $BADDIE2_LOVE1 0 66.5 -332.0 radius 0.5 0.5 
jf @LOVE1_4019 
0194: set_actor $BADDIE2_LOVE1 objective_to_go_to_point 66.5 -332.0 15.125 
020F: actor $BADDIE2_LOVE1 look_at_player $PLAYER_CHAR 
0350: set_actor $BADDIE2_LOVE1 maintain_position_when_attacked 1 

:LOVE1_4019
if 
  $FLAG_BADDIE3_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_4232 
if 
8118:   not actor $BADDIE3_LOVE1 dead 
jf @LOVE1_4232 
if 
  $FLAG_BADDIE3_IN_AREA_LOVE1 == 0 // $ == int 
jf @LOVE1_4089 
0239: actor $BADDIE3_LOVE1 run_to 44.375 -360.6875 
$FLAG_BADDIE3_IN_AREA_LOVE1 = 1 // $ = int 

:LOVE1_4089
if 
  $FLAG_BADDIE3_IN_AREA_LOVE1 == 1 // $ == int 
jf @LOVE1_4155 
if 
00EC:   actor $BADDIE3_LOVE1 0 44.375 -360.6875 radius 0.5 0.5 
jf @LOVE1_4155 
0239: actor $BADDIE3_LOVE1 run_to 47.875 -360.0625 
$FLAG_BADDIE3_IN_AREA_LOVE1 = 2 // $ = int 

:LOVE1_4155
if 
  $FLAG_BADDIE3_IN_AREA_LOVE1 == 2 // $ == int 
jf @LOVE1_4232 
if 
00EC:   actor $BADDIE3_LOVE1 0 47.875 -360.0625 radius 0.5 0.5 
jf @LOVE1_4232 
0194: set_actor $BADDIE3_LOVE1 objective_to_go_to_point 47.875 -360.0625 15.0625 
020F: actor $BADDIE3_LOVE1 look_at_player $PLAYER_CHAR 
0350: set_actor $BADDIE3_LOVE1 maintain_position_when_attacked 1 

:LOVE1_4232
if 
  $FLAG_BADDIE4_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_4379 
if 
8118:   not actor $BADDIE4_LOVE1 dead 
jf @LOVE1_4379 
if 
  $FLAG_BADDIE4_IN_AREA_LOVE1 == 0 // $ == int 
jf @LOVE1_4302 
0239: actor $BADDIE4_LOVE1 run_to 57.0 -365.25 
$FLAG_BADDIE4_IN_AREA_LOVE1 = 1 // $ = int 

:LOVE1_4302
if 
  $FLAG_BADDIE4_IN_AREA_LOVE1 == 1 // $ == int 
jf @LOVE1_4379 
if 
00EC:   actor $BADDIE4_LOVE1 0 57.0 -365.25 radius 0.5 0.5 
jf @LOVE1_4379 
0194: set_actor $BADDIE4_LOVE1 objective_to_go_to_point 57.0 -365.25 15.0625 
020F: actor $BADDIE4_LOVE1 look_at_player $PLAYER_CHAR 
0350: set_actor $BADDIE4_LOVE1 maintain_position_when_attacked 1 

:LOVE1_4379
if 
  $FLAG_BADDIE5_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_4592 
if 
8118:   not actor $BADDIE5_LOVE1 dead 
jf @LOVE1_4592 
if 
  $FLAG_BADDIE5_IN_AREA_LOVE1 == 0 // $ == int 
jf @LOVE1_4449 
0239: actor $BADDIE5_LOVE1 run_to 38.6875 -345.0625 
$FLAG_BADDIE5_IN_AREA_LOVE1 = 1 // $ = int 

:LOVE1_4449
if 
  $FLAG_BADDIE5_IN_AREA_LOVE1 == 1 // $ == int 
jf @LOVE1_4515 
if 
00EC:   actor $BADDIE5_LOVE1 0 38.6875 -345.0625 radius 0.5 0.5 
jf @LOVE1_4515 
0239: actor $BADDIE5_LOVE1 run_to 45.75 -344.25 
$FLAG_BADDIE5_IN_AREA_LOVE1 = 2 // $ = int 

:LOVE1_4515
if 
  $FLAG_BADDIE5_IN_AREA_LOVE1 == 2 // $ == int 
jf @LOVE1_4592 
if 
00EC:   actor $BADDIE5_LOVE1 0 45.75 -344.25 radius 0.5 0.5 
jf @LOVE1_4592 
0194: set_actor $BADDIE5_LOVE1 objective_to_go_to_point 45.75 -344.25 15.0625 
020F: actor $BADDIE5_LOVE1 look_at_player $PLAYER_CHAR 
0350: set_actor $BADDIE5_LOVE1 maintain_position_when_attacked 1 

:LOVE1_4592
if 
  $FLAG_BADDIE6_DEAD_LOVE1 == 0 // $ == int 
jf @LOVE1_4805 
if 
8118:   not actor $BADDIE6_LOVE1 dead 
jf @LOVE1_4805 
if 
  $FLAG_BADDIE6_IN_AREA_LOVE1 == 0 // $ == int 
jf @LOVE1_4662 
0239: actor $BADDIE6_LOVE1 run_to 37.25 -331.0 
$FLAG_BADDIE6_IN_AREA_LOVE1 = 1 // $ = int 

:LOVE1_4662
if 
  $FLAG_BADDIE6_IN_AREA_LOVE1 == 1 // $ == int 
jf @LOVE1_4728 
if 
00EC:   actor $BADDIE6_LOVE1 0 37.25 -331.0 radius 0.5 0.5 
jf @LOVE1_4728 
0239: actor $BADDIE6_LOVE1 run_to 42.5 -331.75 
$FLAG_BADDIE6_IN_AREA_LOVE1 = 2 // $ = int 

:LOVE1_4728
if 
  $FLAG_BADDIE6_IN_AREA_LOVE1 == 2 // $ == int 
jf @LOVE1_4805 
if 
00EC:   actor $BADDIE6_LOVE1 0 42.5 -331.75 radius 0.5 0.5 
jf @LOVE1_4805 
0194: set_actor $BADDIE6_LOVE1 objective_to_go_to_point 42.5 -331.75 15.0625 
020F: actor $BADDIE6_LOVE1 look_at_player $PLAYER_CHAR 
0350: set_actor $BADDIE6_LOVE1 maintain_position_when_attacked 1 

:LOVE1_4805
if 
019C:   player $PLAYER_CHAR 0 63.0 -317.5 13.0 69.25 -321.6875 20.0 
jf @LOVE1_4871 
if 
  $FLAG_GARAGE1_OPEN == 0 // $ == int 
jf @LOVE1_4871 
0360: open_garage $GARAGE1_LOVE1 
$FLAG_GARAGE1_OPEN = 1 // $ = int 

:LOVE1_4871
if 
019C:   player $PLAYER_CHAR 0 53.6875 -317.5 13.0 61.0 -320.4375 20.0 
jf @LOVE1_4937 
if 
  $FLAG_GARAGE2_OPEN == 0 // $ == int 
jf @LOVE1_4937 
0360: open_garage $GARAGE2_LOVE1 
$FLAG_GARAGE2_OPEN = 1 // $ = int 

:LOVE1_4937
if 
019C:   player $PLAYER_CHAR 0 31.75 -344.375 13.0 35.0625 -335.5625 20.0 
jf @LOVE1_5003 
if 
  $FLAG_GARAGE3_OPEN == 0 // $ == int 
jf @LOVE1_5003 
0360: open_garage $GARAGE3_LOVE1 
$FLAG_GARAGE3_OPEN = 1 // $ = int 

:LOVE1_5003
if 
019C:   player $PLAYER_CHAR 0 31.375 -355.5625 13.0 34.1875 -344.75 20.0 
jf @LOVE1_5069 
if 
  $FLAG_GARAGE4_OPEN == 0 // $ == int 
jf @LOVE1_5069 
0360: open_garage $GARAGE4_LOVE1 
$FLAG_GARAGE4_OPEN = 1 // $ = int 

:LOVE1_5069
if 
019C:   player $PLAYER_CHAR 0 52.875 -376.25 13.0 42.0 -373.1875 20.0 
jf @LOVE1_5135 
if 
  $FLAG_GARAGE5_OPEN == 0 // $ == int 
jf @LOVE1_5135 
0360: open_garage $GARAGE5_LOVE1 
$FLAG_GARAGE5_OPEN = 1 // $ = int 

:LOVE1_5135
if 
  $FLAG_OJG_IN_GROUP == 1 // $ == int 
jf @LOVE1_5349 
if 
0118:   actor $OJG_LOVE1 dead 
jf @LOVE1_5191 
00BC: text_highpriority 'LOVE1_6' time 5000 1  // ~r~The Old Oriental Gentleman's guts are all over the street!
jump @LOVE1_5843 

:LOVE1_5191
if and
8320:   not actor $OJG_LOVE1 in_range_of_player $PLAYER_CHAR 
  $FLAG_BLIP_ON_OJG_LOVE1 == 0 // $ == int 
jf @LOVE1_5259 
00BC: text_highpriority 'HEY8' time 5000 1  // ~g~Protection means just that -Protect the Old Oriental Gentleman!
0187: $RADAR_BLIP_PED1_LOVE1 = create_marker_above_actor $OJG_LOVE1 
0164: disable_marker $RADAR_BLIP_COORD1_LOVE1 
$FLAG_BLIP_ON_OJG_LOVE1 = 1 // $ = int 
$BLOB_FLAG = 0 // $ = int 

:LOVE1_5259
if and
00E9:   player $PLAYER_CHAR 0 $OJG_LOVE1 radius 8.0 8.0 
  $FLAG_BLIP_ON_OJG_LOVE1 == 1 // $ == int 
jf @LOVE1_5349 
01DF: tie_actor $OJG_LOVE1 to_player $PLAYER_CHAR 
00BC: text_highpriority 'LOVE1_3' time 7000 1  // ~g~Take the Old Oriental Gentleman back to Donald Love's building.
0164: disable_marker $RADAR_BLIP_PED1_LOVE1 
018A: $RADAR_BLIP_COORD1_LOVE1 = create_checkpoint_at 49.0625 -1550.5 -100.0 
$FLAG_BLIP_ON_OJG_LOVE1 = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:LOVE1_5349
jump @LOVE1_2429 

:LOVE1_5356
0164: disable_marker $RADAR_BLIP_COORD1_LOVE1 
01E0: clear_leader $OJG_LOVE1 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if 
00DF:   actor $OJG_LOVE1 in_any_car 
jf @LOVE1_5488 
00D9: $CAR2_LOVE1 = actor $OJG_LOVE1 car // add to mission cleanup 
01D3: actor $OJG_LOVE1 leave_car $CAR2_LOVE1 

:LOVE1_5423
if 
00DF:   actor $OJG_LOVE1 in_any_car 
jf @LOVE1_5488 
wait 0 
if 
0118:   actor $OJG_LOVE1 dead 
jf @LOVE1_5481 
00BC: text_highpriority 'LOVE1_6' time 5000 1  // ~r~The Old Oriental Gentleman's guts are all over the street!
jump @LOVE1_5843 

:LOVE1_5481
jump @LOVE1_5423 

:LOVE1_5488
0239: actor $OJG_LOVE1 run_to 59.5 -1548.688 
TIMERB = 0 // @ = int 

:LOVE1_5506
if 
  1500 > TIMERB // int > @ 
jf @LOVE1_5574 
wait 0 
if 
0118:   actor $OJG_LOVE1 dead 
jf @LOVE1_5567 
00BC: text_highpriority 'LOVE1_6' time 5000 1  // ~r~The Old Oriental Gentleman's guts are all over the street!
jump @LOVE1_5843 

:LOVE1_5567
jump @LOVE1_5506 

:LOVE1_5574
00A1: put_actor $OJG_LOVE1 at 82.875 -1548.875 27.1875 
0173: set_actor $OJG_LOVE1 z_angle_to 270.0 
0211: actor $OJG_LOVE1 walk_to 98.6875 -1548.75 
015F: set_camera_position 77.5 -1548.75 28.1875 rotation 0.0 0.0 0.0 
0160: point_camera 93.875 -1548.875 28.25 switchstyle 2 
TIMERB = 0 // @ = int 

:LOVE1_5647
if 
80FF:   not actor $OJG_LOVE1 0 98.6875 -1548.75 27.25 radius 0.5 0.5 4.0 
jf @LOVE1_5799 
wait 0 
if 
0118:   actor $OJG_LOVE1 dead 
jf @LOVE1_5725 
00BC: text_highpriority 'LOVE1_6' time 5000 1  // ~r~The Old Oriental Gentleman's guts are all over the street!
jump @LOVE1_5843 

:LOVE1_5725
if 
  TIMERB >= 8000 // @ >= int 
jf @LOVE1_5792 
if 
80FF:   not actor $OJG_LOVE1 0 98.6875 -1548.75 27.25 radius 0.5 0.5 4.0 
jf @LOVE1_5792 
034F: destroy_actor_with_fade $OJG_LOVE1 // The actor fades away like a ghost 
jump @LOVE1_5799 

:LOVE1_5792
jump @LOVE1_5647 

:LOVE1_5799
009F: set_actor $OJG_LOVE1 idle 
02EB: restore_camera_with_jumpcut 
034F: destroy_actor_with_fade $OJG_LOVE1 // The actor fades away like a ghost 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
jump @LOVE1_5867 

:LOVE1_5843
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
$FLAG_FAILED_LOVE1 = 1 // $ = int 
return 

:LOVE1_5867
$FLAG_LOVE_MISSION1_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'LOVE1'  // 'LIBERATOR'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 40000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 40000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_58 
return 

:LOVE1_5937
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 0 // $ = int 
03AC: clear_route 0 
03AC: clear_route 1 
01B4: set_player $PLAYER_CHAR can_move 1 
0249: release_model #GANG11 
0249: release_model #COLUMB 
0164: disable_marker $RADAR_BLIP_PED1_LOVE1 
0164: disable_marker $RADAR_BLIP_COORD1_LOVE1 
0164: disable_marker $RADAR_BLIP_COORD2_LOVE1 
if 
8118:   not actor $BADDIE1_LOVE1 dead 
jf @LOVE1_6013 
0350: set_actor $BADDIE1_LOVE1 maintain_position_when_attacked 0 

:LOVE1_6013
if 
8118:   not actor $BADDIE2_LOVE1 dead 
jf @LOVE1_6036 
0350: set_actor $BADDIE2_LOVE1 maintain_position_when_attacked 0 

:LOVE1_6036
if 
8118:   not actor $BADDIE3_LOVE1 dead 
jf @LOVE1_6059 
0350: set_actor $BADDIE3_LOVE1 maintain_position_when_attacked 0 

:LOVE1_6059
if 
8118:   not actor $BADDIE4_LOVE1 dead 
jf @LOVE1_6082 
0350: set_actor $BADDIE4_LOVE1 maintain_position_when_attacked 0 

:LOVE1_6082
if 
8118:   not actor $BADDIE5_LOVE1 dead 
jf @LOVE1_6105 
0350: set_actor $BADDIE5_LOVE1 maintain_position_when_attacked 0 

:LOVE1_6105
if 
8118:   not actor $BADDIE6_LOVE1 dead 
jf @LOVE1_6128 
0350: set_actor $BADDIE6_LOVE1 maintain_position_when_attacked 0 

:LOVE1_6128
mission_cleanup 
return 

//-------------Mission 61---------------
// Originally: Waka-Gashira Wipeout!

:LOVE2
gosub @LOVE2_918 
if 
  wasted_or_busted 
jf @LOVE2_27 
gosub @LOVE2_4358 

:LOVE2_27
gosub @LOVE2_4456 
terminate_this_script 

:LOVE2_36
if 
  $FLAG_YAK_CREATED_LOVE2 == 0 // $ == int 
jf @LOVE2_649 
00A5: $KENJI_CAR_LOVE2 = create_car #YAKUZA at 302.0 -550.0 37.0 
0175: set_car $KENJI_CAR_LOVE2 z_angle_to 90.0 
00A9: set_car $KENJI_CAR_LOVE2 to_normal_driver 
02AA: set_car $KENJI_CAR_LOVE2 immune_to_nonplayer 0 
00A5: $YAK_CAR_1_LOVE2 = create_car #STRETCH at 291.375 -547.0 37.0 
0175: set_car $YAK_CAR_1_LOVE2 z_angle_to 320.0 
00A9: set_car $YAK_CAR_1_LOVE2 to_normal_driver 
02AA: set_car $YAK_CAR_1_LOVE2 immune_to_nonplayer 0 
00A5: $YAK_CAR_2_LOVE2 = create_car #YAKUZA at 294.5625 -558.0 37.0 
0175: set_car $YAK_CAR_2_LOVE2 z_angle_to 96.0 
00A9: set_car $YAK_CAR_2_LOVE2 to_normal_driver 
02AA: set_car $YAK_CAR_2_LOVE2 immune_to_nonplayer 0 
00A5: $YAK_CAR_1_LOVE2 = create_car #STRETCH at 299.375 -540.0 37.0 
0175: set_car $YAK_CAR_1_LOVE2 z_angle_to 296.0 
00A9: set_car $YAK_CAR_1_LOVE2 to_normal_driver 
02AA: set_car $YAK_CAR_1_LOVE2 immune_to_nonplayer 0 
009A: $YAK_1_LOVE2 = create_actor 10 #GANG07 at 286.375 -543.5 37.0 
0173: set_actor $YAK_1_LOVE2 z_angle_to 180.0 
009A: $YAK_2_LOVE2 = create_actor 10 #GANG08 at 304.5 -544.25 37.0 
0173: set_actor $YAK_2_LOVE2 z_angle_to 40.0 
035F: set_actor $YAK_2_LOVE2 armour_to 100 
009A: $YAK_3_LOVE2 = create_actor 10 #GANG07 at 299.25 -534.0 37.0 
0173: set_actor $YAK_3_LOVE2 z_angle_to 20.0 
009A: $YAK_4_LOVE2 = create_actor 10 #GANG08 at 295.0 -562.0 37.0 
0173: set_actor $YAK_4_LOVE2 z_angle_to 180.0 
009A: $YAK_5_LOVE2 = create_actor 10 #GANG07 at 295.0 -544.0 37.0 
0173: set_actor $YAK_5_LOVE2 z_angle_to 15.0 
035F: set_actor $YAK_5_LOVE2 armour_to 100 
009A: $YAK_6_LOVE2 = create_actor 10 #GANG08 at 300.0 -556.0 37.0 
0173: set_actor $YAK_6_LOVE2 z_angle_to 160.0 
009A: $YAK_7_LOVE2 = create_actor 10 #GANG08 at 301.0 -516.0 37.0 
0173: set_actor $YAK_7_LOVE2 z_angle_to 45.0 
009A: $YAK_8_LOVE2 = create_actor 10 #GANG08 at 273.0 -570.0 37.0 
0173: set_actor $YAK_8_LOVE2 z_angle_to 260.0 
01B2: give_actor $YAK_1_LOVE2 weapon 6 ammo 80 
01B2: give_actor $YAK_2_LOVE2 weapon 3 ammo 60 
01B2: give_actor $YAK_3_LOVE2 weapon 3 ammo 60 
02E2: set_actor $YAK_3_LOVE2 weapon_accuracy_to 40 
01B2: give_actor $YAK_4_LOVE2 weapon 3 ammo 60 
02E2: set_actor $YAK_4_LOVE2 weapon_accuracy_to 40 
01B2: give_actor $YAK_5_LOVE2 weapon 3 ammo 60 
02E2: set_actor $YAK_5_LOVE2 weapon_accuracy_to 40 
01B2: give_actor $YAK_6_LOVE2 weapon 3 ammo 60 
01B2: give_actor $YAK_7_LOVE2 weapon 4 ammo 25 
01B2: give_actor $YAK_8_LOVE2 weapon 3 ammo 60 
02E2: set_actor $YAK_8_LOVE2 weapon_accuracy_to 40 
011A: set_actor $YAK_1_LOVE2 search_threat 1 
011A: set_actor $YAK_2_LOVE2 search_threat 1 
011A: set_actor $YAK_3_LOVE2 search_threat 1 
011A: set_actor $YAK_4_LOVE2 search_threat 1 
011A: set_actor $YAK_5_LOVE2 search_threat 1 
011A: set_actor $YAK_6_LOVE2 search_threat 1 
011A: set_actor $YAK_7_LOVE2 search_threat 1 
011A: set_actor $YAK_8_LOVE2 search_threat 1 
009A: $KENJI = create_actor 21 #SPECIAL01 at 304.1875 -543.0625 36.25 
0173: set_actor $KENJI z_angle_to 140.0 
011A: set_actor $KENJI search_threat 1 
01B2: give_actor $KENJI weapon 3 ammo 60 
035F: set_actor $KENJI armour_to 100 
0187: $BLIP_KENJI_LOVE2 = create_marker_above_actor $KENJI 
0350: set_actor $KENJI maintain_position_when_attacked 1 
$FLAG_YAK_CREATED_LOVE2 = 1 // $ = int 

:LOVE2_649
return 

:LOVE2_651
if and
  $FLAG_YAK_CREATED_LOVE2 == 1 // $ == int 
  $FLAG_WANTED_LOVE2 == 0 // $ == int 
jf @LOVE2_916 
if 
0118:   actor $YAK_1_LOVE2 dead 
jf @LOVE2_706 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
$FLAG_WANTED_LOVE2 = 1 // $ = int 

:LOVE2_706
if 
0118:   actor $YAK_2_LOVE2 dead 
jf @LOVE2_736 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
$FLAG_WANTED_LOVE2 = 1 // $ = int 

:LOVE2_736
if 
0118:   actor $YAK_3_LOVE2 dead 
jf @LOVE2_766 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
$FLAG_WANTED_LOVE2 = 1 // $ = int 

:LOVE2_766
if 
0118:   actor $YAK_4_LOVE2 dead 
jf @LOVE2_796 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
$FLAG_WANTED_LOVE2 = 1 // $ = int 

:LOVE2_796
if 
0118:   actor $YAK_5_LOVE2 dead 
jf @LOVE2_826 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
$FLAG_WANTED_LOVE2 = 1 // $ = int 

:LOVE2_826
if 
0118:   actor $YAK_6_LOVE2 dead 
jf @LOVE2_856 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
$FLAG_WANTED_LOVE2 = 1 // $ = int 

:LOVE2_856
if 
0118:   actor $YAK_7_LOVE2 dead 
jf @LOVE2_886 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
$FLAG_WANTED_LOVE2 = 1 // $ = int 

:LOVE2_886
if 
0118:   actor $YAK_8_LOVE2 dead 
jf @LOVE2_916 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 3 
$FLAG_WANTED_LOVE2 = 1 // $ = int 

:LOVE2_916
return 

:LOVE2_918
increment_mission_attempts 
script_name 'LOVE2' 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 1 // $ = int 
wait 0 
$FLAG_CARPARK_BLIP = 0 // $ = int 
$FLAG_KENJI_DEAD = 0 // $ = int 
$FLAG_MESSAGE = 0 // $ = int 
$FLAG_YAK_CREATED_LOVE2 = 0 // $ = int 
$FLAG_WANTED_LOVE2 = 0 // $ = int 
$FLAG_YAK_ATTACK_LOVE2 = 0 // $ = int 
$FLAG_PLAYER_CLEAR = 0 // $ = int 
$FLAG_KENJI_CUT = 0 // $ = int 
$FLAG_KENJI_LOOK = 0 // $ = int 
$FLAG_1_DEAD_LOVE2 = 0 // $ = int 
$FLAG_2_DEAD_LOVE2 = 0 // $ = int 
$FLAG_3_DEAD_LOVE2 = 0 // $ = int 
$FLAG_4_DEAD_LOVE2 = 0 // $ = int 
$FLAG_5_DEAD_LOVE2 = 0 // $ = int 
$FLAG_6_DEAD_LOVE2 = 0 // $ = int 
$FLAG_7_DEAD_LOVE2 = 0 // $ = int 
$FLAG_8_DEAD_LOVE2 = 0 // $ = int 
$COUNTER_KENJI_GUARDS_DEAD = 0 // $ = int 
$CARPARK_MINX = 265.5 // $ = float 
$CARPARK_MINY = -610.5 // $ = float 
$CARPARK_MAXX = 345.5 // $ = float 
$CARPARK_MAXY = -479.5 // $ = float 
$CARPARK_MINZ = 32.5 // $ = float 
$CARPARK_MAXZ = 50.0 // $ = float 
0247: request_model #TSHRORCKGRDN 
0247: request_model #TSHRORCKGRDN_ALFAS 

:LOVE2_1132
if or
8248:   not model #TSHRORCKGRDN_ALFAS available 
8248:   not model #TSHRORCKGRDN available 
jf @LOVE2_1164 
wait 0 
jump @LOVE2_1132 

:LOVE2_1164
023C: load_special_actor 1 'LOVE' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'LOVEH' 
038B: load_requested_models 

:LOVE2_1204
if or
823D:   not special_actor 1 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
jf @LOVE2_1240 
wait 0 
jump @LOVE2_1204 

:LOVE2_1240
02E4: load_cutscene_data 'D2_KK' 
03AF: set_streaming 1 
0244: set_cutscene_pos 85.1875 -1532.875 243.5 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_LOVE = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_LOVE 'LOVE' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_LOVEHEAD from_head #CUTOBJ02 and_body $CS_LOVE 
02F5: set_head_anim $CS_LOVEHEAD 'LOVE' 
0055: put_player $PLAYER_CHAR at 85.0 -1548.188 28.25 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
fade 1 250 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:LOVE2_1393
if 
  5434 > $CS_TIME // int > $ 
jf @LOVE2_1428 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE2_1393 

:LOVE2_1428
00BC: text_highpriority 'LOVE2_A' time 4000 1  // Nothing drives down real estate prices like a good old fashioned gang war,

:LOVE2_1443
if 
  9893 > $CS_TIME // int > $ 
jf @LOVE2_1478 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE2_1443 

:LOVE2_1478
00BC: text_highpriority 'LOVE2_B' time 4500 1  // apart from an outbreak of plague......but that might be going too far in this case.

:LOVE2_1493
if 
  14631 > $CS_TIME // int > $ 
jf @LOVE2_1528 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE2_1493 

:LOVE2_1528
00BC: text_highpriority 'LOVE2_C' time 4000 1  // I've noticed the Yakuza and the Colombians are far from friends.

:LOVE2_1543
if 
  18811 > $CS_TIME // int > $ 
jf @LOVE2_1578 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE2_1543 

:LOVE2_1578
00BC: text_highpriority 'LOVE2_D' time 3000 1  // Let's capitalise on this business opportunity.

:LOVE2_1593
if 
  21947 > $CS_TIME // int > $ 
jf @LOVE2_1628 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE2_1593 

:LOVE2_1628
00BC: text_highpriority 'LOVE2_E' time 3500 1  // I want you to kill the Yakuza Waka-gashira, Kenji Kasen.

:LOVE2_1643
if 
  26266 > $CS_TIME // int > $ 
jf @LOVE2_1678 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE2_1643 

:LOVE2_1678
00BC: text_highpriority 'LOVE2_F' time 3500 1  // Kenji is attending a meeting at the top of the multi-story carpark in Newport.

:LOVE2_1693
if 
  30656 > $CS_TIME // int > $ 
jf @LOVE2_1728 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE2_1693 

:LOVE2_1728
00BC: text_highpriority 'LOVE2_G' time 3000 1  // Get a Cartel gangcar and eliminate him!

:LOVE2_1743
if 
  33442 > $CS_TIME // int > $ 
jf @LOVE2_1780 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE2_1743 

:LOVE2_1780
00BC: text_highpriority 'LOVE2_H' time 4500 1  // The Yakuza must blame the Cartel for this declaration of war.

:LOVE2_1795
if 
  41066 > $CS_TIME // int > $ 
jf @LOVE2_1832 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE2_1795 

:LOVE2_1832
fade 0 1500 

:LOVE2_1839
if 
82E9:   not cutscene_reached_end 
jf @LOVE2_1863 
wait 0 
jump @LOVE2_1839 

:LOVE2_1863
00BE: text_clear_all 

:LOVE2_1865
if 
  fading 
jf @LOVE2_1889 
wait 0 
jump @LOVE2_1865 

:LOVE2_1889
02EA: end_cutscene 
fade 0 0 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #TSHRORCKGRDN 
0249: release_model #TSHRORCKGRDN_ALFAS 
03AD: set_rubbish 1 
023C: load_special_actor 1 'KENJI' 

:LOVE2_1951
if 
823D:   not special_actor 1 loaded 
jf @LOVE2_1977 
wait 0 
jump @LOVE2_1951 

:LOVE2_1977
0247: request_model #GANG07 

:LOVE2_1981
if 
8248:   not model #GANG07 available 
jf @LOVE2_2007 
wait 0 
jump @LOVE2_1981 

:LOVE2_2007
0247: request_model #GANG08 

:LOVE2_2011
if 
8248:   not model #GANG08 available 
jf @LOVE2_2037 
wait 0 
jump @LOVE2_2011 

:LOVE2_2037
0247: request_model #YAKUZA 

:LOVE2_2042
if 
8248:   not model #YAKUZA available 
jf @LOVE2_2069 
wait 0 
jump @LOVE2_2042 

:LOVE2_2069
0247: request_model #STRETCH 

:LOVE2_2073
if 
8248:   not model #STRETCH available 
jf @LOVE2_2099 
wait 0 
jump @LOVE2_2073 

:LOVE2_2099
03CF: load_wav 'LO2_A' 

:LOVE2_2109
if 
  $FLAG_KENJI_DEAD == 0 // $ == int 
jf @LOVE2_2339 
wait 0 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #COLUMB 
0056:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_2183 
$FLAG_MESSAGE = 3 // $ = int 
jump @LOVE2_3138 

:LOVE2_2183
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #COLUMB 
8056:   not player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_2235 
$FLAG_MESSAGE = 1 // $ = int 
jump @LOVE2_2339 

:LOVE2_2235
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
0056:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_2287 
$FLAG_MESSAGE = 2 // $ = int 
jump @LOVE2_2608 

:LOVE2_2287
if 
  $FLAG_MESSAGE == 0 // $ == int 
jf @LOVE2_2332 
00BC: text_highpriority 'LOVE2_1' time 6000 1  // ~g~Go to Fort Staunton and steal a Colombian gangcar!
wait 3000 
$FLAG_MESSAGE = 1 // $ = int 

:LOVE2_2332
jump @LOVE2_2109 

:LOVE2_2339
if 
  $FLAG_KENJI_DEAD == 0 // $ == int 
jf @LOVE2_2608 
wait 0 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #COLUMB 
0056:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_2413 
$FLAG_MESSAGE = 3 // $ = int 
jump @LOVE2_3138 

:LOVE2_2413
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
8056:   not player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_2465 
$FLAG_MESSAGE = 0 // $ = int 
jump @LOVE2_2109 

:LOVE2_2465
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
0056:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_2517 
$FLAG_MESSAGE = 2 // $ = int 
jump @LOVE2_2608 

:LOVE2_2517
if 
  $FLAG_MESSAGE == 1 // $ == int 
jf @LOVE2_2562 
00BC: text_highpriority 'LOVE2_2' time 4000 1  // ~g~Now get to the ~p~multi-storey in Newport~g~ and whack Kenji!
wait 3000 
$FLAG_MESSAGE = 0 // $ = int 

:LOVE2_2562
if 
  $FLAG_CARPARK_BLIP == 0 // $ == int 
jf @LOVE2_2601 
018A: $BLIP_CARPARK = create_checkpoint_at 305.0 -545.0 30.0 
$FLAG_CARPARK_BLIP = 1 // $ = int 

:LOVE2_2601
jump @LOVE2_2339 

:LOVE2_2608
if 
  $FLAG_CARPARK_BLIP == 1 // $ == int 
jf @LOVE2_2638 
0164: disable_marker $BLIP_CARPARK 
$FLAG_CARPARK_BLIP = 0 // $ = int 

:LOVE2_2638
if 
  $FLAG_KENJI_DEAD == 0 // $ == int 
jf @LOVE2_3138 
wait 0 
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #COLUMB 
0056:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_2712 
$FLAG_MESSAGE = 3 // $ = int 
jump @LOVE2_3138 

:LOVE2_2712
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
8056:   not player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_2764 
$FLAG_MESSAGE = 0 // $ = int 
jump @LOVE2_2109 

:LOVE2_2764
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #COLUMB 
8056:   not player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_2816 
$FLAG_MESSAGE = 1 // $ = int 
jump @LOVE2_2339 

:LOVE2_2816
if 
  $FLAG_MESSAGE == 2 // $ == int 
jf @LOVE2_2856 
00BC: text_highpriority 'LOVE2_3' time 3000 1  // ~r~If you proceed without a Cartel car you will be identified!!
$FLAG_MESSAGE = 0 // $ = int 

:LOVE2_2856
if and
80E0:   not player $PLAYER_CHAR in_any_car 
0057:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MINZ $CARPARK_MAXX $CARPARK_MAXY $CARPARK_MAXZ 
jf @LOVE2_2966 
00BC: text_highpriority 'LOVE2_4' time 3000 1  // ~r~The Yakuza have identified you!!
if 
  $FLAG_YAK_CREATED_LOVE2 == 1 // $ == int 
jf @LOVE2_2959 
if and
8118:   not actor $KENJI dead 
8119:   not car $KENJI_CAR_LOVE2 wrecked 
jf @LOVE2_2959 
01D5: actor $KENJI go_to_and_drive_car $KENJI_CAR_LOVE2 

:LOVE2_2959
jump @LOVE2_4358 

:LOVE2_2966
if 
0057:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY 35.0 $CARPARK_MAXX $CARPARK_MAXY $CARPARK_MAXZ 
jf @LOVE2_3090 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
jf @LOVE2_3090 
00BC: text_highpriority 'LOVE2_4' time 3000 1  // ~r~The Yakuza have identified you!!
if 
  $FLAG_YAK_CREATED_LOVE2 == 1 // $ == int 
jf @LOVE2_3083 
if and
8118:   not actor $KENJI dead 
8119:   not car $KENJI_CAR_LOVE2 wrecked 
jf @LOVE2_3083 
01D5: actor $KENJI go_to_and_drive_car $KENJI_CAR_LOVE2 

:LOVE2_3083
jump @LOVE2_4358 

:LOVE2_3090
gosub @LOVE2_36 
gosub @LOVE2_651 
if 
  $FLAG_WANTED_LOVE2 == 1 // $ == int 
jf @LOVE2_3131 
03D1: play_wav 
$FLAG_WANTED_LOVE2 = 2 // $ = int 

:LOVE2_3131
jump @LOVE2_2638 

:LOVE2_3138
if 
  $FLAG_CARPARK_BLIP == 1 // $ == int 
jf @LOVE2_3168 
0164: disable_marker $BLIP_CARPARK 
$FLAG_CARPARK_BLIP = 0 // $ = int 

:LOVE2_3168
if 
  $FLAG_KENJI_DEAD == 0 // $ == int 
jf @LOVE2_4008 
wait 0 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #COLUMB 
jf @LOVE2_3224 
00DA: $PLAYER_CAR = player $PLAYER_CHAR car 
03AB: set_car $PLAYER_CAR strong 1 

:LOVE2_3224
if and
  $FLAG_YAK_ATTACK_LOVE2 == 0 // $ == int 
0057:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MINZ $CARPARK_MAXX $CARPARK_MAXY $CARPARK_MAXZ 
jf @LOVE2_3322 
if 
8118:   not actor $YAK_7_LOVE2 dead 
jf @LOVE2_3291 
01CC: actor $YAK_7_LOVE2 kill_player $PLAYER_CHAR 

:LOVE2_3291
if 
8118:   not actor $YAK_8_LOVE2 dead 
jf @LOVE2_3315 
01CC: actor $YAK_8_LOVE2 kill_player $PLAYER_CHAR 

:LOVE2_3315
$FLAG_YAK_ATTACK_LOVE2 = 1 // $ = int 

:LOVE2_3322
if and
80E0:   not player $PLAYER_CHAR in_any_car 
0057:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MINZ $CARPARK_MAXX $CARPARK_MAXY $CARPARK_MAXZ 
jf @LOVE2_3432 
00BC: text_highpriority 'LOVE2_4' time 3000 1  // ~r~The Yakuza have identified you!!
if 
  $FLAG_YAK_CREATED_LOVE2 == 1 // $ == int 
jf @LOVE2_3425 
if and
8118:   not actor $KENJI dead 
8119:   not car $KENJI_CAR_LOVE2 wrecked 
jf @LOVE2_3425 
01D5: actor $KENJI go_to_and_drive_car $KENJI_CAR_LOVE2 

:LOVE2_3425
jump @LOVE2_4358 

:LOVE2_3432
if 
0057:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY 35.0 $CARPARK_MAXX $CARPARK_MAXY $CARPARK_MAXZ 
jf @LOVE2_3587 
if 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
jf @LOVE2_3563 
00BC: text_highpriority 'LOVE2_4' time 3000 1  // ~r~The Yakuza have identified you!!
if 
  $FLAG_YAK_CREATED_LOVE2 == 1 // $ == int 
jf @LOVE2_3549 
if and
8118:   not actor $KENJI dead 
8119:   not car $KENJI_CAR_LOVE2 wrecked 
jf @LOVE2_3549 
01D5: actor $KENJI go_to_and_drive_car $KENJI_CAR_LOVE2 

:LOVE2_3549
jump @LOVE2_4358 
jump @LOVE2_3587 

:LOVE2_3563
if 
8118:   not actor $KENJI dead 
jf @LOVE2_3587 
020F: actor $KENJI look_at_player $PLAYER_CHAR 

:LOVE2_3587
if and
00DE:   player $PLAYER_CHAR driving_vehicle_type #COLUMB 
8056:   not player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_3688 
if 
8118:   not actor $YAK_7_LOVE2 dead 
jf @LOVE2_3646 
011C: actor $YAK_7_LOVE2 clear_objective 

:LOVE2_3646
if 
8118:   not actor $YAK_8_LOVE2 dead 
jf @LOVE2_3667 
011C: actor $YAK_8_LOVE2 clear_objective 

:LOVE2_3667
$FLAG_YAK_ATTACK_LOVE2 = 0 // $ = int 
$FLAG_MESSAGE = 1 // $ = int 
jump @LOVE2_2339 

:LOVE2_3688
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
8056:   not player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_3740 
$FLAG_MESSAGE = 0 // $ = int 
jump @LOVE2_2109 

:LOVE2_3740
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
0056:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MAXX $CARPARK_MAXY 
jf @LOVE2_3792 
$FLAG_MESSAGE = 2 // $ = int 
jump @LOVE2_2608 

:LOVE2_3792
if and
  $FLAG_YAK_CREATED_LOVE2 == 1 // $ == int 
  $FLAG_KENJI_CUT == 0 // $ == int 
00DE:   player $PLAYER_CHAR driving_vehicle_type #COLUMB 
jf @LOVE2_3925 
if 
0057:   player $PLAYER_CHAR 0 317.1875 -603.5 33.0 332.0 -593.0625 35.0 
jf @LOVE2_3875 
$FLAG_KENJI_CUT = 1 // $ = int 
gosub @LOVE2_4839 

:LOVE2_3875
if 
0057:   player $PLAYER_CHAR 0 317.1875 -506.25 33.0 332.0 -497.25 35.0 
jf @LOVE2_3925 
$FLAG_KENJI_CUT = 2 // $ = int 
gosub @LOVE2_4839 

:LOVE2_3925
gosub @LOVE2_36 
gosub @LOVE2_651 
if 
  $FLAG_WANTED_LOVE2 == 1 // $ == int 
jf @LOVE2_3966 
03D1: play_wav 
$FLAG_WANTED_LOVE2 = 2 // $ = int 

:LOVE2_3966
gosub @LOVE2_4541 
if 
0118:   actor $KENJI dead 
jf @LOVE2_4001 
$FLAG_KENJI_DEAD = 1 // $ = int 
0164: disable_marker $BLIP_KENJI_LOVE2 

:LOVE2_4001
jump @LOVE2_3168 

:LOVE2_4008
if 
  $FLAG_PLAYER_CLEAR == 0 // $ == int 
jf @LOVE2_4351 
wait 0 
if 
  $FLAG_KENJI_DEAD == 1 // $ == int 
jf @LOVE2_4070 
00BC: text_highpriority 'LOVE2_5' time 3000 1  // ~g~Kenji is fender meat! Get out of Newport and dump the car!
$FLAG_KENJI_DEAD = 2 // $ = int 

:LOVE2_4070
gosub @LOVE2_4541 
if 
  $COUNTER_KENJI_GUARDS_DEAD == 8 // $ == int 
jf @LOVE2_4117 
00BC: text_highpriority 'LOVE2_6' time 3000 1  // ~r~You've killed all the witnesses!!
jump @LOVE2_4358 

:LOVE2_4117
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
0057:   player $PLAYER_CHAR 0 $CARPARK_MINX $CARPARK_MINY $CARPARK_MINZ $CARPARK_MAXX $CARPARK_MAXY $CARPARK_MAXZ 
jf @LOVE2_4183 
00BC: text_highpriority 'LOVE2_4' time 3000 1  // ~r~The Yakuza have identified you!!
jump @LOVE2_4358 

:LOVE2_4183
if and
8121:   not player $PLAYER_CHAR in_zone 'COM_EAS'  // Newport
00DE:   player $PLAYER_CHAR driving_vehicle_type #COLUMB 
  $FLAG_KENJI_DEAD == 2 // $ == int 
jf @LOVE2_4244 
00BC: text_highpriority 'LOVE2_7' time 3000 1  // ~g~ Now dump the car!
$FLAG_KENJI_DEAD = 3 // $ = int 

:LOVE2_4244
if and
0121:   player $PLAYER_CHAR in_zone 'COM_EAS'  // Newport
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
  $FLAG_KENJI_DEAD == 2 // $ == int 
jf @LOVE2_4305 
00BC: text_highpriority 'LOVE2_8' time 3000 1  // ~g~Now get out of Newport!
$FLAG_KENJI_DEAD = 3 // $ = int 

:LOVE2_4305
if and
8121:   not player $PLAYER_CHAR in_zone 'COM_EAS'  // Newport
80DE:   not player $PLAYER_CHAR driving_vehicle_type #COLUMB 
jf @LOVE2_4344 
$FLAG_PLAYER_CLEAR = 1 // $ = int 

:LOVE2_4344
jump @LOVE2_4008 

:LOVE2_4351
jump @LOVE2_4385 

:LOVE2_4358
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
0164: disable_marker $BLIP_KENJI_LOVE2 
034F: destroy_actor_with_fade $KENJI // The actor fades away like a ghost 
return 

:LOVE2_4385
$FLAG_LOVE_MISSION2_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 30000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 30000 
0318: set_latest_mission_passed 'LOVE2'  // 'WAKA-GASHIRA WIPEOUT!'
030C: progress_made += 1 
0164: disable_marker $KENJI_CONTACT_BLIP 
start_new_script @NONAME_59 
return 

:LOVE2_4456
if 
  $FLAG_CARPARK_BLIP == 1 // $ == int 
jf @LOVE2_4479 
0164: disable_marker $BLIP_CARPARK 

:LOVE2_4479
0164: disable_marker $BLIP_KENJI_LOVE2 
034F: destroy_actor_with_fade $KENJI // The actor fades away like a ghost 
0296: unload_special_actor 1 
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 0 // $ = int 
0249: release_model #GANG07 
0249: release_model #GANG08 
0249: release_model #STRETCH 
0249: release_model #YAKUZA 
mission_cleanup 
return 

:LOVE2_4541
if and
0118:   actor $YAK_1_LOVE2 dead 
  $FLAG_1_DEAD_LOVE2 == 0 // $ == int 
jf @LOVE2_4578 
$COUNTER_KENJI_GUARDS_DEAD += 1 // $ += int 
$FLAG_1_DEAD_LOVE2 = 1 // $ = int 

:LOVE2_4578
if and
0118:   actor $YAK_2_LOVE2 dead 
  $FLAG_2_DEAD_LOVE2 == 0 // $ == int 
jf @LOVE2_4615 
$COUNTER_KENJI_GUARDS_DEAD += 1 // $ += int 
$FLAG_2_DEAD_LOVE2 = 1 // $ = int 

:LOVE2_4615
if and
0118:   actor $YAK_3_LOVE2 dead 
  $FLAG_3_DEAD_LOVE2 == 0 // $ == int 
jf @LOVE2_4652 
$COUNTER_KENJI_GUARDS_DEAD += 1 // $ += int 
$FLAG_3_DEAD_LOVE2 = 1 // $ = int 

:LOVE2_4652
if and
0118:   actor $YAK_4_LOVE2 dead 
  $FLAG_4_DEAD_LOVE2 == 0 // $ == int 
jf @LOVE2_4689 
$COUNTER_KENJI_GUARDS_DEAD += 1 // $ += int 
$FLAG_4_DEAD_LOVE2 = 1 // $ = int 

:LOVE2_4689
if and
0118:   actor $YAK_5_LOVE2 dead 
  $FLAG_5_DEAD_LOVE2 == 0 // $ == int 
jf @LOVE2_4726 
$COUNTER_KENJI_GUARDS_DEAD += 1 // $ += int 
$FLAG_5_DEAD_LOVE2 = 1 // $ = int 

:LOVE2_4726
if and
0118:   actor $YAK_6_LOVE2 dead 
  $FLAG_6_DEAD_LOVE2 == 0 // $ == int 
jf @LOVE2_4763 
$COUNTER_KENJI_GUARDS_DEAD += 1 // $ += int 
$FLAG_6_DEAD_LOVE2 = 1 // $ = int 

:LOVE2_4763
if and
0118:   actor $YAK_7_LOVE2 dead 
  $FLAG_7_DEAD_LOVE2 == 0 // $ == int 
jf @LOVE2_4800 
$COUNTER_KENJI_GUARDS_DEAD += 1 // $ += int 
$FLAG_7_DEAD_LOVE2 = 1 // $ = int 

:LOVE2_4800
if and
0118:   actor $YAK_8_LOVE2 dead 
  $FLAG_8_DEAD_LOVE2 == 0 // $ == int 
jf @LOVE2_4837 
$COUNTER_KENJI_GUARDS_DEAD += 1 // $ += int 
$FLAG_8_DEAD_LOVE2 = 1 // $ = int 

:LOVE2_4837
return 

:LOVE2_4839
if 
  $FLAG_KENJI_CUT == 1 // $ == int 
jf @LOVE2_5183 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 303.0625 -542.4375 37.0625 rotation 0.0 0.0 0.0 
0160: point_camera 303.625 -543.3125 36.875 switchstyle 2 
01BD: $TIMER_KENJI_CUT_START = current_time_in_ms 
0084: $TIMER_KENJI_CUT_DIF = $TIMER_KENJI_CUT_START // $ = $ int 
0060: $TIMER_KENJI_CUT_DIF -= $TIMER_KENJI_CUT_START // $ -= $ int 

:LOVE2_4929
if 
  7500 > $TIMER_KENJI_CUT_DIF // int > $ 
jf @LOVE2_5170 
wait 0 
01BD: $TIMER_KENJI_CUT_NOW = current_time_in_ms 
0084: $TIMER_KENJI_CUT_DIF = $TIMER_KENJI_CUT_NOW // $ = $ int 
0060: $TIMER_KENJI_CUT_DIF -= $TIMER_KENJI_CUT_START // $ -= $ int 
if and
  $TIMER_KENJI_CUT_DIF > 1000 // $ > int 
  $FLAG_KENJI_LOOK == 0 // $ == int 
jf @LOVE2_5047 
if and
8118:   not actor $KENJI dead 
8118:   not actor $YAK_2_LOVE2 dead 
jf @LOVE2_5047 
0372: set_actor $KENJI anim 3 wait_state_time 4000 ms 
0372: set_actor $YAK_2_LOVE2 anim 19 wait_state_time 4000 ms 
$FLAG_KENJI_LOOK = 1 // $ = int 

:LOVE2_5047
if and
  $TIMER_KENJI_CUT_DIF > 2500 // $ > int 
  $FLAG_KENJI_CUT == 1 // $ == int 
jf @LOVE2_5105 
if 
8118:   not actor $YAK_3_LOVE2 dead 
jf @LOVE2_5098 
0159: camera_on_ped $YAK_3_LOVE2 mode 15 switchstyle 1 

:LOVE2_5098
$FLAG_KENJI_CUT = 3 // $ = int 

:LOVE2_5105
if and
  $TIMER_KENJI_CUT_DIF > 5000 // $ > int 
  $FLAG_KENJI_CUT == 3 // $ == int 
jf @LOVE2_5163 
if 
8118:   not actor $YAK_1_LOVE2 dead 
jf @LOVE2_5163 
0159: camera_on_ped $YAK_1_LOVE2 mode 15 switchstyle 1 
$FLAG_KENJI_CUT = 4 // $ = int 

:LOVE2_5163
jump @LOVE2_4929 

:LOVE2_5170
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 

:LOVE2_5183
if 
  $FLAG_KENJI_CUT == 2 // $ == int 
jf @LOVE2_5527 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
015F: set_camera_position 303.3125 -544.6875 37.0625 rotation 0.0 0.0 0.0 
0160: point_camera 303.8125 -543.8125 36.9375 switchstyle 2 
01BD: $TIMER_KENJI_CUT_START = current_time_in_ms 
0084: $TIMER_KENJI_CUT_DIF = $TIMER_KENJI_CUT_START // $ = $ int 
0060: $TIMER_KENJI_CUT_DIF -= $TIMER_KENJI_CUT_START // $ -= $ int 

:LOVE2_5273
if 
  7500 > $TIMER_KENJI_CUT_DIF // int > $ 
jf @LOVE2_5514 
wait 0 
01BD: $TIMER_KENJI_CUT_NOW = current_time_in_ms 
0084: $TIMER_KENJI_CUT_DIF = $TIMER_KENJI_CUT_NOW // $ = $ int 
0060: $TIMER_KENJI_CUT_DIF -= $TIMER_KENJI_CUT_START // $ -= $ int 
if and
  $TIMER_KENJI_CUT_DIF > 1000 // $ > int 
  $FLAG_KENJI_LOOK == 0 // $ == int 
jf @LOVE2_5391 
if and
8118:   not actor $KENJI dead 
8118:   not actor $YAK_2_LOVE2 dead 
jf @LOVE2_5391 
0372: set_actor $KENJI anim 3 wait_state_time 4000 ms 
0372: set_actor $YAK_2_LOVE2 anim 19 wait_state_time 4000 ms 
$FLAG_KENJI_LOOK = 1 // $ = int 

:LOVE2_5391
if and
  $TIMER_KENJI_CUT_DIF > 2500 // $ > int 
  $FLAG_KENJI_CUT == 2 // $ == int 
jf @LOVE2_5449 
if 
8118:   not actor $YAK_1_LOVE2 dead 
jf @LOVE2_5442 
0159: camera_on_ped $YAK_1_LOVE2 mode 15 switchstyle 1 

:LOVE2_5442
$FLAG_KENJI_CUT = 3 // $ = int 

:LOVE2_5449
if and
  $TIMER_KENJI_CUT_DIF > 5000 // $ > int 
  $FLAG_KENJI_CUT == 3 // $ == int 
jf @LOVE2_5507 
if 
8118:   not actor $YAK_4_LOVE2 dead 
jf @LOVE2_5507 
0159: camera_on_ped $YAK_4_LOVE2 mode 15 switchstyle 1 
$FLAG_KENJI_CUT = 4 // $ = int 

:LOVE2_5507
jump @LOVE2_5273 

:LOVE2_5514
02EB: restore_camera_with_jumpcut 
01B4: set_player $PLAYER_CHAR can_move 1 
02A3: toggle_widescreen 0 

:LOVE2_5527
return 

//-------------Mission 62---------------
// Originally: A Drop In The Ocean

:LOVE3
gosub @LOVE3_36 
if 
  wasted_or_busted 
jf @LOVE3_27 
gosub @LOVE3_3915 

:LOVE3_27
gosub @LOVE3_4181 
terminate_this_script 

:LOVE3_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'LOVE3' 
$DRUG_CURRENT_TIMER = 0 // $ = int 
$TEMPORARY_TIME_DRUG = 0 // $ = int 
$LAST_DRUG_DROPPED_TIMER = 0 // $ = int 
$PACKAGE_NUMBERS = 0 // $ = int 
$PACKAGES_COLLECTED = 0 // $ = int 
$POLICE_BOAT_FLAG = 0 // $ = int 
$POLICE_RATING = 0 // $ = int 
$PACKGE_01 = 0 // $ = int 
$PACKGE_02 = 0 // $ = int 
$PACKGE_03 = 0 // $ = int 
$PACKGE_04 = 0 // $ = int 
$PACKGE_05 = 0 // $ = int 
$PACKGE_06 = 0 // $ = int 
$COUNTER_DISPLAY_FLAG = 0 // $ = int 
$PLANEX = 0.0 // $ = float 
$PLANEY = 0.0 // $ = float 
$PLANEZ = 0.0 // $ = float 
023C: load_special_actor 1 'LOVE2' 
023C: load_special_actor 2 'OJG2' 
02F3: load_object #CUTOBJ01 'LOVEH' 
0247: request_model #TSHRORCKGRDN 
0247: request_model #TSHRORCKGRDN_ALFAS 
038B: load_requested_models 

:LOVE3_237
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #TSHRORCKGRDN_ALFAS available 
8248:   not model #TSHRORCKGRDN available 
jf @LOVE3_282 
wait 0 
jump @LOVE3_237 

:LOVE3_282
02E4: load_cutscene_data 'D3_ADO' 
0244: set_cutscene_pos 85.1875 -1532.875 243.5 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_LOVE = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_LOVE 'LOVE2' 
02E5: $CS_OJG = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_OJG 'OJG2' 
02F4: create_cutscene_actor $CS_LOVEHEAD from_head #CUTOBJ01 and_body $CS_LOVE 
02F5: set_head_anim $CS_LOVEHEAD 'LOVE' 
0395: clear_area 1 at 82.4375 -1548.438 28.0 range 2.0 
0055: put_player $PLAYER_CHAR at 82.4375 -1548.438 28.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
fade 1 1500 
03AF: set_streaming 1 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:LOVE3_447
if 
  12262 > $CS_TIME // int > $ 
jf @LOVE3_482 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE3_447 

:LOVE3_482
00BC: text_highpriority 'LOVE3_A' time 5000 1  // In these days of moral hypocrisy certain valuable commodities can be hard to import.

:LOVE3_497
if 
  16652 > $CS_TIME // int > $ 
jf @LOVE3_532 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE3_497 

:LOVE3_532
00BC: text_highpriority 'LOVE3_B' time 5000 1  // On its approach to the airport tonight, a light aircraft will pass over the bay.

:LOVE3_547
if 
  20065 > $CS_TIME // int > $ 
jf @LOVE3_582 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE3_547 

:LOVE3_582
00BC: text_highpriority 'LOVE3_C' time 5000 1  // It will drop several packages into the water.

:LOVE3_597
if 
  22434 > $CS_TIME // int > $ 
jf @LOVE3_632 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE3_597 

:LOVE3_632
00BC: text_highpriority 'LOVE3_D' time 5000 1  // Make sure you pick them up before anyone else does.

:LOVE3_647
if 
  25333 > $CS_TIME // int > $ 
jf @LOVE3_682 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE3_647 

:LOVE3_682
fade 0 1500 

:LOVE3_689
if 
82E9:   not cutscene_reached_end 
jf @LOVE3_713 
wait 0 
jump @LOVE3_689 

:LOVE3_713
03AD: set_rubbish 1 
00BE: text_clear_all 

:LOVE3_719
if 
  fading 
jf @LOVE3_743 
wait 0 
jump @LOVE3_719 

:LOVE3_743
02EA: end_cutscene 
fade 0 0 
0247: request_model #DEADDODO 
0247: request_model #SPEEDER 
0247: request_model #PREDATOR 
038B: load_requested_models 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 

:LOVE3_781
if 
  fading 
jf @LOVE3_805 
wait 0 
jump @LOVE3_781 

:LOVE3_805
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #TSHRORCKGRDN 
0249: release_model #TSHRORCKGRDN_ALFAS 

:LOVE3_828
if or
8248:   not model #DEADDODO available 
8248:   not model #SPEEDER available 
8248:   not model #PREDATOR available 
jf @LOVE3_864 
wait 0 
jump @LOVE3_828 

:LOVE3_864
00A5: $PLAYERS_BOAT = create_car #SPEEDER at 837.0 -1115.563 -0.1875 
0175: set_car $PLAYERS_BOAT z_angle_to 140.0 
0186: $PLAYERS_BOAT_BLIP = create_marker_above_car $PLAYERS_BOAT 
00BC: text_highpriority 'LOVE3_1' time 5000 1  // ~g~Get a ~r~boat~g~ and follow the ~y~plane~g~!
0358: create_drop_off_cessna 
if 
  $ONMISSION == 0 // $ == int 
jf @LOVE3_946 
018A: $PLANE_BLIP = create_checkpoint_at $PLANEX $PLANEY $PLANEZ 

:LOVE3_946
wait 1000 
$PLANE_TIMER = 120000 // $ = int 
014E: set_timer_to $PLANE_TIMER 

:LOVE3_966
wait 0 
if 
0359:   drop_off_cessna_shot_down 
jf @LOVE3_1005 
00BC: text_highpriority 'LOVE3_4' time 5000 1  // ~r~You destroyed the plane!!
jump @LOVE3_3915 

:LOVE3_1005
if 
  $PLANE_TIMER == 0 // $ == int 
jf @LOVE3_1051 
014F: stop_timer $PLANE_TIMER 
00BC: text_highpriority 'LOVE3_5' time 5000 1  // ~g~The plane is now in range.
$PLANE_TIMER = -1000 // $ = int 

:LOVE3_1051
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #PREDATOR 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPEEDER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #REEFER 
jf @LOVE3_1090 
0164: disable_marker $PLAYERS_BOAT_BLIP 

:LOVE3_1090
0164: disable_marker $PLANE_BLIP 
if 
  6 > $PACKAGE_NUMBERS // int > $ 
jf @LOVE3_1579 
035A: get_drop_off_cessna_coords $PLANEX $PLANEY $PLANEZ 
0167: $PLANE_BLIP = create_marker_at $PLANEX $PLANEY $PLANEZ color 4 display 2 
0168: set_marker $PLANE_BLIP size 3 
01BD: $DRUG_CURRENT_TIMER = current_time_in_ms 
0084: $TEMPORARY_TIME_DRUG = $DRUG_CURRENT_TIMER // $ = $ int 
0060: $TEMPORARY_TIME_DRUG -= $LAST_DRUG_DROPPED_TIMER // $ -= $ int 
if 
  $TEMPORARY_TIME_DRUG > 7000 // $ > int 
jf @LOVE3_1579 
01BD: $LAST_DRUG_DROPPED_TIMER = current_time_in_ms 
if and
  750.0 > $PLANEX // float > $ 
  $PLANEX > 615.0 // $ > float 
  650.0 > $PLANEY // float > $ 
  $PLANEY > -1213.0 // $ > float 
jf @LOVE3_1579 
01BD: $LAST_DRUG_DROPPED_TIMER = current_time_in_ms 
if 
  $PACKAGE_NUMBERS == 0 // $ == int 
jf @LOVE3_1297 
035B: $FLOAT_PACKGE_01 = create_drop_off_package $PLANEX $PLANEY $PLANEZ 
0086: $PACKAGE_1_X = $PLANEX // $ = $ float 
0086: $PACKAGE_1_Y = $PLANEY // $ = $ float 
$PACKGE_01 = 1 // $ = int 

:LOVE3_1297
if 
  $PACKAGE_NUMBERS == 1 // $ == int 
jf @LOVE3_1352 
035B: $FLOAT_PACKGE_02 = create_drop_off_package $PLANEX $PLANEY $PLANEZ 
0086: $PACKAGE_2_X = $PLANEX // $ = $ float 
0086: $PACKAGE_2_Y = $PLANEY // $ = $ float 
$PACKGE_02 = 1 // $ = int 

:LOVE3_1352
if 
  $PACKAGE_NUMBERS == 2 // $ == int 
jf @LOVE3_1407 
035B: $FLOAT_PACKGE_03 = create_drop_off_package $PLANEX $PLANEY $PLANEZ 
0086: $PACKAGE_3_X = $PLANEX // $ = $ float 
0086: $PACKAGE_3_Y = $PLANEY // $ = $ float 
$PACKGE_03 = 1 // $ = int 

:LOVE3_1407
if 
  $PACKAGE_NUMBERS == 3 // $ == int 
jf @LOVE3_1462 
035B: $FLOAT_PACKGE_04 = create_drop_off_package $PLANEX $PLANEY $PLANEZ 
0086: $PACKAGE_4_X = $PLANEX // $ = $ float 
0086: $PACKAGE_4_Y = $PLANEY // $ = $ float 
$PACKGE_04 = 1 // $ = int 

:LOVE3_1462
if 
  $PACKAGE_NUMBERS == 4 // $ == int 
jf @LOVE3_1517 
035B: $FLOAT_PACKGE_05 = create_drop_off_package $PLANEX $PLANEY $PLANEZ 
0086: $PACKAGE_5_X = $PLANEX // $ = $ float 
0086: $PACKAGE_5_Y = $PLANEY // $ = $ float 
$PACKGE_05 = 1 // $ = int 

:LOVE3_1517
if 
  $PACKAGE_NUMBERS == 5 // $ == int 
jf @LOVE3_1572 
035B: $FLOAT_PACKGE_06 = create_drop_off_package $PLANEX $PLANEY $PLANEZ 
0086: $PACKAGE_6_X = $PLANEX // $ = $ float 
0086: $PACKAGE_6_Y = $PLANEY // $ = $ float 
$PACKGE_06 = 1 // $ = int 

:LOVE3_1572
$PACKAGE_NUMBERS += 1 // $ += int 

:LOVE3_1579
if and
  $PACKGE_01 > 0 // $ > int 
  6 > $PACKAGES_COLLECTED // int > $ 
jf @LOVE3_1622 
01E5: text_1number_highpriority 'LOVE3_3' $PACKAGE_NUMBERS time 5000 1  // ~g~The plane has dropped ~1~ of 6 packages.

:LOVE3_1622
if 
  $PACKGE_01 == 1 // $ == int 
jf @LOVE3_1738 
if 
0214:   pickup $FLOAT_PACKGE_01 picked_up 
jf @LOVE3_1738 
018C: play_sound 82 at 0.0 0.0 0.0 
$PACKAGES_COLLECTED += 1 // $ += int 
if 
  $COUNTER_DISPLAY_FLAG == 0 // $ == int 
jf @LOVE3_1716 
03C4: set_status_text_to $PACKAGES_COLLECTED 0 'COLLECT'  // COLLECTED:
$COUNTER_DISPLAY_FLAG = 1 // $ = int 

:LOVE3_1716
$POLICE_RATING += 1 // $ += int 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to $POLICE_RATING 
$PACKGE_01 = 2 // $ = int 

:LOVE3_1738
if 
  $PACKGE_02 == 1 // $ == int 
jf @LOVE3_1854 
if 
0214:   pickup $FLOAT_PACKGE_02 picked_up 
jf @LOVE3_1854 
018C: play_sound 82 at 0.0 0.0 0.0 
$PACKAGES_COLLECTED += 1 // $ += int 
if 
  $COUNTER_DISPLAY_FLAG == 0 // $ == int 
jf @LOVE3_1832 
03C4: set_status_text_to $PACKAGES_COLLECTED 0 'COLLECT'  // COLLECTED:
$COUNTER_DISPLAY_FLAG = 1 // $ = int 

:LOVE3_1832
$POLICE_RATING += 1 // $ += int 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to $POLICE_RATING 
$PACKGE_02 = 2 // $ = int 

:LOVE3_1854
if 
  $PACKGE_03 == 1 // $ == int 
jf @LOVE3_1970 
if 
0214:   pickup $FLOAT_PACKGE_03 picked_up 
jf @LOVE3_1970 
018C: play_sound 82 at 0.0 0.0 0.0 
$PACKAGES_COLLECTED += 1 // $ += int 
if 
  $COUNTER_DISPLAY_FLAG == 0 // $ == int 
jf @LOVE3_1948 
03C4: set_status_text_to $PACKAGES_COLLECTED 0 'COLLECT'  // COLLECTED:
$COUNTER_DISPLAY_FLAG = 1 // $ = int 

:LOVE3_1948
$POLICE_RATING += 1 // $ += int 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to $POLICE_RATING 
$PACKGE_03 = 2 // $ = int 

:LOVE3_1970
if 
  $PACKGE_04 == 1 // $ == int 
jf @LOVE3_2086 
if 
0214:   pickup $FLOAT_PACKGE_04 picked_up 
jf @LOVE3_2086 
018C: play_sound 82 at 0.0 0.0 0.0 
$PACKAGES_COLLECTED += 1 // $ += int 
if 
  $COUNTER_DISPLAY_FLAG == 0 // $ == int 
jf @LOVE3_2064 
03C4: set_status_text_to $PACKAGES_COLLECTED 0 'COLLECT'  // COLLECTED:
$COUNTER_DISPLAY_FLAG = 1 // $ = int 

:LOVE3_2064
$POLICE_RATING += 1 // $ += int 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to $POLICE_RATING 
$PACKGE_04 = 2 // $ = int 

:LOVE3_2086
if 
  $PACKGE_05 == 1 // $ == int 
jf @LOVE3_2202 
if 
0214:   pickup $FLOAT_PACKGE_05 picked_up 
jf @LOVE3_2202 
018C: play_sound 82 at 0.0 0.0 0.0 
$PACKAGES_COLLECTED += 1 // $ += int 
if 
  $COUNTER_DISPLAY_FLAG == 0 // $ == int 
jf @LOVE3_2180 
03C4: set_status_text_to $PACKAGES_COLLECTED 0 'COLLECT'  // COLLECTED:
$COUNTER_DISPLAY_FLAG = 1 // $ = int 

:LOVE3_2180
$POLICE_RATING += 1 // $ += int 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to $POLICE_RATING 
$PACKGE_05 = 2 // $ = int 

:LOVE3_2202
if 
  $PACKGE_06 == 1 // $ == int 
jf @LOVE3_2318 
if 
0214:   pickup $FLOAT_PACKGE_06 picked_up 
jf @LOVE3_2318 
018C: play_sound 82 at 0.0 0.0 0.0 
$PACKAGES_COLLECTED += 1 // $ += int 
if 
  $COUNTER_DISPLAY_FLAG == 0 // $ == int 
jf @LOVE3_2296 
03C4: set_status_text_to $PACKAGES_COLLECTED 0 'COLLECT'  // COLLECTED:
$COUNTER_DISPLAY_FLAG = 1 // $ = int 

:LOVE3_2296
$POLICE_RATING += 1 // $ += int 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to $POLICE_RATING 
$PACKGE_06 = 2 // $ = int 

:LOVE3_2318
if 
  $PACKGE_06 > 0 // $ > int 
jf @LOVE3_3460 
if 
  $POLICE_BOAT_FLAG == 0 // $ == int 
jf @LOVE3_2436 
if 
80C2:   not sphere_onscreen 560.5 -474.0 -0.1875 5.0 
jf @LOVE3_2436 
00A5: $POLICE_BOAT = create_car #PREDATOR at 560.5 -474.0 -0.1875 
0129: $POLICE_BOAT_DRIVER = create_actor 4 #COP in_car $POLICE_BOAT driverseat 
0175: set_car $POLICE_BOAT z_angle_to 179.75 
02D3: boat $POLICE_BOAT drive_to $PACKAGE_6_X $PACKAGE_6_Y 0.0 
$POLICE_BOAT_FLAG = 1 // $ = int 

:LOVE3_2436
if 
8119:   not car $POLICE_BOAT wrecked 
jf @LOVE3_3460 
if 
  $POLICE_BOAT_FLAG == 1 // $ == int 
jf @LOVE3_2620 
if 
01AD:   car $POLICE_BOAT 0 $PACKAGE_6_X $PACKAGE_6_Y 4.0 4.0 
jf @LOVE3_2620 
if 
  $PACKGE_06 == 1 // $ == int 
jf @LOVE3_2599 
0215: destroy_pickup $FLOAT_PACKGE_01 
0215: destroy_pickup $FLOAT_PACKGE_02 
0215: destroy_pickup $FLOAT_PACKGE_03 
0215: destroy_pickup $FLOAT_PACKGE_04 
0215: destroy_pickup $FLOAT_PACKGE_05 
0215: destroy_pickup $FLOAT_PACKGE_06 
00BC: text_highpriority 'LOVE3_6' time 5000 1  // ~r~The Police got to the packages first!
02D3: boat $POLICE_BOAT drive_to 641.5 594.625 0.0 
02DB: set_boat $POLICE_BOAT speed_to 100.0 
jump @LOVE3_3915 
jump @LOVE3_2620 

:LOVE3_2599
02D3: boat $POLICE_BOAT drive_to $PACKAGE_5_X $PACKAGE_5_Y 0.0 
$POLICE_BOAT_FLAG = 2 // $ = int 

:LOVE3_2620
if 
  $POLICE_BOAT_FLAG == 2 // $ == int 
jf @LOVE3_2788 
if 
01AD:   car $POLICE_BOAT 0 $PACKAGE_5_X $PACKAGE_5_Y 4.0 4.0 
jf @LOVE3_2788 
if 
  $PACKGE_05 == 1 // $ == int 
jf @LOVE3_2767 
0215: destroy_pickup $FLOAT_PACKGE_01 
0215: destroy_pickup $FLOAT_PACKGE_02 
0215: destroy_pickup $FLOAT_PACKGE_03 
0215: destroy_pickup $FLOAT_PACKGE_04 
0215: destroy_pickup $FLOAT_PACKGE_05 
0215: destroy_pickup $FLOAT_PACKGE_06 
00BC: text_highpriority 'LOVE3_6' time 5000 1  // ~r~The Police got to the packages first!
02D3: boat $POLICE_BOAT drive_to 641.5 594.625 0.0 
02DB: set_boat $POLICE_BOAT speed_to 100.0 
jump @LOVE3_3915 
jump @LOVE3_2788 

:LOVE3_2767
02D3: boat $POLICE_BOAT drive_to $PACKAGE_4_X $PACKAGE_4_Y 0.0 
$POLICE_BOAT_FLAG = 3 // $ = int 

:LOVE3_2788
if 
  $POLICE_BOAT_FLAG == 3 // $ == int 
jf @LOVE3_2956 
if 
01AD:   car $POLICE_BOAT 0 $PACKAGE_4_X $PACKAGE_4_Y 4.0 4.0 
jf @LOVE3_2956 
if 
  $PACKGE_04 == 1 // $ == int 
jf @LOVE3_2935 
0215: destroy_pickup $FLOAT_PACKGE_01 
0215: destroy_pickup $FLOAT_PACKGE_02 
0215: destroy_pickup $FLOAT_PACKGE_03 
0215: destroy_pickup $FLOAT_PACKGE_04 
0215: destroy_pickup $FLOAT_PACKGE_05 
0215: destroy_pickup $FLOAT_PACKGE_06 
00BC: text_highpriority 'LOVE3_6' time 5000 1  // ~r~The Police got to the packages first!
02D3: boat $POLICE_BOAT drive_to 641.5 594.625 0.0 
02DB: set_boat $POLICE_BOAT speed_to 100.0 
jump @LOVE3_3915 
jump @LOVE3_2956 

:LOVE3_2935
02D3: boat $POLICE_BOAT drive_to $PACKAGE_3_X $PACKAGE_3_Y 0.0 
$POLICE_BOAT_FLAG = 4 // $ = int 

:LOVE3_2956
if 
  $POLICE_BOAT_FLAG == 4 // $ == int 
jf @LOVE3_3124 
if 
01AD:   car $POLICE_BOAT 0 $PACKAGE_3_X $PACKAGE_3_Y 4.0 4.0 
jf @LOVE3_3124 
if 
  $PACKGE_03 == 1 // $ == int 
jf @LOVE3_3103 
0215: destroy_pickup $FLOAT_PACKGE_01 
0215: destroy_pickup $FLOAT_PACKGE_02 
0215: destroy_pickup $FLOAT_PACKGE_03 
0215: destroy_pickup $FLOAT_PACKGE_04 
0215: destroy_pickup $FLOAT_PACKGE_05 
0215: destroy_pickup $FLOAT_PACKGE_06 
00BC: text_highpriority 'LOVE3_6' time 5000 1  // ~r~The Police got to the packages first!
02D3: boat $POLICE_BOAT drive_to 641.5 594.625 0.0 
02DB: set_boat $POLICE_BOAT speed_to 100.0 
jump @LOVE3_3915 
jump @LOVE3_3124 

:LOVE3_3103
02D3: boat $POLICE_BOAT drive_to $PACKAGE_2_X $PACKAGE_2_Y 0.0 
$POLICE_BOAT_FLAG = 5 // $ = int 

:LOVE3_3124
if 
  $POLICE_BOAT_FLAG == 5 // $ == int 
jf @LOVE3_3292 
if 
01AD:   car $POLICE_BOAT 0 $PACKAGE_2_X $PACKAGE_2_Y 4.0 4.0 
jf @LOVE3_3292 
if 
  $PACKGE_02 == 1 // $ == int 
jf @LOVE3_3271 
0215: destroy_pickup $FLOAT_PACKGE_01 
0215: destroy_pickup $FLOAT_PACKGE_02 
0215: destroy_pickup $FLOAT_PACKGE_03 
0215: destroy_pickup $FLOAT_PACKGE_04 
0215: destroy_pickup $FLOAT_PACKGE_05 
0215: destroy_pickup $FLOAT_PACKGE_06 
00BC: text_highpriority 'LOVE3_6' time 5000 1  // ~r~The Police got to the packages first!
02D3: boat $POLICE_BOAT drive_to 641.5 594.625 0.0 
02DB: set_boat $POLICE_BOAT speed_to 100.0 
jump @LOVE3_3915 
jump @LOVE3_3292 

:LOVE3_3271
02D3: boat $POLICE_BOAT drive_to $PACKAGE_1_X $PACKAGE_1_Y 0.0 
$POLICE_BOAT_FLAG = 6 // $ = int 

:LOVE3_3292
if 
  $POLICE_BOAT_FLAG == 6 // $ == int 
jf @LOVE3_3460 
if 
01AD:   car $POLICE_BOAT 0 $PACKAGE_1_X $PACKAGE_1_Y 4.0 4.0 
jf @LOVE3_3460 
if 
  $PACKGE_01 == 1 // $ == int 
jf @LOVE3_3439 
0215: destroy_pickup $FLOAT_PACKGE_01 
0215: destroy_pickup $FLOAT_PACKGE_02 
0215: destroy_pickup $FLOAT_PACKGE_03 
0215: destroy_pickup $FLOAT_PACKGE_04 
0215: destroy_pickup $FLOAT_PACKGE_05 
0215: destroy_pickup $FLOAT_PACKGE_06 
00BC: text_highpriority 'LOVE3_6' time 5000 1  // ~r~The Police got to the packages first!
02D3: boat $POLICE_BOAT drive_to 641.5 594.625 0.0 
02DB: set_boat $POLICE_BOAT speed_to 100.0 
jump @LOVE3_3915 
jump @LOVE3_3460 

:LOVE3_3439
02D3: boat $POLICE_BOAT drive_to 641.5 594.625 0.0 
$POLICE_BOAT_FLAG = 99 // $ = int 

:LOVE3_3460
if 
  $PACKAGES_COLLECTED == 6 // $ == int 
jf @LOVE3_3526 
00BC: text_highpriority 'LOVE3_2' time 5000 1  // ~g~You have all the packages! Take them back to Donald Love.
0164: disable_marker $PLANE_BLIP 
018A: $PLANE_BLIP = create_checkpoint_at 87.25 -1548.563 27.25 
$TEMPORARY_TIME_DRUG = 0 // $ = int 
jump @LOVE3_3533 

:LOVE3_3526
jump @LOVE3_966 

:LOVE3_3533
if 
83C6:   not current_island == 2 
jf @LOVE3_3559 
wait 0 
jump @LOVE3_3533 

:LOVE3_3559
if 
80F9:   not player $PLAYER_CHAR stopped 1 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @LOVE3_3606 
wait 0 
jump @LOVE3_3559 

:LOVE3_3606
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0110: clear_player $PLAYER_CHAR wanted_level 
015F: set_camera_position 81.3125 -1540.063 27.75 rotation 0.0 0.0 0.0 
0160: point_camera 81.8125 -1540.875 27.75 switchstyle 2 
02A3: toggle_widescreen 1 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0239: actor $PLAYER_ACTOR run_to 87.4375 -1548.688 
TIMERA = 0 // @ = int 

:LOVE3_3692
if 
80E4:   not player $PLAYER_CHAR 0 87.4375 -1548.688 radius 1.0 1.0 
jf @LOVE3_3759 
wait 0 
if 
  TIMERA > 3000 // @ > int 
jf @LOVE3_3752 
jump @LOVE3_3759 

:LOVE3_3752
jump @LOVE3_3692 

:LOVE3_3759
0239: actor $PLAYER_ACTOR run_to 98.75 -1548.625 
fade 0 1000 
0395: clear_area 0 at 87.25 -1548.563 28.25 range 2.0 

:LOVE3_3793
if 
  fading 
jf @LOVE3_3817 
wait 0 
jump @LOVE3_3793 

:LOVE3_3817
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
0239: actor $PLAYER_ACTOR run_to 81.25 -1548.875 
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
wait 250 
0055: put_player $PLAYER_CHAR at 81.25 -1548.875 27.375 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03C8: set_camera_directly_before_player 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
fade 1 1000 
jump @LOVE3_3932 

:LOVE3_3915
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:LOVE3_3932
$FLAG_LOVE_MISSION3_PASSED = 1 // $ = int 
$FLAG_COMMERCIAL_PASSED = 1 // $ = int 
034B: staunton_complete 
if 
03CA:   object $SUBWAY_GATE_SUBURBAN1 exists 
jf @LOVE3_3969 
0108: destroy_object $SUBWAY_GATE_SUBURBAN1 

:LOVE3_3969
if 
03CA:   object $SUBWAY_GATE_SUBURBAN2 exists 
jf @LOVE3_3990 
0108: destroy_object $SUBWAY_GATE_SUBURBAN2 

:LOVE3_3990
if 
03CA:   object $TUNNEL_GATE_SUBURBAN exists 
jf @LOVE3_4011 
0108: destroy_object $TUNNEL_GATE_SUBURBAN 

:LOVE3_4011
if 
03CA:   object $HELIX_BARRIER exists 
jf @LOVE3_4032 
0108: destroy_object $HELIX_BARRIER 

:LOVE3_4032
01E7: remove_forbidden_for_cars_cube 496.6875 75.5 -30.0 484.0 44.1875 0.0 
01E7: remove_forbidden_for_cars_cube -46.75 -648.0 39.0 -69.0625 -614.0 50.0 
if 
  $FLAG_RAY_MISSION5_PASSED == 1 // $ == int 
jf @LOVE3_4114 
02A7: $RAY_CONTACT_BLIP = create_icon_marker_and_sphere 15 at 38.75 -725.375 -100.0 
start_new_script @NONAME_56 

:LOVE3_4114
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'LOVE3'  // 'A DROP IN THE OCEAN'
0394: play_music 1 
030C: progress_made += 1 
start_new_script @NONAME_64 
start_new_script @HOOD_PH 
return 

:LOVE3_4181
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 0 // $ = int 
014F: stop_timer $PLANE_TIMER 
0151: remove_status_text $PACKAGES_COLLECTED 
0249: release_model #SPEEDER 
0249: release_model #DEADDODO 
0164: disable_marker $PLAYERS_BOAT_BLIP 
0164: disable_marker $PLANE_BLIP 
mission_cleanup 
return 

//-------------Mission 63---------------
// Originally: Bling-Bling Scramble

:YARD1
gosub @YARD1_36 
if 
  wasted_or_busted 
jf @YARD1_27 
gosub @YARD1_5276 

:YARD1_27
gosub @YARD1_5805 
terminate_this_script 

:YARD1_36
increment_mission_attempts 
script_name 'YARD1' 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_YARDIE_MISSION = 1 // $ = int 
wait 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
02E4: load_cutscene_data 'YD_PH1' 
0244: set_cutscene_pos 121.0 -272.25 15.25 
042B: clear_peds_from_cube 100.5 -250.0 0.0 130.5 -290.0 25.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:YARD1_153
if 
  2237 > $CS_TIME // int > $ 
jf @YARD1_188 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD1_153 

:YARD1_188
00BC: text_highpriority 'YD1_A' time 10000 1  // ~w~This is King Courtney.

:YARD1_203
if 
  3791 > $CS_TIME // int > $ 
jf @YARD1_238 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD1_203 

:YARD1_238
00BC: text_highpriority 'YD1_A1' time 10000 1  // ~w~My Yardie posse could do with a driver and you've got a reputation for hot moves.

:YARD1_253
if 
  8312 > $CS_TIME // int > $ 
jf @YARD1_288 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD1_253 

:YARD1_288
00BC: text_highpriority 'YD1_B' time 10000 1  // ~w~Get to the waste ground opposite the stadium in a car and wait for the other hopefuls.

:YARD1_303
if 
  12880 > $CS_TIME // int > $ 
jf @YARD1_338 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD1_303 

:YARD1_338
00BC: text_highpriority 'YD1_C' time 10000 1  // ~w~I've got men watching checkpoints all over Staunton.

:YARD1_353
if 
  15965 > $CS_TIME // int > $ 
jf @YARD1_388 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD1_353 

:YARD1_388
00BC: text_highpriority 'YD1_D' time 10000 1  // ~w~First driver to a checkpoint gets a Grand, then it's on to the next stop.

:YARD1_403
if 
  20462 > $CS_TIME // int > $ 
jf @YARD1_438 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD1_403 

:YARD1_438
00BC: text_highpriority 'YD1_D1' time 10000 1  // ~w~If you get more checkpoints than any other driver, I could have some work for you.

:YARD1_453
if 
  25166 > $CS_TIME // int > $ 
jf @YARD1_488 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD1_453 

:YARD1_488
fade 0 1500 

:YARD1_495
if 
  fading 
jf @YARD1_519 
wait 0 
jump @YARD1_495 

:YARD1_519
if 
82E9:   not cutscene_reached_end 
jf @YARD1_543 
wait 0 
jump @YARD1_519 

:YARD1_543
03AF: set_streaming 1 
00BE: text_clear_all 
02EA: end_cutscene 
03DE: set_pedestrians_density_multiplier_to 1.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
wait 500 
fade 1 1500 
$FINISH_X = 107.0 // $ = float 
$FINISH_Y = -288.0 // $ = float 
$START_X = 50.0 // $ = float 
$START_Y = 70.0 // $ = float 
$FLAG_CORONA_YD1 = 0 // $ = int 
$FLAG_HOTROD1_START = 0 // $ = int 
$FLAG_HOTROD2_START = 0 // $ = int 
$FLAG_HOTROD3_START = 0 // $ = int 
$COUNTER_RUSH_START = 0 // $ = int 
$COUNTER_HOTRODS = 0 // $ = int 
$COUNTER_PLAYER_POINTS = 0 // $ = int 
$COUNTER_NONPLAYER1_POINTS = 0 // $ = int 
$COUNTER_NONPLAYER2_POINTS = 0 // $ = int 
$COUNTER_NONPLAYER3_POINTS = 0 // $ = int 
$COUNTER_FINISH = 0 // $ = int 
$COUNTER_PLACING = 0 // $ = int 
$COUNTER_JOINT_PLACING = 0 // $ = int 
018A: $BLIP_START_YD1 = create_checkpoint_at $START_X $START_Y -100.0 
$FLAG_LEADER = 0 // $ = int 
$FLAG_RANDOM_YD1 = 0 // $ = int 
0247: request_model #MALE02 
0247: request_model #PATRIOT 
0247: request_model #CHEETAH 
0247: request_model #BOBCAT 

:YARD1_742
if or
8248:   not model #MALE02 available 
8248:   not model #PATRIOT available 
8248:   not model #CHEETAH available 
8248:   not model #BOBCAT available 
jf @YARD1_781 
wait 1000 
jump @YARD1_742 

:YARD1_781
if 
019B:   player $PLAYER_CHAR stopped 1 45.0 65.0 55.0 75.0 
jf @YARD1_826 
00DA: $PLAYER_CAR = player $PLAYER_CHAR car 
jump @YARD1_882 

:YARD1_826
if 
00E4:   player $PLAYER_CHAR 0 $START_X $START_Y radius 5.0 5.0 
jf @YARD1_871 
00BC: text_highpriority 'YD1_G' time 2000 1  // ~r~This is a CAR RACE. You need a CAR fool!

:YARD1_871
wait 0 
jump @YARD1_781 

:YARD1_882
01C0: $WANTED_YD1 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $BLIP_START_YD1 
01B4: set_player $PLAYER_CHAR can_move 0 
020A: set_car $PLAYER_CAR door_status_to 2 
015F: set_camera_position 66.6875 51.0 18.0 rotation 0.0 0.0 0.0 
fade 0 1500 
wait 1500 
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
02A3: toggle_widescreen 1 
0169: set_fade_color 0 0 0 
fade 1 1500 
wait 1500 
0395: clear_area 1 at 90.0 50.0 16.0 range 20.0 
0395: clear_area 1 at 93.0 57.0 16.0 range 20.0 
0395: clear_area 1 at 78.0 50.0 16.0 range 20.0 
0395: clear_area 1 at 93.0 43.0 16.0 range 20.0 
01EB: set_car_density_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
wait 2000 
0160: point_camera 90.0 50.0 16.0 switchstyle 1 
0395: clear_area 1 at 102.0 90.0 16.0 range 20.0 
00A5: $HOT_ROD_1 = create_car #PATRIOT at 102.0 90.0 16.0 
0129: $STREET_RACER_1 = create_actor 4 #MALE02 in_car $HOT_ROD_1 driverseat 
039C: set_car $HOT_ROD_1 watertight 1 
03ED: set_car $HOT_ROD_1 not_damaged_when_upside_down 1 
020A: set_car $HOT_ROD_1 door_status_to 2 
0175: set_car $HOT_ROD_1 z_angle_to 190.0 
00AD: set_car $HOT_ROD_1 max_speed_to 20.0 
00AE: set_vehicle $HOT_ROD_1 traffic_behavior_to 0 
02C2: car $HOT_ROD_1 drive_to_point 93.0 57.0 16.0 
0395: clear_area 1 at 75.0 76.0 16.0 range 20.0 
00A5: $HOT_ROD_2 = create_car #CHEETAH at 75.0 76.0 16.0 
0129: $STREET_RACER_2 = create_actor 4 #MALE02 in_car $HOT_ROD_2 driverseat 
039C: set_car $HOT_ROD_2 watertight 1 
03ED: set_car $HOT_ROD_2 not_damaged_when_upside_down 1 
020A: set_car $HOT_ROD_2 door_status_to 2 
0175: set_car $HOT_ROD_2 z_angle_to 220.0 
00AD: set_car $HOT_ROD_2 max_speed_to 20.0 
00AE: set_vehicle $HOT_ROD_2 traffic_behavior_to 0 
02C2: car $HOT_ROD_2 drive_to_point 78.0 50.0 16.0 
0395: clear_area 1 at 108.0 3.0 16.0 range 20.0 
00A5: $HOT_ROD_3 = create_car #BOBCAT at 108.0 3.0 16.0 
0129: $STREET_RACER_3 = create_actor 4 #MALE02 in_car $HOT_ROD_3 driverseat 
039C: set_car $HOT_ROD_3 watertight 1 
03ED: set_car $HOT_ROD_3 not_damaged_when_upside_down 1 
020A: set_car $HOT_ROD_3 door_status_to 2 
00AD: set_car $HOT_ROD_3 max_speed_to 10.0 
00AE: set_vehicle $HOT_ROD_3 traffic_behavior_to 0 
02C2: car $HOT_ROD_3 drive_to_point 93.0 43.0 16.0 
0186: $BLIP_HOT_ROD_3 = create_marker_above_car $HOT_ROD_3 
0186: $BLIP_HOT_ROD_2 = create_marker_above_car $HOT_ROD_2 
0186: $BLIP_HOT_ROD_1 = create_marker_above_car $HOT_ROD_1 
00BC: text_highpriority 'YD1_E' time 3000 2  // ~g~Prepare to race!
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_1422
if 
  3 > $COUNTER_HOTRODS // int > $ 
jf @YARD1_1691 
wait 0 
if 
8119:   not car $HOT_ROD_1 wrecked 
jf @YARD1_1516 
if and
01AD:   car $HOT_ROD_1 0 93.0 57.0 3.0 3.0 
  $FLAG_HOTROD1_START == 0 // $ == int 
jf @YARD1_1516 
00A9: set_car $HOT_ROD_1 to_normal_driver 
$FLAG_HOTROD1_START = 1 // $ = int 
$COUNTER_HOTRODS += 1 // $ += int 

:YARD1_1516
0224: set_car $HOT_ROD_1 health_to 1000 
if 
8119:   not car $HOT_ROD_2 wrecked 
jf @YARD1_1596 
if and
01AD:   car $HOT_ROD_2 0 78.0 50.0 3.0 3.0 
  $FLAG_HOTROD2_START == 0 // $ == int 
jf @YARD1_1596 
00A9: set_car $HOT_ROD_2 to_normal_driver 
$FLAG_HOTROD2_START = 1 // $ = int 
$COUNTER_HOTRODS += 1 // $ += int 

:YARD1_1596
0224: set_car $HOT_ROD_2 health_to 1000 
if 
8119:   not car $HOT_ROD_3 wrecked 
jf @YARD1_1676 
if and
01AD:   car $HOT_ROD_3 0 93.0 43.0 3.0 3.0 
  $FLAG_HOTROD3_START == 0 // $ == int 
jf @YARD1_1676 
00A9: set_car $HOT_ROD_3 to_normal_driver 
$FLAG_HOTROD3_START = 1 // $ = int 
$COUNTER_HOTRODS += 1 // $ += int 

:YARD1_1676
0224: set_car $HOT_ROD_3 health_to 1000 
jump @YARD1_1422 

:YARD1_1691
wait 1500 
0169: set_fade_color 0 0 0 
fade 0 1500 
wait 1500 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_YD1 
fade 1 1500 
wait 1500 
if 
8119:   not car $PLAYER_CAR wrecked 
jf @YARD1_1765 
020A: set_car $PLAYER_CAR door_status_to 1 

:YARD1_1765
01EB: set_car_density_to 1.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
0099: $RANDOM_YD1 = random_int_in_ranges_0_to_32767 
if and
  $RANDOM_YD1 > 21845 // $ > int 
  43691 > $RANDOM_YD1 // int > $ 
jf @YARD1_1816 
$FLAG_RANDOM_YD1 = 1 // $ = int 

:YARD1_1816
if 
  $RANDOM_YD1 > 43690 // $ > int 
jf @YARD1_1844 
$FLAG_RANDOM_YD1 = 2 // $ = int 

:YARD1_1844
01E8: create_forbidden_for_cars_cube 500.0 60.0 -25.0 600.0 140.0 0.0 
01E8: create_forbidden_for_cars_cube -400.0 60.0 -25.0 -300.0 140.0 0.0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @YARD1_1908 
00DA: $PLAYER_CAR = player $PLAYER_CHAR car 

:YARD1_1908
if and
8119:   not car $PLAYER_CAR wrecked 
01AD:   car $PLAYER_CAR 0 $START_X $START_Y 10.0 10.0 
jf @YARD1_2199 
wait 1000 
if 
  $COUNTER_RUSH_START == 4 // $ == int 
jf @YARD1_1973 
jump @YARD1_2214 

:YARD1_1973
if 
  $COUNTER_RUSH_START == 3 // $ == int 
jf @YARD1_2033 
00BA: text_styled 'YD1GO' 1000 ms 4  // ~g~GO!!
$COUNTER_RUSH_START += 1 // $ += int 
01B4: set_player $PLAYER_CHAR can_move 1 
018C: play_sound 100 at 0.0 0.0 0.0 

:YARD1_2033
if 
  $COUNTER_RUSH_START == 2 // $ == int 
jf @YARD1_2086 
00BA: text_styled 'YD1_1' 1000 ms 4  // ~r~1
$COUNTER_RUSH_START += 1 // $ += int 
018C: play_sound 99 at 0.0 0.0 0.0 

:YARD1_2086
if 
  $COUNTER_RUSH_START == 1 // $ == int 
jf @YARD1_2139 
00BA: text_styled 'YD1_2' 1000 ms 4  // ~r~2
$COUNTER_RUSH_START += 1 // $ += int 
018C: play_sound 98 at 0.0 0.0 0.0 

:YARD1_2139
if 
  $COUNTER_RUSH_START == 0 // $ == int 
jf @YARD1_2192 
00BA: text_styled 'YD1_3' 1000 ms 4  // ~r~3
$COUNTER_RUSH_START += 1 // $ += int 
018C: play_sound 97 at 0.0 0.0 0.0 

:YARD1_2192
jump @YARD1_1908 

:YARD1_2199
00BC: text_highpriority 'YD1_F' time 4000 2  // ~g~You jumped the start -I like your style!!

:YARD1_2214
gosub @YARD1_5910 
gosub @YARD1_5964 
gosub @YARD1_6018 

:YARD1_2235
if 
  $FLAG_CORONA_YD1 == 0 // $ == int 
jf @YARD1_2278 
024F: create_corona 2.0 6 0 with_color 200 120 120 at_point $FINISH_X $FINISH_Y -100.0 

:YARD1_2278
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @YARD1_4794 
00DA: $PLAYER_CAR = player $PLAYER_CHAR car 
00AA: store_car $PLAYER_CAR position_to $PLAYER_CAR_X $PLAYER_CAR_Y $PLAYER_CAR_Z 
0086: $X_SUM = $FINISH_X // $ = $ float 
0061: $X_SUM -= $PLAYER_CAR_X // $ -= $ float 
0086: $Y_SUM = $FINISH_Y // $ = $ float 
0061: $Y_SUM -= $PLAYER_CAR_Y // $ -= $ float 
0069: $X_SUM *= $X_SUM // $ *= $ float 
0069: $Y_SUM *= $Y_SUM // $ *= $ float 
0086: $PLAYER_DIST = $X_SUM // $ = $ float 
0059: $PLAYER_DIST += $Y_SUM // $ += $ float 
if or
8119:   not car $HOT_ROD_1 wrecked 
02BF:   car $HOT_ROD_1 sunk 
jf @YARD1_3228 
if and
8118:   not actor $STREET_RACER_1 dead 
80DC:   not player $PLAYER_CHAR in_car $HOT_ROD_1 
jf @YARD1_3223 
00AA: store_car $HOT_ROD_1 position_to $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 
if 
  0.0 > $HOT_ROD_1_Z // float > $ 
jf @YARD1_2528 
03D3: point $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z get_nearby_vector $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 3.0 
jf @YARD1_2528 
00AB: put_car $HOT_ROD_1 at $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 
0175: set_car $HOT_ROD_1 z_angle_to $HOT_ROD_HEADING 

:YARD1_2528
if 
8185:   not car $HOT_ROD_1 health > 450 
jf @YARD1_2555 
0224: set_car $HOT_ROD_1 health_to 600 

:YARD1_2555
if and
01F4:   car $HOT_ROD_1 flipped 
01C1:   car $HOT_ROD_1 stopped 
jf @YARD1_2701 
01D3: actor $STREET_RACER_1 leave_car $HOT_ROD_1 
if 
82CA:   not car $HOT_ROD_1 bounding_sphere_visible 
jf @YARD1_2701 
00AA: store_car $HOT_ROD_1 position_to $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 
03D3: point $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z get_nearby_vector $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 3.0 
jf @YARD1_2701 
00AB: put_car $HOT_ROD_1 at $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 
0175: set_car $HOT_ROD_1 z_angle_to $HOT_ROD_HEADING 
009B: destroy_actor_instantly $STREET_RACER_1 
0129: $STREET_RACER_1 = create_actor 4 #MALE02 in_car $HOT_ROD_1 driverseat 

:YARD1_2701
if 
02BF:   car $HOT_ROD_1 sunk 
jf @YARD1_2834 
if 
82CA:   not car $HOT_ROD_1 bounding_sphere_visible 
jf @YARD1_2834 
00AA: store_car $HOT_ROD_1 position_to $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 
03D3: point $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z get_nearby_vector $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 3.0 
jf @YARD1_2834 
00AB: put_car $HOT_ROD_1 at $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 
0175: set_car $HOT_ROD_1 z_angle_to $HOT_ROD_HEADING 
009B: destroy_actor_instantly $STREET_RACER_1 
0129: $STREET_RACER_1 = create_actor 4 #MALE02 in_car $HOT_ROD_1 driverseat 

:YARD1_2834
if 
  $TIMER_RESET_HR1 == 1 // $ == int 
jf @YARD1_2875 
if 
81C1:   not car $HOT_ROD_1 stopped 
jf @YARD1_2875 
$TIMER_RESET_HR1 = 0 // $ = int 

:YARD1_2875
if 
01C1:   car $HOT_ROD_1 stopped 
jf @YARD1_3086 
if 
  $TIMER_RESET_HR1 == 0 // $ == int 
jf @YARD1_2921 
01BD: $TIMER_START_HR1 = current_time_in_ms 
$TIMER_RESET_HR1 = 1 // $ = int 

:YARD1_2921
if 
  $TIMER_RESET_HR1 == 1 // $ == int 
jf @YARD1_2960 
01BD: $TIMER_CURRENT_HR1 = current_time_in_ms 
0084: $HR1_TIME_DIF = $TIMER_CURRENT_HR1 // $ = $ int 
0060: $HR1_TIME_DIF -= $TIMER_START_HR1 // $ -= $ int 

:YARD1_2960
if 
  $HR1_TIME_DIF > 4000 // $ > int 
jf @YARD1_3086 
if 
82CA:   not car $HOT_ROD_1 bounding_sphere_visible 
jf @YARD1_3086 
00AA: store_car $HOT_ROD_1 position_to $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 
03D3: point $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z get_nearby_vector $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 3.0 
jf @YARD1_3086 
00AB: put_car $HOT_ROD_1 at $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 
0175: set_car $HOT_ROD_1 z_angle_to $HOT_ROD_HEADING 
$TIMER_RESET_HR1 = 0 // $ = int 

:YARD1_3086
00AA: store_car $HOT_ROD_1 position_to $HOT_ROD_1_X $HOT_ROD_1_Y $HOT_ROD_1_Z 
0086: $X_SUM = $FINISH_X // $ = $ float 
0061: $X_SUM -= $HOT_ROD_1_X // $ -= $ float 
0086: $Y_SUM = $FINISH_Y // $ = $ float 
0061: $Y_SUM -= $HOT_ROD_1_Y // $ -= $ float 
0069: $X_SUM *= $X_SUM // $ *= $ float 
0069: $Y_SUM *= $Y_SUM // $ *= $ float 
0086: $HOT_ROD_1_DIST = $X_SUM // $ = $ float 
0059: $HOT_ROD_1_DIST += $Y_SUM // $ += $ float 
if 
0024:   $HOT_ROD_1_DIST > $PLAYER_DIST // $ > $ float 
jf @YARD1_3190 
00AF: set_car $HOT_ROD_1 driver_behaviour_to 2 

:YARD1_3190
if 
0024:   $PLAYER_DIST > $HOT_ROD_1_DIST // $ > $ float 
jf @YARD1_3216 
gosub @YARD1_5910 

:YARD1_3216
jump @YARD1_3228 

:YARD1_3223
00A9: set_car $HOT_ROD_1 to_normal_driver 

:YARD1_3228
if or
8119:   not car $HOT_ROD_2 wrecked 
02BF:   car $HOT_ROD_2 sunk 
jf @YARD1_4076 
if and
8118:   not actor $STREET_RACER_2 dead 
80DC:   not player $PLAYER_CHAR in_car $HOT_ROD_2 
jf @YARD1_4071 
00AA: store_car $HOT_ROD_2 position_to $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 
if 
  0.0 > $HOT_ROD_2_Z // float > $ 
jf @YARD1_3376 
03D3: point $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z get_nearby_vector $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 3.0 
jf @YARD1_3376 
00AB: put_car $HOT_ROD_2 at $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 
0175: set_car $HOT_ROD_2 z_angle_to $HOT_ROD_HEADING 

:YARD1_3376
if 
8185:   not car $HOT_ROD_2 health > 450 
jf @YARD1_3403 
0224: set_car $HOT_ROD_2 health_to 600 

:YARD1_3403
if and
01F4:   car $HOT_ROD_2 flipped 
01C1:   car $HOT_ROD_2 stopped 
jf @YARD1_3549 
01D3: actor $STREET_RACER_2 leave_car $HOT_ROD_2 
if 
82CA:   not car $HOT_ROD_2 bounding_sphere_visible 
jf @YARD1_3549 
00AA: store_car $HOT_ROD_2 position_to $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 
03D3: point $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z get_nearby_vector $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 3.0 
jf @YARD1_3549 
00AB: put_car $HOT_ROD_2 at $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 
0175: set_car $HOT_ROD_2 z_angle_to $HOT_ROD_HEADING 
009B: destroy_actor_instantly $STREET_RACER_2 
0129: $STREET_RACER_2 = create_actor 4 #MALE02 in_car $HOT_ROD_2 driverseat 

:YARD1_3549
if 
02BF:   car $HOT_ROD_2 sunk 
jf @YARD1_3682 
if 
82CA:   not car $HOT_ROD_2 bounding_sphere_visible 
jf @YARD1_3682 
00AA: store_car $HOT_ROD_2 position_to $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 
03D3: point $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z get_nearby_vector $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 3.0 
jf @YARD1_3682 
00AB: put_car $HOT_ROD_2 at $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 
0175: set_car $HOT_ROD_2 z_angle_to $HOT_ROD_HEADING 
009B: destroy_actor_instantly $STREET_RACER_2 
0129: $STREET_RACER_2 = create_actor 4 #MALE02 in_car $HOT_ROD_2 driverseat 

:YARD1_3682
if 
  $TIMER_RESET_HR2 == 1 // $ == int 
jf @YARD1_3723 
if 
81C1:   not car $HOT_ROD_2 stopped 
jf @YARD1_3723 
$TIMER_RESET_HR2 = 0 // $ = int 

:YARD1_3723
if 
01C1:   car $HOT_ROD_2 stopped 
jf @YARD1_3934 
if 
  $TIMER_RESET_HR2 == 0 // $ == int 
jf @YARD1_3769 
01BD: $TIMER_START_HR2 = current_time_in_ms 
$TIMER_RESET_HR2 = 1 // $ = int 

:YARD1_3769
if 
  $TIMER_RESET_HR2 == 1 // $ == int 
jf @YARD1_3808 
01BD: $TIMER_CURRENT_HR2 = current_time_in_ms 
0084: $HR2_TIME_DIF = $TIMER_CURRENT_HR2 // $ = $ int 
0060: $HR2_TIME_DIF -= $TIMER_START_HR2 // $ -= $ int 

:YARD1_3808
if 
  $HR2_TIME_DIF > 4000 // $ > int 
jf @YARD1_3934 
if 
82CA:   not car $HOT_ROD_2 bounding_sphere_visible 
jf @YARD1_3934 
00AA: store_car $HOT_ROD_2 position_to $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 
03D3: point $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z get_nearby_vector $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 3.0 
jf @YARD1_3934 
00AB: put_car $HOT_ROD_2 at $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 
0175: set_car $HOT_ROD_2 z_angle_to $HOT_ROD_HEADING 
$TIMER_RESET_HR2 = 0 // $ = int 

:YARD1_3934
00AA: store_car $HOT_ROD_2 position_to $HOT_ROD_2_X $HOT_ROD_2_Y $HOT_ROD_2_Z 
0086: $X_SUM = $FINISH_X // $ = $ float 
0061: $X_SUM -= $HOT_ROD_2_X // $ -= $ float 
0086: $Y_SUM = $FINISH_Y // $ = $ float 
0061: $Y_SUM -= $HOT_ROD_2_Y // $ -= $ float 
0069: $X_SUM *= $X_SUM // $ *= $ float 
0069: $Y_SUM *= $Y_SUM // $ *= $ float 
0086: $HOT_ROD_2_DIST = $X_SUM // $ = $ float 
0059: $HOT_ROD_2_DIST += $Y_SUM // $ += $ float 
if 
0024:   $HOT_ROD_2_DIST > $PLAYER_DIST // $ > $ float 
jf @YARD1_4038 
00AF: set_car $HOT_ROD_2 driver_behaviour_to 2 

:YARD1_4038
if 
0024:   $PLAYER_DIST > $HOT_ROD_2_DIST // $ > $ float 
jf @YARD1_4064 
gosub @YARD1_5964 

:YARD1_4064
jump @YARD1_4076 

:YARD1_4071
00A9: set_car $HOT_ROD_2 to_normal_driver 

:YARD1_4076
if or
8119:   not car $HOT_ROD_3 wrecked 
02BF:   car $HOT_ROD_3 sunk 
jf @YARD1_4794 
if and
8118:   not actor $STREET_RACER_3 dead 
80DC:   not player $PLAYER_CHAR in_car $HOT_ROD_3 
jf @YARD1_4789 
00AA: store_car $HOT_ROD_3 position_to $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 
if 
  0.0 > $HOT_ROD_3_Z // float > $ 
jf @YARD1_4224 
03D3: point $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z get_nearby_vector $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 3.0 
jf @YARD1_4224 
00AB: put_car $HOT_ROD_3 at $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 
0175: set_car $HOT_ROD_3 z_angle_to $HOT_ROD_HEADING 

:YARD1_4224
if 
8185:   not car $HOT_ROD_3 health > 450 
jf @YARD1_4251 
0224: set_car $HOT_ROD_3 health_to 600 

:YARD1_4251
if and
01F4:   car $HOT_ROD_3 flipped 
01C1:   car $HOT_ROD_3 stopped 
jf @YARD1_4397 
01D3: actor $STREET_RACER_3 leave_car $HOT_ROD_3 
if 
82CA:   not car $HOT_ROD_3 bounding_sphere_visible 
jf @YARD1_4397 
00AA: store_car $HOT_ROD_3 position_to $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 
03D3: point $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z get_nearby_vector $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 3.0 
jf @YARD1_4397 
00AB: put_car $HOT_ROD_3 at $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 
0175: set_car $HOT_ROD_3 z_angle_to $HOT_ROD_HEADING 
009B: destroy_actor_instantly $STREET_RACER_3 
0129: $STREET_RACER_3 = create_actor 4 #MALE02 in_car $HOT_ROD_3 driverseat 

:YARD1_4397
if 
02BF:   car $HOT_ROD_3 sunk 
jf @YARD1_4530 
if 
82CA:   not car $HOT_ROD_3 bounding_sphere_visible 
jf @YARD1_4530 
00AA: store_car $HOT_ROD_3 position_to $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 
03D3: point $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z get_nearby_vector $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 3.0 
jf @YARD1_4530 
00AB: put_car $HOT_ROD_3 at $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 
0175: set_car $HOT_ROD_3 z_angle_to $HOT_ROD_HEADING 
009B: destroy_actor_instantly $STREET_RACER_3 
0129: $STREET_RACER_3 = create_actor 4 #MALE02 in_car $HOT_ROD_3 driverseat 

:YARD1_4530
if 
  $TIMER_RESET_HR3 == 1 // $ == int 
jf @YARD1_4571 
if 
81C1:   not car $HOT_ROD_3 stopped 
jf @YARD1_4571 
$TIMER_RESET_HR3 = 0 // $ = int 

:YARD1_4571
if 
01C1:   car $HOT_ROD_3 stopped 
jf @YARD1_4782 
if 
  $TIMER_RESET_HR3 == 0 // $ == int 
jf @YARD1_4617 
01BD: $TIMER_START_HR3 = current_time_in_ms 
$TIMER_RESET_HR3 = 1 // $ = int 

:YARD1_4617
if 
  $TIMER_RESET_HR3 == 1 // $ == int 
jf @YARD1_4656 
01BD: $TIMER_CURRENT_HR3 = current_time_in_ms 
0084: $HR3_TIME_DIF = $TIMER_CURRENT_HR3 // $ = $ int 
0060: $HR3_TIME_DIF -= $TIMER_START_HR3 // $ -= $ int 

:YARD1_4656
if 
  $HR3_TIME_DIF > 4000 // $ > int 
jf @YARD1_4782 
if 
82CA:   not car $HOT_ROD_3 bounding_sphere_visible 
jf @YARD1_4782 
00AA: store_car $HOT_ROD_3 position_to $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 
03D3: point $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z get_nearby_vector $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z $HOT_ROD_HEADING 
if 
80C2:   not sphere_onscreen $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 3.0 
jf @YARD1_4782 
00AB: put_car $HOT_ROD_3 at $HOT_ROD_3_X $HOT_ROD_3_Y $HOT_ROD_3_Z 
0175: set_car $HOT_ROD_3 z_angle_to $HOT_ROD_HEADING 
$TIMER_RESET_HR3 = 0 // $ = int 

:YARD1_4782
jump @YARD1_4794 

:YARD1_4789
00A9: set_car $HOT_ROD_3 to_normal_driver 

:YARD1_4794
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @YARD1_4831 
gosub @YARD1_5910 
gosub @YARD1_5964 
gosub @YARD1_6018 

:YARD1_4831
if 
00E5:   player $PLAYER_CHAR 0 $FINISH_X $FINISH_Y radius 6.0 6.0 
jf @YARD1_4868 
gosub @YARD1_6072 

:YARD1_4868
if 
8119:   not car $HOT_ROD_1 wrecked 
jf @YARD1_4921 
if 
01AD:   car $HOT_ROD_1 0 $FINISH_X $FINISH_Y 6.0 6.0 
jf @YARD1_4921 
gosub @YARD1_6126 

:YARD1_4921
if 
8119:   not car $HOT_ROD_2 wrecked 
jf @YARD1_4974 
if 
01AD:   car $HOT_ROD_2 0 $FINISH_X $FINISH_Y 6.0 6.0 
jf @YARD1_4974 
gosub @YARD1_6162 

:YARD1_4974
if 
8119:   not car $HOT_ROD_3 wrecked 
jf @YARD1_5027 
if 
01AD:   car $HOT_ROD_3 0 $FINISH_X $FINISH_Y 6.0 6.0 
jf @YARD1_5027 
gosub @YARD1_6198 

:YARD1_5027
wait 0 
gosub @YARD1_6018 
if 
  $COUNTER_FINISH == 15 // $ == int 
jf @YARD1_5063 
jump @YARD1_5070 

:YARD1_5063
jump @YARD1_2235 

:YARD1_5070
if 
003A:   $COUNTER_PLAYER_POINTS == $COUNTER_NONPLAYER1_POINTS // $ == $ int 
jf @YARD1_5096 
$COUNTER_JOINT_PLACING += 1 // $ += int 

:YARD1_5096
if 
003A:   $COUNTER_PLAYER_POINTS == $COUNTER_NONPLAYER2_POINTS // $ == $ int 
jf @YARD1_5122 
$COUNTER_JOINT_PLACING += 1 // $ += int 

:YARD1_5122
if 
003A:   $COUNTER_PLAYER_POINTS == $COUNTER_NONPLAYER3_POINTS // $ == $ int 
jf @YARD1_5148 
$COUNTER_JOINT_PLACING += 1 // $ += int 

:YARD1_5148
if 
001C:   $COUNTER_PLAYER_POINTS > $COUNTER_NONPLAYER1_POINTS // $ > $ int 
jf @YARD1_5174 
$COUNTER_PLACING += 1 // $ += int 

:YARD1_5174
if 
001C:   $COUNTER_PLAYER_POINTS > $COUNTER_NONPLAYER2_POINTS // $ > $ int 
jf @YARD1_5200 
$COUNTER_PLACING += 1 // $ += int 

:YARD1_5200
if 
001C:   $COUNTER_PLAYER_POINTS > $COUNTER_NONPLAYER3_POINTS // $ > $ int 
jf @YARD1_5226 
$COUNTER_PLACING += 1 // $ += int 

:YARD1_5226
if 
  $COUNTER_PLACING == 3 // $ == int 
jf @YARD1_5251 
jump @YARD1_5680 

:YARD1_5251
if 
  3 > $COUNTER_PLACING // int > $ 
jf @YARD1_5276 
jump @YARD1_5276 

:YARD1_5276
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
wait 2000 
if 
  $COUNTER_JOINT_PLACING == 0 // $ == int 
jf @YARD1_5437 
if 
  $COUNTER_PLACING == 2 // $ == int 
jf @YARD1_5355 
01E5: text_1number_highpriority 'Y1_2ND' $COUNTER_PLAYER_POINTS time 4000 1  // ~y~2nd with ~1~ successful checkpoints. ~y~Close, but you just ain't the best!
wait 2000 

:YARD1_5355
if 
  $COUNTER_PLACING == 1 // $ == int 
jf @YARD1_5396 
01E5: text_1number_highpriority 'Y1_3RD' $COUNTER_PLAYER_POINTS time 4000 1  // ~r~3rd with ~1~ successful checkpoints. ~r~I thought you said you were good!
wait 2000 

:YARD1_5396
if 
  $COUNTER_PLACING == 0 // $ == int 
jf @YARD1_5437 
01E5: text_1number_highpriority 'Y1_LAST' $COUNTER_PLAYER_POINTS time 4000 1  // ~r~You were last! ~r~You wasted my time FOOL!
wait 2000 

:YARD1_5437
if 
  $COUNTER_JOINT_PLACING == 1 // $ == int 
jf @YARD1_5578 
if 
  $COUNTER_PLACING == 2 // $ == int 
jf @YARD1_5496 
01E5: text_1number_highpriority 'Y1_J1ST' $COUNTER_PLAYER_POINTS time 4000 1  // ~y~Joint 1st with ~1~ successful checkpoints. ~y~Good, but you gotta be the best to drive for Queen Lizzy!
wait 2000 

:YARD1_5496
if 
  $COUNTER_PLACING == 1 // $ == int 
jf @YARD1_5537 
01E5: text_1number_highpriority 'Y1_J2ND' $COUNTER_PLAYER_POINTS time 4000 1  // ~r~Joint 2nd with ~1~ successful checkpoints. You drive like a crazed monkey!
wait 2000 

:YARD1_5537
if 
  $COUNTER_PLACING == 0 // $ == int 
jf @YARD1_5578 
01E5: text_1number_highpriority 'Y1JLAST' $COUNTER_PLAYER_POINTS time 4000 1  // ~r~Joint last! You talk like a driver, but you drive like a talker!
wait 2000 

:YARD1_5578
if 
  $COUNTER_JOINT_PLACING == 2 // $ == int 
jf @YARD1_5678 
if 
  $COUNTER_PLACING == 1 // $ == int 
jf @YARD1_5637 
01E5: text_1number_highpriority 'Y1_J1ST' $COUNTER_PLAYER_POINTS time 4000 1  // ~y~Joint 1st with ~1~ successful checkpoints. ~y~Good, but you gotta be the best to drive for Queen Lizzy!
wait 2000 

:YARD1_5637
if 
  $COUNTER_PLACING == 0 // $ == int 
jf @YARD1_5678 
01E5: text_1number_highpriority 'Y1JLAST' $COUNTER_PLAYER_POINTS time 4000 1  // ~r~Joint last! You talk like a driver, but you drive like a talker!
wait 2000 

:YARD1_5678
return 

:YARD1_5680
if 
  $FLAG_YARDIE_MISSION4_PASSED == 0 // $ == int 
jf @YARD1_5727 
0318: set_latest_mission_passed 'YD1'  // 'BLING-BLING SCRAMBLE'
030C: progress_made += 1 
$FLAG_YARDIE_MISSION1_PASSED = 1 // $ = int 
start_new_script @NONAME_61 

:YARD1_5727
$REWARD_YD1 = 1000 // $ = int 
0068: $REWARD_YD1 *= $COUNTER_PLAYER_POINTS // $ *= $ int 
01E3: text_1number_styled 'M_PASS' $REWARD_YD1 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
01E5: text_1number_highpriority 'Y1_1ST' $COUNTER_PLAYER_POINTS time 4000 1  // ~g~You came first with ~1~ successful checkpoints!
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += $REWARD_YD1 
042F: register_highest_int_stat 0 to $COUNTER_PLAYER_POINTS 
return 

:YARD1_5805
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
0164: disable_marker $BLIP_HOT_ROD_1 
0164: disable_marker $BLIP_HOT_ROD_2 
0164: disable_marker $BLIP_HOT_ROD_3 
0164: disable_marker $BLIP_START_YD1 
0249: release_model #MALE02 
0249: release_model #PATRIOT 
0249: release_model #CHEETAH 
0249: release_model #BOBCAT 
01E7: remove_forbidden_for_cars_cube 500.0 60.0 -25.0 600.0 140.0 0.0 
01E7: remove_forbidden_for_cars_cube -400.0 60.0 -25.0 -300.0 140.0 0.0 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_RAY_MISSION = 0 // $ = int 
0164: disable_marker $BLIP_RUSH_DESTINATION 
mission_cleanup 
return 

:YARD1_5910
if 
8119:   not car $HOT_ROD_1 wrecked 
jf @YARD1_5962 
00AD: set_car $HOT_ROD_1 max_speed_to 40.0 
00AE: set_vehicle $HOT_ROD_1 traffic_behavior_to 3 
02C2: car $HOT_ROD_1 drive_to_point $FINISH_X $FINISH_Y -1.0 
$FLAG_DRIVE_MODE_1 = 0 // $ = int 

:YARD1_5962
return 

:YARD1_5964
if 
8119:   not car $HOT_ROD_2 wrecked 
jf @YARD1_6016 
00AD: set_car $HOT_ROD_2 max_speed_to 45.0 
00AE: set_vehicle $HOT_ROD_2 traffic_behavior_to 2 
02C2: car $HOT_ROD_2 drive_to_point $FINISH_X $FINISH_Y -1.0 
$FLAG_DRIVE_MODE_2 = 0 // $ = int 

:YARD1_6016
return 

:YARD1_6018
if 
8119:   not car $HOT_ROD_3 wrecked 
jf @YARD1_6070 
00AD: set_car $HOT_ROD_3 max_speed_to 35.0 
00AE: set_vehicle $HOT_ROD_3 traffic_behavior_to 2 
02C2: car $HOT_ROD_3 drive_to_point $FINISH_X $FINISH_Y -1.0 
$FLAG_DRIVE_MODE_3 = 0 // $ = int 

:YARD1_6070
return 

:YARD1_6072
$COUNTER_PLAYER_POINTS += 1 // $ += int 
$COUNTER_FINISH += 1 // $ += int 
01E3: text_1number_styled 'YD1_CNT' $COUNTER_PLAYER_POINTS 2000 ms 4  // ~1~ of 15!
018C: play_sound 94 at $PLAYER_CAR_X $PLAYER_CAR_Y $PLAYER_CAR_Z 
gosub @YARD1_6234 
return 

:YARD1_6126
$COUNTER_NONPLAYER1_POINTS += 1 // $ += int 
$COUNTER_FINISH += 1 // $ += int 
018C: play_sound 94 at $PLAYER_CAR_X $PLAYER_CAR_Y $PLAYER_CAR_Z 
gosub @YARD1_6234 
return 

:YARD1_6162
$COUNTER_NONPLAYER2_POINTS += 1 // $ += int 
$COUNTER_FINISH += 1 // $ += int 
018C: play_sound 94 at $PLAYER_CAR_X $PLAYER_CAR_Y $PLAYER_CAR_Z 
gosub @YARD1_6234 
return 

:YARD1_6198
$COUNTER_NONPLAYER3_POINTS += 1 // $ += int 
$COUNTER_FINISH += 1 // $ += int 
018C: play_sound 94 at $PLAYER_CAR_X $PLAYER_CAR_Y $PLAYER_CAR_Z 
gosub @YARD1_6234 
return 

:YARD1_6234
if 
  $FLAG_RANDOM_YD1 == 0 // $ == int 
jf @YARD1_7017 
if 
  $COUNTER_FINISH == 1 // $ == int 
jf @YARD1_6305 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 106.0 // $ = float 
$FINISH_Y = -403.3125 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6305
if 
  $COUNTER_FINISH == 2 // $ == int 
jf @YARD1_6358 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 86.75 // $ = float 
$FINISH_Y = -538.5625 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6358
if 
  $COUNTER_FINISH == 3 // $ == int 
jf @YARD1_6411 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 173.5 // $ = float 
$FINISH_Y = -696.5625 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6411
if 
  $COUNTER_FINISH == 4 // $ == int 
jf @YARD1_6464 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 165.0 // $ = float 
$FINISH_Y = -886.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6464
if 
  $COUNTER_FINISH == 5 // $ == int 
jf @YARD1_6517 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 78.5 // $ = float 
$FINISH_Y = -945.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6517
if 
  $COUNTER_FINISH == 6 // $ == int 
jf @YARD1_6570 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = -69.375 // $ = float 
$FINISH_Y = -926.1875 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6570
if 
  $COUNTER_FINISH == 7 // $ == int 
jf @YARD1_6623 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 207.75 // $ = float 
$FINISH_Y = -1041.5 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6623
if 
  $COUNTER_FINISH == 8 // $ == int 
jf @YARD1_6676 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 49.0625 // $ = float 
$FINISH_Y = -1034.063 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6676
if 
  $COUNTER_FINISH == 9 // $ == int 
jf @YARD1_6729 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 74.25 // $ = float 
$FINISH_Y = -920.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6729
if 
  $COUNTER_FINISH == 10 // $ == int 
jf @YARD1_6782 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 105.5 // $ = float 
$FINISH_Y = -1095.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6782
if 
  $COUNTER_FINISH == 11 // $ == int 
jf @YARD1_6835 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = -114.0 // $ = float 
$FINISH_Y = -499.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6835
if 
  $COUNTER_FINISH == 12 // $ == int 
jf @YARD1_6888 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = -10.75 // $ = float 
$FINISH_Y = -463.0625 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6888
if 
  $COUNTER_FINISH == 13 // $ == int 
jf @YARD1_6941 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 346.0 // $ = float 
$FINISH_Y = -1211.375 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6941
if 
  $COUNTER_FINISH == 14 // $ == int 
jf @YARD1_6994 
0164: disable_marker $BLIP_RUSH_DESTINATION 
0086: $FINISH_X = $START_X // $ = $ float 
0086: $FINISH_Y = $START_Y // $ = $ float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_6994
if 
  $COUNTER_FINISH == 15 // $ == int 
jf @YARD1_7017 
0164: disable_marker $BLIP_RUSH_DESTINATION 

:YARD1_7017
if 
  $FLAG_RANDOM_YD1 == 1 // $ == int 
jf @YARD1_7800 
if 
  $COUNTER_FINISH == 1 // $ == int 
jf @YARD1_7088 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 173.5 // $ = float 
$FINISH_Y = -696.5625 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7088
if 
  $COUNTER_FINISH == 2 // $ == int 
jf @YARD1_7141 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = -114.0 // $ = float 
$FINISH_Y = -499.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7141
if 
  $COUNTER_FINISH == 3 // $ == int 
jf @YARD1_7194 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = -10.75 // $ = float 
$FINISH_Y = -463.0625 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7194
if 
  $COUNTER_FINISH == 4 // $ == int 
jf @YARD1_7247 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 78.5 // $ = float 
$FINISH_Y = -945.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7247
if 
  $COUNTER_FINISH == 5 // $ == int 
jf @YARD1_7300 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = -69.375 // $ = float 
$FINISH_Y = -926.1875 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7300
if 
  $COUNTER_FINISH == 6 // $ == int 
jf @YARD1_7353 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = -73.375 // $ = float 
$FINISH_Y = -1013.563 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7353
if 
  $COUNTER_FINISH == 7 // $ == int 
jf @YARD1_7406 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 207.75 // $ = float 
$FINISH_Y = -1041.5 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7406
if 
  $COUNTER_FINISH == 8 // $ == int 
jf @YARD1_7459 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 86.75 // $ = float 
$FINISH_Y = -538.5625 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7459
if 
  $COUNTER_FINISH == 9 // $ == int 
jf @YARD1_7512 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 49.0625 // $ = float 
$FINISH_Y = -1034.063 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7512
if 
  $COUNTER_FINISH == 10 // $ == int 
jf @YARD1_7565 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 74.25 // $ = float 
$FINISH_Y = -920.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7565
if 
  $COUNTER_FINISH == 11 // $ == int 
jf @YARD1_7618 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 105.5 // $ = float 
$FINISH_Y = -1095.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7618
if 
  $COUNTER_FINISH == 12 // $ == int 
jf @YARD1_7671 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 346.0 // $ = float 
$FINISH_Y = -1211.375 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7671
if 
  $COUNTER_FINISH == 13 // $ == int 
jf @YARD1_7724 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = -8.375 // $ = float 
$FINISH_Y = -803.1875 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7724
if 
  $COUNTER_FINISH == 14 // $ == int 
jf @YARD1_7777 
0164: disable_marker $BLIP_RUSH_DESTINATION 
0086: $FINISH_X = $START_X // $ = $ float 
0086: $FINISH_Y = $START_Y // $ = $ float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7777
if 
  $COUNTER_FINISH == 15 // $ == int 
jf @YARD1_7800 
0164: disable_marker $BLIP_RUSH_DESTINATION 

:YARD1_7800
if 
  $FLAG_RANDOM_YD1 == 2 // $ == int 
jf @YARD1_8583 
if 
  $COUNTER_FINISH == 14 // $ == int 
jf @YARD1_7871 
0164: disable_marker $BLIP_RUSH_DESTINATION 
0086: $FINISH_X = $START_X // $ = $ float 
0086: $FINISH_Y = $START_Y // $ = $ float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7871
if 
  $COUNTER_FINISH == 13 // $ == int 
jf @YARD1_7924 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 86.75 // $ = float 
$FINISH_Y = -538.5625 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7924
if 
  $COUNTER_FINISH == 12 // $ == int 
jf @YARD1_7977 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 49.0625 // $ = float 
$FINISH_Y = -1034.063 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_7977
if 
  $COUNTER_FINISH == 11 // $ == int 
jf @YARD1_8030 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 74.25 // $ = float 
$FINISH_Y = -920.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_8030
if 
  $COUNTER_FINISH == 10 // $ == int 
jf @YARD1_8083 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 105.5 // $ = float 
$FINISH_Y = -1095.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_8083
if 
  $COUNTER_FINISH == 9 // $ == int 
jf @YARD1_8136 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 346.0 // $ = float 
$FINISH_Y = -1211.375 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_8136
if 
  $COUNTER_FINISH == 8 // $ == int 
jf @YARD1_8189 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = -8.375 // $ = float 
$FINISH_Y = -803.1875 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_8189
if 
  $COUNTER_FINISH == 7 // $ == int 
jf @YARD1_8242 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 251.5 // $ = float 
$FINISH_Y = -208.5 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_8242
if 
  $COUNTER_FINISH == 6 // $ == int 
jf @YARD1_8295 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 165.0 // $ = float 
$FINISH_Y = -886.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_8295
if 
  $COUNTER_FINISH == 5 // $ == int 
jf @YARD1_8348 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = -72.5 // $ = float 
$FINISH_Y = -803.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_8348
if 
  $COUNTER_FINISH == 4 // $ == int 
jf @YARD1_8401 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = -41.5625 // $ = float 
$FINISH_Y = -1353.5 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_8401
if 
  $COUNTER_FINISH == 3 // $ == int 
jf @YARD1_8454 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 106.0 // $ = float 
$FINISH_Y = -403.3125 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_8454
if 
  $COUNTER_FINISH == 2 // $ == int 
jf @YARD1_8507 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 122.0625 // $ = float 
$FINISH_Y = -932.0 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_8507
if 
  $COUNTER_FINISH == 1 // $ == int 
jf @YARD1_8560 
0164: disable_marker $BLIP_RUSH_DESTINATION 
$FINISH_X = 173.5 // $ = float 
$FINISH_Y = -696.5625 // $ = float 
018A: $BLIP_RUSH_DESTINATION = create_checkpoint_at $FINISH_X $FINISH_Y -100.0 

:YARD1_8560
if 
  $COUNTER_FINISH == 15 // $ == int 
jf @YARD1_8583 
0164: disable_marker $BLIP_RUSH_DESTINATION 

:YARD1_8583
return 

//-------------Mission 64---------------
// Originally: Uzi Rider

:YARD2
gosub @YARD2_36 
if 
  wasted_or_busted 
jf @YARD2_27 
gosub @YARD2_3944 

:YARD2_27
gosub @YARD2_4856 
terminate_this_script 

:YARD2_36
increment_mission_attempts 
script_name 'YARD2' 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_YARDIE_MISSION = 1 // $ = int 
wait 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
02E4: load_cutscene_data 'YD_PH2' 
0244: set_cutscene_pos 121.0 -272.25 15.25 
042B: clear_peds_from_cube 100.5 -250.0 0.0 130.5 -290.0 25.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:YARD2_153
if 
  2000 > $CS_TIME // int > $ 
jf @YARD2_188 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD2_153 

:YARD2_188
00BC: text_highpriority 'YD2_A' time 10000 1  // ~w~I need to see if you're capable of doing my dirty work.

:YARD2_203
if 
  4581 > $CS_TIME // int > $ 
jf @YARD2_238 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD2_203 

:YARD2_238
00BC: text_highpriority 'YD2_A1' time 10000 1  // ~w~See if you can be trusted.

:YARD2_253
if 
  7135 > $CS_TIME // int > $ 
jf @YARD2_288 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD2_253 

:YARD2_288
00BC: text_highpriority 'YD2_B' time 10000 1  // ~w~Two of my boys will be there any second to take you for a ride,

:YARD2_303
if 
  10431 > $CS_TIME // int > $ 
jf @YARD2_338 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD2_303 

:YARD2_338
00BC: text_highpriority 'YD2_B1' time 10000 1  // ~w~see if you are who you say you are.

:YARD2_353
if 
  13900 > $CS_TIME // int > $ 
jf @YARD2_388 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD2_353 

:YARD2_388
fade 0 1500 

:YARD2_395
if 
  fading 
jf @YARD2_419 
wait 0 
jump @YARD2_395 

:YARD2_419
if 
82E9:   not cutscene_reached_end 
jf @YARD2_443 
wait 0 
jump @YARD2_419 

:YARD2_443
03AF: set_streaming 1 
00BE: text_clear_all 
02EA: end_cutscene 
wait 0 
0247: request_model #PEREN 
0247: request_model #GANG09 
0247: request_model #GANG10 

:YARD2_467
if or
8248:   not model #PEREN available 
8248:   not model #GANG09 available 
8248:   not model #GANG10 available 
jf @YARD2_501 
wait 0 
jump @YARD2_467 

:YARD2_501
$TIMER_DIF_YD2 = 0 // $ = int 
$FLAG_OUT_OF_CAR_MESSAGE = 0 // $ = int 
$FLAG_UPSIDEDOWN = 0 // $ = int 
$FLAG_CHAP_1_N&V = 0 // $ = int 
$FLAG_CHAP_2_N&V = 0 // $ = int 
$FLAG_CLEAR = 0 // $ = int 
$BODY_COUNT_YD2 = 0 // $ = int 
$DRIVEBY_TOTAL_1 = 0 // $ = int 
$DRIVEBY_TOTAL_2 = 0 // $ = int 
0297: clear_rampage_kills 
$DRIVEBY_X = 940.0 // $ = float 
$DRIVEBY_Y = -220.0 // $ = float 
$YD2TURF_X = 231.0 // $ = float 
$YD2TURF_Y = -531.0 // $ = float 
01C0: $WANTED_YD2 = player $PLAYER_CHAR wanted_level 
0110: clear_player $PLAYER_CHAR wanted_level 
01B4: set_player $PLAYER_CHAR can_move 0 
01F5: $PLAYER_YD2 = create_emulated_actor_from_player $PLAYER_CHAR 
015F: set_camera_position 117.25 -266.25 17.0 rotation 0.0 0.0 0.0 
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 
02A3: toggle_widescreen 1 
01EB: set_car_density_to 0.0 
0395: clear_area 1 at 4.1875 -310.0625 16.0 range 40.0 
0395: clear_area 1 at 97.0 -285.5 16.0 range 50.0 
fade 1 1500 
wait 1500 
00A5: $GANG_CAR_YD2 = create_car #PEREN at 4.1875 -310.0625 16.0 
0175: set_car $GANG_CAR_YD2 z_angle_to 0.0 
02AA: set_car $GANG_CAR_YD2 immune_to_nonplayer 1 
0129: $CHAPERONE_1 = create_actor 4 #GANG09 in_car $GANG_CAR_YD2 driverseat 
01C8: $CHAPERONE_2 = create_actor 4 #GANG10 in_car $GANG_CAR_YD2 passenger_seat 0 
00A7: car $GANG_CAR_YD2 drive_to 113.0 -272.0 16.0 
00AD: set_car $GANG_CAR_YD2 max_speed_to 25.0 
00AE: set_vehicle $GANG_CAR_YD2 traffic_behavior_to 3 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_819 
0158: camera_on_vehicle $GANG_CAR_YD2 mode 15 switchstyle 1 

:YARD2_819
if 
81AE:   not car $GANG_CAR_YD2 stopped 0 113.0 -272.0 5.0 5.0 
jf @YARD2_924 
wait 0 
if 
0119:   car $GANG_CAR_YD2 wrecked 
jf @YARD2_876 
jump @YARD2_4614 

:YARD2_876
if 
  $FLAG_CLEAR == 0 // $ == int 
jf @YARD2_917 
0395: clear_area 1 at 115.0 -272.0 16.0 range 10.0 
$FLAG_CLEAR = 1 // $ = int 

:YARD2_917
jump @YARD2_819 

:YARD2_924
01BE: set_actor $PLAYER_YD2 to_look_at_spot 115.0 -272.0 16.0 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_996 
00A9: set_car $GANG_CAR_YD2 to_normal_driver 
if and
8118:   not actor $CHAPERONE_2 dead 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_996 
01D3: actor $CHAPERONE_1 leave_car $GANG_CAR_YD2 
01D3: actor $CHAPERONE_2 leave_car $GANG_CAR_YD2 

:YARD2_996
if and
8118:   not actor $CHAPERONE_2 dead 
8118:   not actor $CHAPERONE_1 dead 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_1100 

:YARD2_1022
if or
00DB:   actor $CHAPERONE_2 in_car $GANG_CAR_YD2 
00DB:   actor $CHAPERONE_1 in_car $GANG_CAR_YD2 
jf @YARD2_1093 
wait 0 
if or
0118:   actor $CHAPERONE_2 dead 
0118:   actor $CHAPERONE_1 dead 
0119:   car $GANG_CAR_YD2 wrecked 
jf @YARD2_1086 
jump @YARD2_4614 

:YARD2_1086
jump @YARD2_1022 

:YARD2_1093
jump @YARD2_1107 

:YARD2_1100
jump @YARD2_4614 

:YARD2_1107
if 
8118:   not actor $CHAPERONE_2 dead 
jf @YARD2_1132 
0159: camera_on_ped $CHAPERONE_2 mode 15 switchstyle 1 

:YARD2_1132
if and
8118:   not actor $CHAPERONE_1 dead 
8118:   not actor $PLAYER_YD2 dead 
jf @YARD2_1161 
022C: set_actor $CHAPERONE_1 to_look_at_actor $PLAYER_YD2 

:YARD2_1161
wait 0 
0054: store_player $PLAYER_CHAR position_to $Y2_X $Y2_Y $Y2_Z 
if and
8118:   not actor $CHAPERONE_2 dead 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_1298 
0223: set_actor $CHAPERONE_1 health_to 100 
0223: set_actor $CHAPERONE_2 health_to 100 
$Y2_Y -= 1.0 // $ -= float 
0211: actor $CHAPERONE_2 walk_to $Y2_X $Y2_Y 
0192: set_actor $CHAPERONE_1 objective_to_stand_still 
022C: set_actor $CHAPERONE_2 to_look_at_actor $PLAYER_YD2 
022C: set_actor $PLAYER_YD2 to_look_at_actor $CHAPERONE_2 
if 
80ED:   not actor $CHAPERONE_2 0 $Y2_X $Y2_Y radius 2.0 2.0 
jf @YARD2_1291 
jump @YARD2_1161 

:YARD2_1291
jump @YARD2_1305 

:YARD2_1298
jump @YARD2_4614 

:YARD2_1305
if 
8118:   not actor $CHAPERONE_2 dead 
jf @YARD2_1349 
020F: actor $CHAPERONE_2 look_at_player $PLAYER_CHAR 
020E: actor $PLAYER_YD2 look_at_actor $CHAPERONE_2 
0192: set_actor $CHAPERONE_2 objective_to_stand_still 
jump @YARD2_1356 

:YARD2_1349
jump @YARD2_4614 

:YARD2_1356
03CF: load_wav 'YD2_A' 

:YARD2_1366
if 
83D0:   not wav_loaded 
jf @YARD2_1414 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @YARD2_1407 
jump @YARD2_1823 

:YARD2_1407
jump @YARD2_1366 

:YARD2_1414
03D1: play_wav 
00BC: text_highpriority 'YD2_C' time 10000 1  // ~w~We're going for a little ride into Hepburn Heights, whack us some filthy Diablos been dissing Queen Lizzy.

:YARD2_1431
if 
83D2:   not wav_ended 
jf @YARD2_1479 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @YARD2_1472 
jump @YARD2_1823 

:YARD2_1472
jump @YARD2_1431 

:YARD2_1479
00BE: text_clear_all 
if 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_1504 
0223: set_actor $CHAPERONE_1 health_to 100 

:YARD2_1504
if 
8118:   not actor $CHAPERONE_2 dead 
jf @YARD2_1527 
0223: set_actor $CHAPERONE_2 health_to 100 

:YARD2_1527
03CF: load_wav 'YD2_B' 

:YARD2_1537
if 
83D0:   not wav_loaded 
jf @YARD2_1585 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @YARD2_1578 
jump @YARD2_1823 

:YARD2_1578
jump @YARD2_1537 

:YARD2_1585
03D1: play_wav 
00BC: text_highpriority 'YD2_D' time 10000 1  // ~w~You do the driving and shooting. We'll make sure you don't get cold feet.

:YARD2_1602
if 
83D2:   not wav_ended 
jf @YARD2_1650 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @YARD2_1643 
jump @YARD2_1823 

:YARD2_1643
jump @YARD2_1602 

:YARD2_1650
00BE: text_clear_all 
if 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_1675 
0223: set_actor $CHAPERONE_1 health_to 100 

:YARD2_1675
if 
8118:   not actor $CHAPERONE_2 dead 
jf @YARD2_1698 
0223: set_actor $CHAPERONE_2 health_to 100 

:YARD2_1698
03CF: load_wav 'YD2_C' 

:YARD2_1708
if 
83D0:   not wav_loaded 
jf @YARD2_1756 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @YARD2_1749 
jump @YARD2_1823 

:YARD2_1749
jump @YARD2_1708 

:YARD2_1756
03D1: play_wav 
00BC: text_highpriority 'YD2_CC' time 10000 1  // ~w~Here, you'll need a 'piece'.

:YARD2_1773
if 
83D2:   not wav_ended 
jf @YARD2_1821 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @YARD2_1814 
jump @YARD2_1823 

:YARD2_1814
jump @YARD2_1773 

:YARD2_1821
00BE: text_clear_all 

:YARD2_1823
022F: set_actor $PLAYER_YD2 stop_looking 
01B1: give_player $PLAYER_CHAR weapon 3 ammo 150 
wait 1000 
01B8: set_player $PLAYER_CHAR armed_weapon_to 3 

:YARD2_1850
if 
82D7:   not player $PLAYER_CHAR current_weapon == 3 
jf @YARD2_1879 
wait 0 
jump @YARD2_1850 

:YARD2_1879
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 1 
if 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_1940 
0223: set_actor $CHAPERONE_1 health_to 100 
022F: set_actor $CHAPERONE_1 stop_looking 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_1940 
01D4: actor $CHAPERONE_1 go_to_car $GANG_CAR_YD2 and_enter_it_as_a_passenger 

:YARD2_1940
if 
8118:   not actor $CHAPERONE_2 dead 
jf @YARD2_1971 
0223: set_actor $CHAPERONE_2 health_to 100 
022C: set_actor $CHAPERONE_2 to_look_at_actor $PLAYER_YD2 

:YARD2_1971
041E: set_radio_station 2 0 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_2008 
01D5: actor $PLAYER_YD2 go_to_and_drive_car $GANG_CAR_YD2 
jump @YARD2_2015 

:YARD2_2008
jump @YARD2_4614 

:YARD2_2015
if 
80DB:   not actor $PLAYER_YD2 in_car $GANG_CAR_YD2 
jf @YARD2_2114 
wait 0 
if 
0119:   car $GANG_CAR_YD2 wrecked 
jf @YARD2_2061 
jump @YARD2_4614 

:YARD2_2061
if 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_2084 
0223: set_actor $CHAPERONE_1 health_to 100 

:YARD2_2084
if 
8118:   not actor $CHAPERONE_2 dead 
jf @YARD2_2107 
0223: set_actor $CHAPERONE_2 health_to 100 

:YARD2_2107
jump @YARD2_2015 

:YARD2_2114
if and
8119:   not car $GANG_CAR_YD2 wrecked 
8118:   not actor $CHAPERONE_2 dead 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_2282 
022F: set_actor $CHAPERONE_1 stop_looking 
022F: set_actor $CHAPERONE_2 stop_looking 
01D4: actor $CHAPERONE_2 go_to_car $GANG_CAR_YD2 and_enter_it_as_a_passenger 

:YARD2_2158
if or
80DB:   not actor $CHAPERONE_2 in_car $GANG_CAR_YD2 
80DB:   not actor $CHAPERONE_1 in_car $GANG_CAR_YD2 
jf @YARD2_2275 
wait 0 
if or
0118:   actor $CHAPERONE_2 dead 
0118:   actor $CHAPERONE_1 dead 
0119:   car $GANG_CAR_YD2 wrecked 
jf @YARD2_2222 
jump @YARD2_4614 

:YARD2_2222
if 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_2245 
0223: set_actor $CHAPERONE_1 health_to 100 

:YARD2_2245
if 
8118:   not actor $CHAPERONE_2 dead 
jf @YARD2_2268 
0223: set_actor $CHAPERONE_2 health_to 100 

:YARD2_2268
jump @YARD2_2158 

:YARD2_2275
jump @YARD2_2289 

:YARD2_2282
jump @YARD2_4614 

:YARD2_2289
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_2312 
02AA: set_car $GANG_CAR_YD2 immune_to_nonplayer 0 

:YARD2_2312
if 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_2342 
039E: set_actor $CHAPERONE_1 locked_while_in_vehicle 1 
03FC: actor $CHAPERONE_1 bind_to_current_island 0 

:YARD2_2342
if 
8118:   not actor $CHAPERONE_2 dead 
jf @YARD2_2372 
039E: set_actor $CHAPERONE_2 locked_while_in_vehicle 1 
03FC: actor $CHAPERONE_2 bind_to_current_island 0 

:YARD2_2372
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03CF: load_wav 'YD2_C1' 

:YARD2_2395
if 
83D0:   not wav_loaded 
jf @YARD2_2419 
wait 0 
jump @YARD2_2395 

:YARD2_2419
03D1: play_wav 
00BD: text_mediumpriority 'YD2_E' time 4000 1  // ~w~Let's drive!!

:YARD2_2436
if 
83D2:   not wav_ended 
jf @YARD2_2460 
wait 0 
jump @YARD2_2436 

:YARD2_2460
018A: $BLIP_DRIVEBY_YD2 = create_checkpoint_at $DRIVEBY_X $DRIVEBY_Y -100.0 
03DE: set_pedestrians_density_multiplier_to 1.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
01EB: set_car_density_to 1.0 
015C: set_zone_gang_info 'TOWERS' 1 15 0 0 700 0 0 0 0 20 
015C: set_zone_gang_info 'TOWERS' 0 10 0 0 800 0 0 0 0 10 
010D: set_player $PLAYER_CHAR wanted_level_to $WANTED_YD2 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_2881 

:YARD2_2577
if 
8121:   not player $PLAYER_CHAR in_zone 'TOWERS'  // Hepburn Heights
jf @YARD2_2874 
wait 0 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_2860 
if and
01F4:   car $GANG_CAR_YD2 flipped 
01C1:   car $GANG_CAR_YD2 stopped 
jf @YARD2_2656 
$FLAG_UPSIDEDOWN = 1 // $ = int 
jump @YARD2_3944 

:YARD2_2656
if 
8185:   not car $GANG_CAR_YD2 health > 250 
jf @YARD2_2750 
if and
81AF:   not car $GANG_CAR_YD2 0 379.0 -493.6875 26.1875 radius 15.0 15.0 15.0 
81AF:   not car $GANG_CAR_YD2 0 925.375 -358.6875 10.75 radius 15.0 15.0 15.0 
jf @YARD2_2750 
$FLAG_UPSIDEDOWN = 1 // $ = int 
jump @YARD2_3944 

:YARD2_2750
if 
80DC:   not player $PLAYER_CHAR in_car $GANG_CAR_YD2 
jf @YARD2_2853 
$FLAG_UPSIDEDOWN = 2 // $ = int 
gosub @YARD2_4992 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_2839 
if 
80DC:   not player $PLAYER_CHAR in_car $GANG_CAR_YD2 
jf @YARD2_2832 
$FLAG_UPSIDEDOWN = 2 // $ = int 
jump @YARD2_3944 

:YARD2_2832
jump @YARD2_2846 

:YARD2_2839
jump @YARD2_4614 

:YARD2_2846
020A: set_car $GANG_CAR_YD2 door_status_to 2 

:YARD2_2853
jump @YARD2_2867 

:YARD2_2860
jump @YARD2_4614 

:YARD2_2867
jump @YARD2_2577 

:YARD2_2874
jump @YARD2_2888 

:YARD2_2881
jump @YARD2_4614 

:YARD2_2888
03CF: load_wav 'YD2_F' 

:YARD2_2898
if 
83D0:   not wav_loaded 
jf @YARD2_2922 
wait 0 
jump @YARD2_2898 

:YARD2_2922
03D1: play_wav 
00BC: text_highpriority 'YD2_G1' time 2500 1  // ~w~Hepburn Heights..Let's kill me some filthy Diablos...

:YARD2_2939
if 
83D2:   not wav_ended 
jf @YARD2_2963 
wait 0 
jump @YARD2_2939 

:YARD2_2963
03CF: load_wav 'YD2_G' 

:YARD2_2973
if 
83D0:   not wav_loaded 
jf @YARD2_2997 
wait 0 
jump @YARD2_2973 

:YARD2_2997
03D1: play_wav 
00BD: text_mediumpriority 'YD2_G2' time 2500 1  // ~w~But remember, ~r~You don't leave this car!!

:YARD2_3014
if 
83D2:   not wav_ended 
jf @YARD2_3038 
wait 0 
jump @YARD2_3014 

:YARD2_3038
0164: disable_marker $BLIP_DRIVEBY_YD2 
03C4: set_status_text_to $BODY_COUNT_YD2 0 'KILLS'  // KILLS:

:YARD2_3058
if 
  10 > $BODY_COUNT_YD2 // int > $ 
jf @YARD2_3365 
wait 0 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_3321 
if and
01F4:   car $GANG_CAR_YD2 flipped 
01C1:   car $GANG_CAR_YD2 stopped 
jf @YARD2_3131 
$FLAG_UPSIDEDOWN = 1 // $ = int 
jump @YARD2_3944 

:YARD2_3131
if 
8185:   not car $GANG_CAR_YD2 health > 250 
jf @YARD2_3225 
if and
81AF:   not car $GANG_CAR_YD2 0 379.0 -493.6875 26.1875 radius 15.0 15.0 15.0 
81AF:   not car $GANG_CAR_YD2 0 925.375 -358.6875 10.75 radius 15.0 15.0 15.0 
jf @YARD2_3225 
$FLAG_UPSIDEDOWN = 1 // $ = int 
jump @YARD2_3944 

:YARD2_3225
if 
80DC:   not player $PLAYER_CHAR in_car $GANG_CAR_YD2 
jf @YARD2_3314 
gosub @YARD2_4992 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_3307 
if 
80DC:   not player $PLAYER_CHAR in_car $GANG_CAR_YD2 
jf @YARD2_3300 
$FLAG_UPSIDEDOWN = 2 // $ = int 
jump @YARD2_3944 

:YARD2_3300
jump @YARD2_3314 

:YARD2_3307
jump @YARD2_4614 

:YARD2_3314
jump @YARD2_3328 

:YARD2_3321
jump @YARD2_4614 

:YARD2_3328
0298: $DRIVEBY_TOTAL_1 = rampage_kills #GANG05 
0298: $DRIVEBY_TOTAL_2 = rampage_kills #GANG06 
0084: $BODY_COUNT_YD2 = $DRIVEBY_TOTAL_1 // $ = $ int 
0058: $BODY_COUNT_YD2 += $DRIVEBY_TOTAL_2 // $ += $ int 
jump @YARD2_3058 

:YARD2_3365
03CF: load_wav 'YD2_H' 

:YARD2_3375
if 
83D0:   not wav_loaded 
jf @YARD2_3399 
wait 0 
jump @YARD2_3375 

:YARD2_3399
03D1: play_wav 
00BC: text_highpriority 'YD2_H' time 2500 1  // ~w~OK, Get us back to Yardie turf! GO GO GO!!

:YARD2_3416
if 
83D2:   not wav_ended 
jf @YARD2_3440 
wait 0 
jump @YARD2_3416 

:YARD2_3440
0151: remove_status_text $BODY_COUNT_YD2 
018A: $BLIP_DRIVEBY_YD2 = create_checkpoint_at $YD2TURF_X $YD2TURF_Y 26.0 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_3777 

:YARD2_3475
if 
81B0:   not car $GANG_CAR_YD2 stopped 1 $YD2TURF_X $YD2TURF_Y 26.0 radius 5.0 5.0 5.0 
jf @YARD2_3770 
wait 0 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_3756 
if and
01F4:   car $GANG_CAR_YD2 flipped 
01C1:   car $GANG_CAR_YD2 stopped 
jf @YARD2_3566 
$FLAG_UPSIDEDOWN = 1 // $ = int 
jump @YARD2_3944 

:YARD2_3566
if 
8185:   not car $GANG_CAR_YD2 health > 250 
jf @YARD2_3660 
if and
81AF:   not car $GANG_CAR_YD2 0 379.0 -493.6875 26.1875 radius 15.0 15.0 15.0 
81AF:   not car $GANG_CAR_YD2 0 925.375 -358.6875 10.75 radius 15.0 15.0 15.0 
jf @YARD2_3660 
$FLAG_UPSIDEDOWN = 1 // $ = int 
jump @YARD2_3944 

:YARD2_3660
if 
80DC:   not player $PLAYER_CHAR in_car $GANG_CAR_YD2 
jf @YARD2_3749 
gosub @YARD2_4992 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_3742 
if 
80DC:   not player $PLAYER_CHAR in_car $GANG_CAR_YD2 
jf @YARD2_3735 
$FLAG_UPSIDEDOWN = 2 // $ = int 
jump @YARD2_3944 

:YARD2_3735
jump @YARD2_3749 

:YARD2_3742
jump @YARD2_4614 

:YARD2_3749
jump @YARD2_3763 

:YARD2_3756
jump @YARD2_4614 

:YARD2_3763
jump @YARD2_3475 

:YARD2_3770
jump @YARD2_3784 

:YARD2_3777
jump @YARD2_4614 

:YARD2_3784
01B4: set_player $PLAYER_CHAR can_move 0 
if and
8118:   not actor $CHAPERONE_1 dead 
8118:   not actor $CHAPERONE_2 dead 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_3848 
0224: set_car $GANG_CAR_YD2 health_to 850 
01D3: actor $CHAPERONE_1 leave_car $GANG_CAR_YD2 
01D3: actor $CHAPERONE_2 leave_car $GANG_CAR_YD2 
jump @YARD2_3855 

:YARD2_3848
jump @YARD2_4614 

:YARD2_3855
03CF: load_wav 'YD2_OK' 

:YARD2_3865
if 
83D0:   not wav_loaded 
jf @YARD2_3889 
wait 0 
jump @YARD2_3865 

:YARD2_3889
03D1: play_wav 
00BC: text_highpriority 'YD2_L' time 4000 1  // ~w~You did good, Reaperman!

:YARD2_3906
if 
83D2:   not wav_ended 
jf @YARD2_3930 
wait 0 
jump @YARD2_3906 

:YARD2_3930
01B4: set_player $PLAYER_CHAR can_move 1 
jump @YARD2_4631 

:YARD2_3944
if and
8118:   not actor $CHAPERONE_1 dead 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_3973 
01D3: actor $CHAPERONE_1 leave_car $GANG_CAR_YD2 

:YARD2_3973
if and
8118:   not actor $CHAPERONE_2 dead 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_4002 
01D3: actor $CHAPERONE_2 leave_car $GANG_CAR_YD2 

:YARD2_4002
if 
  $FLAG_UPSIDEDOWN == 1 // $ == int 
jf @YARD2_4071 
03CF: load_wav 'YD2_D' 

:YARD2_4030
if 
83D0:   not wav_loaded 
jf @YARD2_4054 
wait 0 
jump @YARD2_4030 

:YARD2_4054
03D1: play_wav 
00BC: text_highpriority 'YD2_M' time 4000 1  // ~r~He's wrecked my car! Waste him!

:YARD2_4071
if 
  $FLAG_UPSIDEDOWN == 2 // $ == int 
jf @YARD2_4140 
03CF: load_wav 'YD2_E' 

:YARD2_4099
if 
83D0:   not wav_loaded 
jf @YARD2_4123 
wait 0 
jump @YARD2_4099 

:YARD2_4123
03D1: play_wav 
00BC: text_highpriority 'YD2_F' time 4000 1  // ~r~He's bailed out on us, cap his yellow ass!!!

:YARD2_4140
if and
8118:   not actor $CHAPERONE_1 dead 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_4237 

:YARD2_4161
if 
00DB:   actor $CHAPERONE_1 in_car $GANG_CAR_YD2 
jf @YARD2_4237 
wait 0 
if 
0118:   actor $CHAPERONE_1 dead 
jf @YARD2_4207 
jump @YARD2_4237 

:YARD2_4207
if 
0119:   car $GANG_CAR_YD2 wrecked 
jf @YARD2_4230 
jump @YARD2_4237 

:YARD2_4230
jump @YARD2_4161 

:YARD2_4237
if and
8118:   not actor $CHAPERONE_2 dead 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_4334 

:YARD2_4258
if 
00DB:   actor $CHAPERONE_2 in_car $GANG_CAR_YD2 
jf @YARD2_4334 
wait 0 
if 
0118:   actor $CHAPERONE_2 dead 
jf @YARD2_4304 
jump @YARD2_4614 

:YARD2_4304
if 
0119:   car $GANG_CAR_YD2 wrecked 
jf @YARD2_4327 
jump @YARD2_4614 

:YARD2_4327
jump @YARD2_4258 

:YARD2_4334
if 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_4474 
01B2: give_actor $CHAPERONE_1 weapon 4 ammo 10 

:YARD2_4359
if 
82D8:   not actor $CHAPERONE_1 current_weapon == 4 
jf @YARD2_4411 
wait 0 
if 
0118:   actor $CHAPERONE_1 dead 
jf @YARD2_4404 
jump @YARD2_4474 

:YARD2_4404
jump @YARD2_4359 

:YARD2_4411
if 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_4474 
020F: actor $CHAPERONE_1 look_at_player $PLAYER_CHAR 
if 
0121:   player $PLAYER_CHAR in_zone 'TOWERS'  // Hepburn Heights
jf @YARD2_4467 
011A: set_actor $CHAPERONE_1 search_threat 512 

:YARD2_4467
011A: set_actor $CHAPERONE_1 search_threat 1 

:YARD2_4474
if 
8118:   not actor $CHAPERONE_2 dead 
jf @YARD2_4614 
01B2: give_actor $CHAPERONE_2 weapon 3 ammo 30 

:YARD2_4499
if 
82D8:   not actor $CHAPERONE_2 current_weapon == 3 
jf @YARD2_4551 
wait 0 
if 
0118:   actor $CHAPERONE_2 dead 
jf @YARD2_4544 
jump @YARD2_4614 

:YARD2_4544
jump @YARD2_4499 

:YARD2_4551
if 
8118:   not actor $CHAPERONE_2 dead 
jf @YARD2_4614 
020F: actor $CHAPERONE_2 look_at_player $PLAYER_CHAR 
if 
0121:   player $PLAYER_CHAR in_zone 'TOWERS'  // Hepburn Heights
jf @YARD2_4607 
011A: set_actor $CHAPERONE_2 search_threat 512 

:YARD2_4607
011A: set_actor $CHAPERONE_2 search_threat 1 

:YARD2_4614
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:YARD2_4631
$FLAG_YARDIE_MISSION2_PASSED = 1 // $ = int 
if and
8118:   not actor $CHAPERONE_1 dead 
8118:   not actor $CHAPERONE_2 dead 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_4742 

:YARD2_4664
if or
00DB:   actor $CHAPERONE_1 in_car $GANG_CAR_YD2 
00DB:   actor $CHAPERONE_2 in_car $GANG_CAR_YD2 
jf @YARD2_4735 
wait 0 
if or
0118:   actor $CHAPERONE_1 dead 
0118:   actor $CHAPERONE_2 dead 
0119:   car $GANG_CAR_YD2 wrecked 
jf @YARD2_4728 
jump @YARD2_4749 

:YARD2_4728
jump @YARD2_4664 

:YARD2_4735
jump @YARD2_4749 

:YARD2_4742
jump @YARD2_4749 

:YARD2_4749
if 
8118:   not actor $CHAPERONE_1 dead 
jf @YARD2_4770 
0193: set_actor $CHAPERONE_1 objective_to_act_like_ped 

:YARD2_4770
if 
8118:   not actor $CHAPERONE_2 dead 
jf @YARD2_4791 
0193: set_actor $CHAPERONE_2 objective_to_act_like_ped 

:YARD2_4791
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10000 
0318: set_latest_mission_passed 'YD2'  // 'UZI RIDER'
030C: progress_made += 1 
03F1: pedtype 9 add_threat 1 
start_new_script @NONAME_62 
return 

:YARD2_4856
0164: disable_marker $BLIP_DRIVEBY_YD2 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_YARDIE_MISSION = 0 // $ = int 
0151: remove_status_text $BODY_COUNT_YD2 
0164: disable_marker $BLIP_DRIVEBY_YD2 
02A3: toggle_widescreen 0 
02EB: restore_camera_with_jumpcut 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_4914 
020A: set_car $GANG_CAR_YD2 door_status_to 1 

:YARD2_4914
0249: release_model #GANG09 
0249: release_model #GANG10 
0249: release_model #PEREN 
015C: set_zone_gang_info 'TOWERS' 1 15 0 0 300 0 0 0 0 20 
015C: set_zone_gang_info 'TOWERS' 0 10 0 0 500 0 0 0 0 10 
mission_cleanup 
return 

:YARD2_4992
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_5015 
020A: set_car $GANG_CAR_YD2 door_status_to 1 

:YARD2_5015
if 
  7500 > $TIMER_DIF_YD2 // int > $ 
jf @YARD2_5301 
wait 0 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_5294 
if 
8185:   not car $GANG_CAR_YD2 health > 250 
jf @YARD2_5148 
if and
81AF:   not car $GANG_CAR_YD2 0 379.0 -493.6875 26.1875 radius 15.0 15.0 15.0 
81AF:   not car $GANG_CAR_YD2 0 925.375 -358.6875 10.75 radius 15.0 15.0 15.0 
jf @YARD2_5148 
$FLAG_UPSIDEDOWN = 1 // $ = int 
jump @YARD2_3944 

:YARD2_5148
if 
  $FLAG_OUT_OF_CAR_MESSAGE == 0 // $ == int 
jf @YARD2_5229 
03CF: load_wav 'YD2_ASS' 

:YARD2_5176
if 
83D0:   not wav_loaded 
jf @YARD2_5200 
wait 0 
jump @YARD2_5176 

:YARD2_5200
03D1: play_wav 
00BC: text_highpriority 'YD2_N' time 3000 1  // ~w~Get your ass back in this car!
$FLAG_OUT_OF_CAR_MESSAGE = 1 // $ = int 
01BD: $TIMER_START_YD2 = current_time_in_ms 

:YARD2_5229
01BD: $TIMER_NOW_YD2 = current_time_in_ms 
0084: $TIMER_DIF_YD2 = $TIMER_NOW_YD2 // $ = $ int 
0060: $TIMER_DIF_YD2 -= $TIMER_START_YD2 // $ -= $ int 
if 
8119:   not car $GANG_CAR_YD2 wrecked 
jf @YARD2_5294 
if 
00DC:   player $PLAYER_CHAR in_car $GANG_CAR_YD2 
jf @YARD2_5294 
$FLAG_OUT_OF_CAR_MESSAGE = 0 // $ = int 
return 

:YARD2_5294
jump @YARD2_5015 

:YARD2_5301
020A: set_car $GANG_CAR_YD2 door_status_to 2 
return 

//-------------Mission 65---------------
// Originally: Gangcar Round-Up

:YARD3
gosub @YARD3_36 
if 
  wasted_or_busted 
jf @YARD3_27 
gosub @YARD3_1581 

:YARD3_27
gosub @YARD3_1664 
terminate_this_script 

:YARD3_36
increment_mission_attempts 
script_name 'YARD3' 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_YARDIE_MISSION = 1 // $ = int 
wait 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
02E4: load_cutscene_data 'YD_PH3' 
0244: set_cutscene_pos 121.0 -272.25 15.25 
042B: clear_peds_from_cube 100.5 -250.0 0.0 130.5 -290.0 25.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:YARD3_153
if 
  2000 > $CS_TIME // int > $ 
jf @YARD3_188 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD3_153 

:YARD3_188
00BC: text_highpriority 'YD3_A' time 10000 1  // I want you to boost some gang cars

:YARD3_203
if 
  3700 > $CS_TIME // int > $ 
jf @YARD3_238 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD3_203 

:YARD3_238
00BC: text_highpriority 'YD3_A1' time 10000 1  // so we can do hits on our enemies' turf.

:YARD3_253
if 
  6370 > $CS_TIME // int > $ 
jf @YARD3_288 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD3_253 

:YARD3_288
00BC: text_highpriority 'YD3_B' time 10000 1  // I need a Mafia Sentinel,

:YARD3_303
if 
  8658 > $CS_TIME // int > $ 
jf @YARD3_338 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD3_303 

:YARD3_338
00BC: text_highpriority 'YD3_B1' time 10000 1  // a Yakuza Stinger and a

:YARD3_353
if 
  10408 > $CS_TIME // int > $ 
jf @YARD3_388 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD3_353 

:YARD3_388
00BC: text_highpriority 'YD3_B2' time 10000 1  // Diablo Stallion so we can hit any gang in Liberty.

:YARD3_403
if 
  13950 > $CS_TIME // int > $ 
jf @YARD3_438 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD3_403 

:YARD3_438
00BC: text_highpriority 'YD3_C' time 10000 1  // Drop them off at the garage in Newport and remember,

:YARD3_453
if 
  16920 > $CS_TIME // int > $ 
jf @YARD3_488 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD3_453 

:YARD3_488
00BC: text_highpriority 'YD3_C1' time 10000 1  // they're no use to us wrecked!!

:YARD3_503
if 
  20066 > $CS_TIME // int > $ 
jf @YARD3_538 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD3_503 

:YARD3_538
fade 0 1500 

:YARD3_545
if 
  fading 
jf @YARD3_569 
wait 0 
jump @YARD3_545 

:YARD3_569
if 
82E9:   not cutscene_reached_end 
jf @YARD3_593 
wait 0 
jump @YARD3_569 

:YARD3_593
03AF: set_streaming 1 
00BE: text_clear_all 
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
wait 1000 
$COUNTER_CARS_YD3 = 0 // $ = int 
$BLIP_X_YD3 = 260.0 // $ = float 
$BLIP_Y_YD3 = -798.0 // $ = float 
$LOOP_2_PASSPORT = 0 // $ = int 
$FLAG_PLAYER_IN_DIABLOCAR = 0 // $ = int 
$FLAG_PLAYER_IN_MAFIACAR = 0 // $ = int 
$FLAG_PLAYER_IN_YAKUZACAR = 0 // $ = int 
$FLAG_DIABLO_DELIVERED_YD3 = 0 // $ = int 
$FLAG_YAKUZACAR_DELIVERED_YD3 = 0 // $ = int 
$FLAG_MAFIA_DELIVERED_YD3 = 0 // $ = int 
$FLAG_DAM_MESSAGE = 0 // $ = int 
$FLAG_GARAGE_MESSAGE = 0 // $ = int 
$FLAG_ALREADY_BOOSTED_MESSAGE = 0 // $ = int 
$FLAG_MESSAGES = 0 // $ = int 
018A: $BLIP_GARAGE_YD3 = create_checkpoint_at $BLIP_X_YD3 $BLIP_Y_YD3 -100.0 

:YARD3_744
wait 0 
gosub @YARD3_1694 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @YARD3_1159 
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #DIABLOS 
jf @YARD3_898 
if 
  $FLAG_DIABLO_DELIVERED_YD3 == 0 // $ == int 
jf @YARD3_851 
00DA: $GANGCAR_YD3 = player $PLAYER_CHAR car 
0294: set_vehicle $GANGCAR_YD3 sprayable 0 
$FLAG_PLAYER_IN_DIABLOCAR = 1 // $ = int 
$FLAG_PLAYER_IN_MAFIACAR = 0 // $ = int 
$FLAG_PLAYER_IN_YAKUZACAR = 0 // $ = int 
gosub @YARD3_1848 

:YARD3_851
if and
  $FLAG_DIABLO_DELIVERED_YD3 == 1 // $ == int 
  $FLAG_ALREADY_BOOSTED_MESSAGE == 0 // $ == int 
jf @YARD3_898 
00BC: text_highpriority 'YD3_E' time 3000 1  // ~r~You've already boosted a diablo gangcar!
$FLAG_ALREADY_BOOSTED_MESSAGE = 1 // $ = int 

:YARD3_898
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #MAFIA 
jf @YARD3_1025 
if 
  $FLAG_MAFIA_DELIVERED_YD3 == 0 // $ == int 
jf @YARD3_978 
00DA: $GANGCAR_YD3 = player $PLAYER_CHAR car 
0294: set_vehicle $GANGCAR_YD3 sprayable 0 
$FLAG_PLAYER_IN_DIABLOCAR = 0 // $ = int 
$FLAG_PLAYER_IN_MAFIACAR = 1 // $ = int 
$FLAG_PLAYER_IN_YAKUZACAR = 0 // $ = int 
gosub @YARD3_1848 

:YARD3_978
if and
  $FLAG_MAFIA_DELIVERED_YD3 == 1 // $ == int 
  $FLAG_ALREADY_BOOSTED_MESSAGE == 0 // $ == int 
jf @YARD3_1025 
00BC: text_highpriority 'YD3_F' time 3000 1  // ~r~You've already boosted a Mafia gangcar!
$FLAG_ALREADY_BOOSTED_MESSAGE = 1 // $ = int 

:YARD3_1025
if 
00DE:   player $PLAYER_CHAR driving_vehicle_type #YAKUZA 
jf @YARD3_1152 
if 
  $FLAG_YAKUZACAR_DELIVERED_YD3 == 0 // $ == int 
jf @YARD3_1105 
00DA: $GANGCAR_YD3 = player $PLAYER_CHAR car 
0294: set_vehicle $GANGCAR_YD3 sprayable 0 
$FLAG_PLAYER_IN_DIABLOCAR = 0 // $ = int 
$FLAG_PLAYER_IN_MAFIACAR = 0 // $ = int 
$FLAG_PLAYER_IN_YAKUZACAR = 1 // $ = int 
gosub @YARD3_1848 

:YARD3_1105
if and
  $FLAG_YAKUZACAR_DELIVERED_YD3 == 1 // $ == int 
  $FLAG_ALREADY_BOOSTED_MESSAGE == 0 // $ == int 
jf @YARD3_1152 
00BC: text_highpriority 'YD3_G' time 3000 1  // ~r~You've already boosted a Yakuza gangcar!
$FLAG_ALREADY_BOOSTED_MESSAGE = 1 // $ = int 

:YARD3_1152
jump @YARD3_1180 

:YARD3_1159
$FLAG_DAM_MESSAGE = 0 // $ = int 
$FLAG_GARAGE_MESSAGE = 0 // $ = int 
$FLAG_ALREADY_BOOSTED_MESSAGE = 0 // $ = int 

:YARD3_1180
if 
  $LOOP_2_PASSPORT == 0 // $ == int 
jf @YARD3_1205 
jump @YARD3_744 

:YARD3_1205
gosub @YARD3_1848 
if 
021C:   car_inside_garage $GARAGE_YD3 
jf @YARD3_1471 
if and
  $FLAG_PLAYER_IN_DIABLOCAR == 1 // $ == int 
  $FLAG_DIABLO_DELIVERED_YD3 == 0 // $ == int 
jf @YARD3_1309 
$FLAG_DIABLO_DELIVERED_YD3 = 1 // $ = int 
$COUNTER_CARS_YD3 += 1 // $ += int 
$FLAG_PLAYER_IN_DIABLOCAR = 0 // $ = int 
$LOOP_2_PASSPORT = 0 // $ = int 
00BC: text_highpriority 'YD3_H' time 3000 1  // ~g~Diablo gangcar boosted!
018C: play_sound 94 at 260.0 -790.0 28.0 

:YARD3_1309
if and
  $FLAG_PLAYER_IN_MAFIACAR == 1 // $ == int 
  $FLAG_MAFIA_DELIVERED_YD3 == 0 // $ == int 
jf @YARD3_1390 
$FLAG_MAFIA_DELIVERED_YD3 = 1 // $ = int 
$COUNTER_CARS_YD3 += 1 // $ += int 
$FLAG_PLAYER_IN_MAFIACAR = 0 // $ = int 
$LOOP_2_PASSPORT = 0 // $ = int 
00BC: text_highpriority 'YD3_I' time 3000 1  // ~g~Mafia gangcar boosted!
018C: play_sound 94 at 260.0 -790.0 28.0 

:YARD3_1390
if and
  $FLAG_PLAYER_IN_YAKUZACAR == 1 // $ == int 
  $FLAG_YAKUZACAR_DELIVERED_YD3 == 0 // $ == int 
jf @YARD3_1471 
$COUNTER_CARS_YD3 += 1 // $ += int 
$FLAG_YAKUZACAR_DELIVERED_YD3 = 1 // $ = int 
$FLAG_PLAYER_IN_YAKUZACAR = 0 // $ = int 
$LOOP_2_PASSPORT = 0 // $ = int 
00BC: text_highpriority 'YD3_J' time 3000 1  // ~g~Yakuza gangcar boosted!
018C: play_sound 94 at 260.0 -790.0 28.0 

:YARD3_1471
if 
8119:   not car $GANGCAR_YD3 wrecked 
jf @YARD3_1549 
if and
00B0:   car $GANGCAR_YD3 0 $GARAGE_MIN_X_YD3 $GARAGE_MIN_Y_YD3 $GARAGE_MAX_X_YD3 $GARAGE_MAX_Y_YD3 
8056:   not player $PLAYER_CHAR 0 $GARAGE_MIN_X_YD3 $GARAGE_MIN_Y_YD3 $GARAGE_MAX_X_YD3 $GARAGE_MAX_Y_YD3 
8185:   not car $GANGCAR_YD3 health > 800 
jf @YARD3_1549 
01C3: mark_car_as_no_longer_needed $GANGCAR_YD3 

:YARD3_1549
if 
  3 > $COUNTER_CARS_YD3 // int > $ 
jf @YARD3_1574 
jump @YARD3_744 

:YARD3_1574
jump @YARD3_1598 

:YARD3_1581
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:YARD3_1598
$FLAG_YARDIE_MISSION3_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10000 
0318: set_latest_mission_passed 'YD3'  // 'GANGCAR ROUND-UP'
030C: progress_made += 1 
start_new_script @NONAME_63 
return 

:YARD3_1664
0164: disable_marker $BLIP_GARAGE_YD3 
021B: set_garage $GARAGE_YD3 to_accept_car -1 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_YARDIE_MISSION = 0 // $ = int 
mission_cleanup 
return 

:YARD3_1694
if 
  $FLAG_DAM_MESSAGE == 1 // $ == int 
jf @YARD3_1827 
if 
03C6:   current_island == 1 
jf @YARD3_1748 
0164: disable_marker $BLIP_GARAGE_YD3 
02A8: $BLIP_GARAGE_YD3 = create_marker 18 at 925.25 -359.1875 11.0 

:YARD3_1748
if 
03C6:   current_island == 2 
jf @YARD3_1784 
0164: disable_marker $BLIP_GARAGE_YD3 
02A8: $BLIP_GARAGE_YD3 = create_marker 18 at 380.375 -493.75 26.1875 

:YARD3_1784
if 
03C6:   current_island == 3 
jf @YARD3_1820 
0164: disable_marker $BLIP_GARAGE_YD3 
02A8: $BLIP_GARAGE_YD3 = create_marker 18 at -1142.063 34.0 59.0 

:YARD3_1820
jump @YARD3_1846 

:YARD3_1827
0164: disable_marker $BLIP_GARAGE_YD3 
018A: $BLIP_GARAGE_YD3 = create_checkpoint_at $BLIP_X_YD3 $BLIP_Y_YD3 -100.0 

:YARD3_1846
return 

:YARD3_1848
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @YARD3_2053 
if 
8119:   not car $GANGCAR_YD3 wrecked 
jf @YARD3_2053 
if 
00DC:   player $PLAYER_CHAR in_car $GANGCAR_YD3 
jf @YARD3_2053 
if or
0185:   car $GANGCAR_YD3 health > 900 
83C9:   not car $GANGCAR_YD3 visibly_damaged 
jf @YARD3_1992 
if 
  $FLAG_GARAGE_MESSAGE == 0 // $ == int 
jf @YARD3_1985 
00BC: text_highpriority 'YD3_L' time 3000 1  // ~g~Take it to the ~p~garage!
021B: set_garage $GARAGE_YD3 to_accept_car $GANGCAR_YD3 
$FLAG_GARAGE_MESSAGE = 1 // $ = int 
$FLAG_DAM_MESSAGE = 0 // $ = int 
$LOOP_2_PASSPORT = 1 // $ = int 

:YARD3_1985
jump @YARD3_2053 

:YARD3_1992
if 
  $FLAG_DAM_MESSAGE == 0 // $ == int 
jf @YARD3_2053 
00BC: text_highpriority 'YD3_K' time 3000 1  // ~r~The car's nearly wrecked! Get it repaired!
021B: set_garage $GARAGE_YD3 to_accept_car -1 
$FLAG_DAM_MESSAGE = 1 // $ = int 
$FLAG_GARAGE_MESSAGE = 0 // $ = int 
$LOOP_2_PASSPORT = 0 // $ = int 

:YARD3_2053
return 

//-------------Mission 66---------------
// Originally: Kingdom Come

:YARD4
gosub @YARD4_36 
if 
  wasted_or_busted 
jf @YARD4_27 
gosub @YARD4_3389 

:YARD4_27
gosub @YARD4_3490 
terminate_this_script 

:YARD4_36
increment_mission_attempts 
script_name 'YARD4' 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_YARDIE_MISSION = 1 // $ = int 
wait 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
02E4: load_cutscene_data 'YD_PH4' 
0244: set_cutscene_pos 121.0 -272.25 15.25 
042B: clear_peds_from_cube 100.5 -250.0 0.0 130.5 -290.0 25.0 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:YARD4_153
if 
  2000 > $CS_TIME // int > $ 
jf @YARD4_188 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD4_153 

:YARD4_188
00BC: text_highpriority 'YD4_A' time 10000 1  // Listen up!

:YARD4_203
if 
  3000 > $CS_TIME // int > $ 
jf @YARD4_238 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD4_203 

:YARD4_238
00BC: text_highpriority 'YD4_A1' time 10000 1  // Get over to Bedford Point.

:YARD4_253
if 
  5322 > $CS_TIME // int > $ 
jf @YARD4_288 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD4_253 

:YARD4_288
00BC: text_highpriority 'YD4_A2' time 10000 1  // There's a stash in an old car I need pronto!

:YARD4_303
if 
  8600 > $CS_TIME // int > $ 
jf @YARD4_338 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @YARD4_303 

:YARD4_338
fade 0 1500 

:YARD4_345
if 
  fading 
jf @YARD4_369 
wait 0 
jump @YARD4_345 

:YARD4_369
if 
82E9:   not cutscene_reached_end 
jf @YARD4_393 
wait 0 
jump @YARD4_369 

:YARD4_393
03AF: set_streaming 1 
00BE: text_clear_all 
02EA: end_cutscene 
wait 500 
03DE: set_pedestrians_density_multiplier_to 1.0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
fade 1 1500 
$FLAG_VAN1_ARRIVED = 0 // $ = int 
$FLAG_BOMB1_ACTIVE = 0 // $ = int 
$FLAG_BOMB4_ACTIVE = 0 // $ = int 
$FLAG_BOMB7_ACTIVE = 0 // $ = int 
$FLAG_BOMB9_ACTIVE = 0 // $ = int 
$GEN1_X = -113.5625 // $ = float 
$GEN1_Y = -1420.5 // $ = float 
$GEN2_X = -90.5 // $ = float 
$GEN2_Y = -1480.0 // $ = float 
$GEN3_X = -38.375 // $ = float 
$GEN3_Y = -1447.0 // $ = float 
$GEN4_X = -53.1875 // $ = float 
$GEN4_Y = -1501.0 // $ = float 
$ABANDONED_CAR_X = -71.5 // $ = float 
$ABANDONED_CAR_Y = -1471.0 // $ = float 
0247: request_model #ESPERANT 
0247: request_model #PONY 

:YARD4_548
if or
8248:   not model #ESPERANT available 
8248:   not model #PONY available 
jf @YARD4_578 
wait 0 
jump @YARD4_548 

:YARD4_578
023C: load_special_actor 1 'BOMBER' 

:YARD4_590
if 
823D:   not special_actor 1 loaded 
jf @YARD4_616 
wait 0 
jump @YARD4_590 

:YARD4_616
$TIMER_Y4 = 90000 // $ = int 

:YARD4_626
if 
  fading 
jf @YARD4_650 
wait 0 
jump @YARD4_626 

:YARD4_650
014E: set_timer_to $TIMER_Y4 
00A5: $ABANDONED_CAR_Y4 = create_car #ESPERANT at $ABANDONED_CAR_X $ABANDONED_CAR_Y -100.0 
0175: set_car $ABANDONED_CAR_Y4 z_angle_to 270.0 
00A9: set_car $ABANDONED_CAR_Y4 to_normal_driver 
0186: $BLIP_ABANDONED_CAR_Y4 = create_marker_above_car $ABANDONED_CAR_Y4 
00A5: $GEN2_VAN = create_car #PONY at $GEN2_X $GEN2_Y 27.0 
0175: set_car $GEN2_VAN z_angle_to 345.0 
00A9: set_car $GEN2_VAN to_normal_driver 
020A: set_car $GEN2_VAN door_status_to 3 
if 
8119:   not car $ABANDONED_CAR_Y4 wrecked 
jf @YARD4_859 

:YARD4_744
if 
80DC:   not player $PLAYER_CHAR in_car $ABANDONED_CAR_Y4 
jf @YARD4_852 
wait 0 
if 
  1 > $TIMER_Y4 // int > $ 
jf @YARD4_807 
00BC: text_highpriority 'TAXI2' time 3000 1  // ~r~You're out of time!
jump @YARD4_3389 

:YARD4_807
if 
0119:   car $ABANDONED_CAR_Y4 wrecked 
jf @YARD4_845 
00BC: text_highpriority 'WRECKED' time 3000 1  // ~r~The vehicle is wrecked!
jump @YARD4_3389 

:YARD4_845
jump @YARD4_744 

:YARD4_852
jump @YARD4_881 

:YARD4_859
00BC: text_highpriority 'WRECKED' time 3000 1  // ~r~The vehicle is wrecked!
jump @YARD4_3389 

:YARD4_881
0164: disable_marker $BLIP_ABANDONED_CAR_Y4 
01B4: set_player $PLAYER_CHAR can_move 0 
014F: stop_timer $TIMER_Y4 
0395: clear_area 1 at -113.375 -1431.5 26.0 range 20.0 
00A5: $GEN1_VAN = create_car #PONY at $GEN1_X $GEN1_Y 26.1875 
0175: set_car $GEN1_VAN z_angle_to 180.0 
00A9: set_car $GEN1_VAN to_normal_driver 
020A: set_car $GEN1_VAN door_status_to 3 
01C8: $HUMAN_BOMB_DEMO = create_actor 21 #SPECIAL01 in_car $GEN1_VAN passenger_seat 0 
00A5: $GEN3_VAN = create_car #PONY at $GEN3_X $GEN3_Y 26.1875 
0175: set_car $GEN3_VAN z_angle_to 90.0 
00A9: set_car $GEN3_VAN to_normal_driver 
020A: set_car $GEN3_VAN door_status_to 3 
00A5: $GEN4_VAN = create_car #PONY at $GEN4_X $GEN4_Y 26.1875 
0175: set_car $GEN4_VAN z_angle_to 90.0 
00A9: set_car $GEN4_VAN to_normal_driver 
020A: set_car $GEN4_VAN door_status_to 3 
015F: set_camera_position -82.0 -1472.0 27.5 rotation 0.0 0.0 0.0 
if 
8119:   not car $ABANDONED_CAR_Y4 wrecked 
jf @YARD4_1081 
0158: camera_on_vehicle $ABANDONED_CAR_Y4 mode 15 switchstyle 2 

:YARD4_1081
02A3: toggle_widescreen 1 
00BC: text_highpriority 'YD4_B' time 3500 2  // LETTER: I hear you've been a busy boy. Well I've been a busy girl.
02A1: message_wait 3500 1 
00BC: text_highpriority 'YD4_C' time 3500 2  // I think it's time you witnessed the real power of 'SPANK'! Besos y fuderes, Catalina, xxx.
02A1: message_wait 3500 1 
00BC: text_highpriority 'YD4_D' time 2500 2  // PS: DIE PEEG DOG, DIE!!
02A1: message_wait 2500 1 
if 
8119:   not car $GEN1_VAN wrecked 
jf @YARD4_1190 
02C2: car $GEN1_VAN drive_to_point -113.1875 -1442.5 26.1875 
0158: camera_on_vehicle $GEN1_VAN mode 15 switchstyle 1 

:YARD4_1190
if 
8119:   not car $GEN3_VAN wrecked 
jf @YARD4_1220 
00A7: car $GEN3_VAN drive_to -53.5 -1446.688 26.1875 

:YARD4_1220
if 
  $FLAG_VAN1_ARRIVED == 0 // $ == int 
jf @YARD4_1316 
wait 0 
if 
8119:   not car $GEN1_VAN wrecked 
jf @YARD4_1302 
if 
01AD:   car $GEN1_VAN 0 -113.1875 -1442.5 4.0 4.0 
jf @YARD4_1295 
$FLAG_VAN1_ARRIVED = 1 // $ = int 

:YARD4_1295
jump @YARD4_1309 

:YARD4_1302
jump @YARD4_3389 

:YARD4_1309
jump @YARD4_1220 

:YARD4_1316
if and
8119:   not car $GEN1_VAN wrecked 
8118:   not actor $HUMAN_BOMB_DEMO dead 
jf @YARD4_1451 
01D3: actor $HUMAN_BOMB_DEMO leave_car $GEN1_VAN 

:YARD4_1345
if 
00DB:   actor $HUMAN_BOMB_DEMO in_car $GEN1_VAN 
jf @YARD4_1451 
wait 0 
if 
8118:   not actor $HUMAN_BOMB_DEMO dead 
jf @YARD4_1398 
00A0: store_actor $HUMAN_BOMB_DEMO position_to $BOMB_Z $BOMB_Y $BOMB_Z 

:YARD4_1398
if 
0118:   actor $HUMAN_BOMB_DEMO dead 
jf @YARD4_1421 
jump @YARD4_1769 

:YARD4_1421
if 
0119:   car $GEN1_VAN wrecked 
jf @YARD4_1444 
jump @YARD4_1769 

:YARD4_1444
jump @YARD4_1345 

:YARD4_1451
0173: set_actor $HUMAN_BOMB_DEMO z_angle_to 180.0 
015F: set_camera_position -115.75 -1455.0 25.875 rotation 0.0 0.0 0.0 
009F: set_actor $HUMAN_BOMB_DEMO idle 
0159: camera_on_ped $HUMAN_BOMB_DEMO mode 15 switchstyle 2 
00BC: text_highpriority 'YD4_1' time 3000 1  // ~g~SPANKED-up madmen!
if 
8118:   not actor $HUMAN_BOMB_DEMO dead 
jf @YARD4_1620 
0239: actor $HUMAN_BOMB_DEMO run_to -114.5 -1452.375 

:YARD4_1535
if 
80ED:   not actor $HUMAN_BOMB_DEMO 0 -114.5 -1452.375 radius 3.0 3.0 
jf @YARD4_1620 
wait 0 
if 
8118:   not actor $HUMAN_BOMB_DEMO dead 
jf @YARD4_1606 
00A0: store_actor $HUMAN_BOMB_DEMO position_to $BOMB_X $BOMB_Y $BOMB_Z 
jump @YARD4_1613 

:YARD4_1606
jump @YARD4_1769 

:YARD4_1613
jump @YARD4_1535 

:YARD4_1620
wait 3000 
if 
8118:   not actor $HUMAN_BOMB_DEMO dead 
jf @YARD4_1769 
0054: store_player $PLAYER_CHAR position_to $Y4_X $Y4_Y $Y4_Z 
0159: camera_on_ped $HUMAN_BOMB_DEMO mode 4 switchstyle 1 
0239: actor $HUMAN_BOMB_DEMO run_to $Y4_X $Y4_Y 

:YARD4_1675
if 
80ED:   not actor $HUMAN_BOMB_DEMO 0 $Y4_X $Y4_Y radius 5.0 5.0 
jf @YARD4_1769 
wait 0 
if 
8118:   not actor $HUMAN_BOMB_DEMO dead 
jf @YARD4_1739 
00A0: store_actor $HUMAN_BOMB_DEMO position_to $BOMB_X $BOMB_Y $BOMB_Z 

:YARD4_1739
if 
0118:   actor $HUMAN_BOMB_DEMO dead 
jf @YARD4_1762 
jump @YARD4_1769 

:YARD4_1762
jump @YARD4_1675 

:YARD4_1769
020C: create_explosion 0 at $BOMB_X $BOMB_Y $BOMB_Z 
018C: play_sound 0 at $BOMB_X $BOMB_Y $BOMB_Z 
shake_camera 500 
wait 1000 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
wait 0 
01C2: mark_actor_as_no_longer_needed $HUMAN_BOMB_DEMO 
00BC: text_highpriority 'YD4_2' time 3000 1  // ~g~Destroy the madmens' vans!!
jump @YARD4_2337 

:YARD4_1849
if 
8119:   not car $GEN1_VAN wrecked 
jf @YARD4_1969 
01C8: $HUMAN_BOMB_1 = create_actor 21 #SPECIAL01 in_car $GEN1_VAN passenger_seat 0 
$FLAG_BOMB1_ACTIVE = 1 // $ = int 
01D3: actor $HUMAN_BOMB_1 leave_car $GEN1_VAN 
0187: $BLIP_BOMBER_1 = create_marker_above_actor $HUMAN_BOMB_1 

:YARD4_1902
if 
00DB:   actor $HUMAN_BOMB_1 in_car $GEN1_VAN 
jf @YARD4_1969 
00A0: store_actor $HUMAN_BOMB_1 position_to $BOMB_X $BOMB_Y $BOMB_Z 
wait 0 
if or
0118:   actor $HUMAN_BOMB_1 dead 
0119:   car $GEN1_VAN wrecked 
jf @YARD4_1962 
return 

:YARD4_1962
jump @YARD4_1902 

:YARD4_1969
return 

:YARD4_1971
if 
8119:   not car $GEN2_VAN wrecked 
jf @YARD4_2091 
01C8: $HUMAN_BOMB_4 = create_actor 21 #SPECIAL01 in_car $GEN2_VAN passenger_seat 0 
$FLAG_BOMB4_ACTIVE = 1 // $ = int 
01D3: actor $HUMAN_BOMB_4 leave_car $GEN2_VAN 
0187: $BLIP_BOMBER_4 = create_marker_above_actor $HUMAN_BOMB_4 

:YARD4_2024
if 
00DB:   actor $HUMAN_BOMB_4 in_car $GEN2_VAN 
jf @YARD4_2091 
00A0: store_actor $HUMAN_BOMB_4 position_to $BOMB4_X $BOMB4_Y $BOMB4_Z 
wait 0 
if or
0118:   actor $HUMAN_BOMB_4 dead 
0119:   car $GEN2_VAN wrecked 
jf @YARD4_2084 
return 

:YARD4_2084
jump @YARD4_2024 

:YARD4_2091
return 

:YARD4_2093
if 
8119:   not car $GEN3_VAN wrecked 
jf @YARD4_2213 
01C8: $HUMAN_BOMB_7 = create_actor 21 #SPECIAL01 in_car $GEN3_VAN passenger_seat 0 
$FLAG_BOMB7_ACTIVE = 1 // $ = int 
01D3: actor $HUMAN_BOMB_7 leave_car $GEN3_VAN 
0187: $BLIP_BOMBER_7 = create_marker_above_actor $HUMAN_BOMB_7 

:YARD4_2146
if 
00DB:   actor $HUMAN_BOMB_7 in_car $GEN3_VAN 
jf @YARD4_2213 
00A0: store_actor $HUMAN_BOMB_7 position_to $BOMB7_X $BOMB7_Y $BOMB7_Z 
wait 0 
if or
0118:   actor $HUMAN_BOMB_7 dead 
0119:   car $GEN3_VAN wrecked 
jf @YARD4_2206 
return 

:YARD4_2206
jump @YARD4_2146 

:YARD4_2213
return 

:YARD4_2215
if 
8119:   not car $GEN4_VAN wrecked 
jf @YARD4_2335 
01C8: $HUMAN_BOMB_9 = create_actor 21 #SPECIAL01 in_car $GEN4_VAN passenger_seat 0 
$FLAG_BOMB9_ACTIVE = 1 // $ = int 
01D3: actor $HUMAN_BOMB_9 leave_car $GEN4_VAN 
0187: $BLIP_BOMBER_9 = create_marker_above_actor $HUMAN_BOMB_9 

:YARD4_2268
if 
00DB:   actor $HUMAN_BOMB_9 in_car $GEN4_VAN 
jf @YARD4_2335 
00A0: store_actor $HUMAN_BOMB_9 position_to $BOMB9_X $BOMB9_Y $BOMB9_Z 
wait 0 
if or
0118:   actor $HUMAN_BOMB_9 dead 
0119:   car $GEN4_VAN wrecked 
jf @YARD4_2328 
return 

:YARD4_2328
jump @YARD4_2268 

:YARD4_2335
return 

:YARD4_2337
wait 0 
if 
  $FLAG_BOMB1_ACTIVE == 0 // $ == int 
jf @YARD4_2373 
gosub @YARD4_1849 
jump @YARD4_2528 

:YARD4_2373
if 
8118:   not actor $HUMAN_BOMB_1 dead 
jf @YARD4_2509 
0054: store_player $PLAYER_CHAR position_to $Y4_X $Y4_Y $Y4_Z 
0239: actor $HUMAN_BOMB_1 run_to $Y4_X $Y4_Y 
00A0: store_actor $HUMAN_BOMB_1 position_to $BOMB_X $BOMB_Y $BOMB_Z 
01ED: reset_actor $HUMAN_BOMB_1 threat_search 
if or
00FE:   actor $HUMAN_BOMB_1 0 $Y4_X $Y4_Y $Y4_Z radius 3.0 3.0 4.0 
8184:   not actor $HUMAN_BOMB_1 health > 95 
jf @YARD4_2502 
gosub @YARD4_3144 
01C2: mark_actor_as_no_longer_needed $HUMAN_BOMB_1 
$FLAG_BOMB1_ACTIVE = 0 // $ = int 
gosub @YARD4_1849 

:YARD4_2502
jump @YARD4_2528 

:YARD4_2509
gosub @YARD4_3144 
01C2: mark_actor_as_no_longer_needed $HUMAN_BOMB_1 
$FLAG_BOMB1_ACTIVE = 0 // $ = int 

:YARD4_2528
if 
  $FLAG_BOMB4_ACTIVE == 0 // $ == int 
jf @YARD4_2560 
gosub @YARD4_1971 
jump @YARD4_2708 

:YARD4_2560
if 
8118:   not actor $HUMAN_BOMB_4 dead 
jf @YARD4_2689 
0054: store_player $PLAYER_CHAR position_to $Y4_X $Y4_Y $Y4_Z 
0239: actor $HUMAN_BOMB_4 run_to $Y4_X $Y4_Y 
00A0: store_actor $HUMAN_BOMB_4 position_to $BOMB4_X $BOMB4_Y $BOMB4_Z 
01ED: reset_actor $HUMAN_BOMB_4 threat_search 
if or
00FE:   actor $HUMAN_BOMB_4 0 $Y4_X $Y4_Y $Y4_Z radius 3.0 3.0 4.0 
8184:   not actor $HUMAN_BOMB_4 health > 95 
jf @YARD4_2682 
gosub @YARD4_3207 
01C2: mark_actor_as_no_longer_needed $HUMAN_BOMB_4 
$FLAG_BOMB4_ACTIVE = 0 // $ = int 

:YARD4_2682
jump @YARD4_2708 

:YARD4_2689
gosub @YARD4_3207 
01C2: mark_actor_as_no_longer_needed $HUMAN_BOMB_4 
$FLAG_BOMB4_ACTIVE = 0 // $ = int 

:YARD4_2708
if 
  $FLAG_BOMB7_ACTIVE == 0 // $ == int 
jf @YARD4_2740 
gosub @YARD4_2093 
jump @YARD4_2888 

:YARD4_2740
if 
8118:   not actor $HUMAN_BOMB_7 dead 
jf @YARD4_2869 
0054: store_player $PLAYER_CHAR position_to $Y4_X $Y4_Y $Y4_Z 
0239: actor $HUMAN_BOMB_7 run_to $Y4_X $Y4_Y 
00A0: store_actor $HUMAN_BOMB_7 position_to $BOMB7_X $BOMB7_Y $BOMB7_Z 
01ED: reset_actor $HUMAN_BOMB_7 threat_search 
if or
00FE:   actor $HUMAN_BOMB_7 0 $Y4_X $Y4_Y $Y4_Z radius 3.0 3.0 4.0 
8184:   not actor $HUMAN_BOMB_7 health > 95 
jf @YARD4_2862 
gosub @YARD4_3263 
01C2: mark_actor_as_no_longer_needed $HUMAN_BOMB_7 
$FLAG_BOMB7_ACTIVE = 0 // $ = int 

:YARD4_2862
jump @YARD4_2888 

:YARD4_2869
gosub @YARD4_3263 
01C2: mark_actor_as_no_longer_needed $HUMAN_BOMB_7 
$FLAG_BOMB7_ACTIVE = 0 // $ = int 

:YARD4_2888
if 
  $FLAG_BOMB9_ACTIVE == 0 // $ == int 
jf @YARD4_2920 
gosub @YARD4_2215 
jump @YARD4_3068 

:YARD4_2920
if 
8118:   not actor $HUMAN_BOMB_9 dead 
jf @YARD4_3049 
0054: store_player $PLAYER_CHAR position_to $Y4_X $Y4_Y $Y4_Z 
00A0: store_actor $HUMAN_BOMB_9 position_to $BOMB9_X $BOMB9_Y $BOMB9_Z 
01ED: reset_actor $HUMAN_BOMB_9 threat_search 
0239: actor $HUMAN_BOMB_9 run_to $Y4_X $Y4_Y 
if or
00FE:   actor $HUMAN_BOMB_9 0 $Y4_X $Y4_Y $Y4_Z radius 3.0 3.0 4.0 
8184:   not actor $HUMAN_BOMB_9 health > 95 
jf @YARD4_3042 
gosub @YARD4_3326 
01C2: mark_actor_as_no_longer_needed $HUMAN_BOMB_9 
$FLAG_BOMB9_ACTIVE = 0 // $ = int 

:YARD4_3042
jump @YARD4_3068 

:YARD4_3049
gosub @YARD4_3326 
01C2: mark_actor_as_no_longer_needed $HUMAN_BOMB_9 
$FLAG_BOMB9_ACTIVE = 0 // $ = int 

:YARD4_3068
if and
0119:   car $GEN1_VAN wrecked 
0119:   car $GEN2_VAN wrecked 
0119:   car $GEN3_VAN wrecked 
0119:   car $GEN4_VAN wrecked 
jf @YARD4_3137 
if and
0118:   actor $HUMAN_BOMB_1 dead 
0118:   actor $HUMAN_BOMB_4 dead 
0118:   actor $HUMAN_BOMB_7 dead 
0118:   actor $HUMAN_BOMB_9 dead 
jf @YARD4_3137 
jump @YARD4_3406 

:YARD4_3137
jump @YARD4_2337 

:YARD4_3144
if 
  $FLAG_BOMB1_ACTIVE == 1 // $ == int 
jf @YARD4_3205 
020C: create_explosion 0 at $BOMB_X $BOMB_Y $BOMB_Z 
018C: play_sound 0 at $BOMB_X $BOMB_Y $BOMB_Z 
shake_camera 500 
$FLAG_BOMB1_ACTIVE = 0 // $ = int 
0164: disable_marker $BLIP_BOMBER_1 

:YARD4_3205
return 

:YARD4_3207
if 
  $FLAG_BOMB4_ACTIVE == 1 // $ == int 
jf @YARD4_3261 
020C: create_explosion 0 at $BOMB4_X $BOMB4_Y $BOMB4_Z 
018C: play_sound 0 at $BOMB4_X $BOMB4_Y $BOMB4_Z 
shake_camera 500 
0164: disable_marker $BLIP_BOMBER_4 

:YARD4_3261
return 

:YARD4_3263
if 
  $FLAG_BOMB7_ACTIVE == 1 // $ == int 
jf @YARD4_3324 
020C: create_explosion 0 at $BOMB7_X $BOMB7_Y $BOMB7_Z 
018C: play_sound 0 at $BOMB7_X $BOMB7_Y $BOMB7_Z 
shake_camera 500 
$FLAG_BOMB7_ACTIVE = 0 // $ = int 
0164: disable_marker $BLIP_BOMBER_7 

:YARD4_3324
return 

:YARD4_3326
if 
  $FLAG_BOMB9_ACTIVE == 1 // $ == int 
jf @YARD4_3387 
020C: create_explosion 0 at $BOMB9_X $BOMB9_Y $BOMB9_Z 
018C: play_sound 0 at $BOMB9_X $BOMB9_Y $BOMB9_Z 
shake_camera 500 
$FLAG_BOMB9_ACTIVE = 0 // $ = int 
0164: disable_marker $BLIP_BOMBER_9 

:YARD4_3387
return 

:YARD4_3389
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:YARD4_3406
$FLAG_YARDIE_MISSION4_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 10000 
0318: set_latest_mission_passed 'YD4'  // 'KINGDOM COME'
030C: progress_made += 1 
03F1: pedtype 11 add_threat 1 
0164: disable_marker $YARDIE_CONTACT_BLIP 
start_new_script @NONAME_60 
$FLAG_YARDIE_MISSION1_PASSED = 0 // $ = int 
return 

:YARD4_3490
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_YARDIE_MISSION = 0 // $ = int 
0164: disable_marker $BLIP_ABANDONED_CAR_Y4 
014F: stop_timer $TIMER_Y4 
0296: unload_special_actor 1 
0249: release_model #SPECIAL01 
0249: release_model #ESPERANT 
0249: release_model #PONY 
mission_cleanup 
return 

//-------------Mission 67---------------
// Originally: Grand Theft Aero

:LOVE4
gosub @LOVE4_36 
if 
  wasted_or_busted 
jf @LOVE4_27 
gosub @LOVE4_9982 

:LOVE4_27
gosub @LOVE4_10222 
terminate_this_script 

:LOVE4_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'LOVE4' 
$FLAG_RESULT_1 = 0 // $ = int 
$RESET_TIMERA_FLAG = 0 // $ = int 
$GOON_IN_HANGAR1_FLAG = -1 // $ = int 
$GOON_IN_HANGAR2_FLAG = -1 // $ = int 
$GOON_IN_HANGAR3_FLAG = -1 // $ = int 
$GOON_IN_HANGAR4_FLAG = -1 // $ = int 
$GOON_IN_HANGAR1_DUCKING = -1 // $ = int 
$GOON_IN_HANGAR2_DUCKING = -1 // $ = int 
$GOON_IN_HANGAR3_DUCKING = -1 // $ = int 
$GOON_IN_HANGAR4_DUCKING = -1 // $ = int 
$GOON_IN_HANGAR1_WAITSTATE = 0 // $ = int 
$GOON_IN_HANGAR2_WAITSTATE = 0 // $ = int 
$GOON_IN_HANGAR3_WAITSTATE = 0 // $ = int 
$GOON_IN_HANGAR4_WAITSTATE = 0 // $ = int 
$GOON_AT_YARD1_FLAG = 0 // $ = int 
$GOON_AT_YARD1_DUCK = 0 // $ = int 
$GOON_AT_YARD1_DUCK_TIMER = 0 // $ = int 
$GOON_AT_YARD2_FLAG = 0 // $ = int 
$GOON_AT_YARD2_DUCK = 0 // $ = int 
$GOON_AT_YARD2_DUCK_TIMER = 0 // $ = int 
$GOON_AT_YARD3_FLAG = 0 // $ = int 
$GOON_AT_YARD3_DUCK = 0 // $ = int 
$GOON_AT_YARD3_DUCK_TIMER = 0 // $ = int 
$GOON_AT_YARD4_FLAG = 0 // $ = int 
$GOON_AT_YARD4_DUCK = 0 // $ = int 
$GOON_AT_YARD4_DUCK_TIMER = 0 // $ = int 
$GOON_AT_YARD5_FLAG = 0 // $ = int 
$GOON_AT_YARD6_FLAG = 0 // $ = int 
$GOON_AT_YARD7_DUCK = 0 // $ = int 
$GOON_AT_YARD7_DUCK_TIMER = 0 // $ = int 
$GOON_AT_YARD8_FLAG = 0 // $ = int 
$GOON_AT_YARD8_DUCK = 0 // $ = int 
$GOON_AT_YARD8_DUCK_TIMER = 0 // $ = int 
$GOON_AT_YARD9_FLAG = 0 // $ = int 
$GOON_AT_YARD10_FLAG = 0 // $ = int 
$GOON_AT_YARD10_DUCK = 0 // $ = int 
$GOON_AT_YARD10_DUCK_TIMER = 0 // $ = int 
$GOON_IN_HANGAR1_BLIP_FLAG = 0 // $ = int 
$GOON_IN_HANGAR2_BLIP_FLAG = 0 // $ = int 
$GOON_IN_HANGAR3_BLIP_FLAG = 0 // $ = int 
$GOON_IN_HANGAR4_BLIP_FLAG = 0 // $ = int 
$DUCKING_FLAG = 0 // $ = int 
$C_SITE_AREA_FLAG = 0 // $ = int 
$HANGAR_ROUTE = 0 // $ = int 
$YARD_ROUTE1 = 1 // $ = int 
$YARD_ROUTE2 = 2 // $ = int 
$YARD_ROUTE3 = 3 // $ = int 
023C: load_special_actor 1 'LOVE' 
0247: request_model #TSHRORCKGRDN 
0247: request_model #TSHRORCKGRDN_ALFAS 
02F3: load_object #CUTOBJ01 'LOVEH' 
038B: load_requested_models 

:LOVE4_432
if or
823D:   not special_actor 1 loaded 
8248:   not model #TSHRORCKGRDN_ALFAS available 
8248:   not model #TSHRORCKGRDN available 
8248:   not model #CUTOBJ01 available 
jf @LOVE4_473 
wait 0 
jump @LOVE4_432 

:LOVE4_473
02E4: load_cutscene_data 'D4_GTA' 
0244: set_cutscene_pos 85.1875 -1532.875 243.5 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_LOVE = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_LOVE 'LOVE' 
02F4: create_cutscene_actor $CS_LOVEHEAD from_head #CUTOBJ01 and_body $CS_LOVE 
02F5: set_head_anim $CS_LOVEHEAD 'LOVE' 
0395: clear_area 1 at 82.4375 -1548.438 28.0 range 2.0 
0055: put_player $PLAYER_CHAR at 82.4375 -1548.438 28.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
fade 1 1500 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:LOVE4_610
if 
  765 > $CS_TIME // int > $ 
jf @LOVE4_645 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_610 

:LOVE4_645
00BC: text_highpriority 'LOVE4_A' time 10000 1  // Thank you for retrieving those packages, but they were only a decoy.

:LOVE4_660
if 
  4000 > $CS_TIME // int > $ 
jf @LOVE4_695 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_660 

:LOVE4_695
00BC: text_highpriority 'LOVE4_B' time 10000 1  // Sorry about that, but that's sometimes the way in business.

:LOVE4_710
if 
  6851 > $CS_TIME // int > $ 
jf @LOVE4_745 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_710 

:LOVE4_745
00BC: text_highpriority 'LOVE4_C' time 10000 1  // My real objective was hidden on the plane all along.

:LOVE4_760
if 
  9951 > $CS_TIME // int > $ 
jf @LOVE4_795 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_760 

:LOVE4_795
00BC: text_highpriority 'LOVE4_D' time 10000 1  // Unfortunately the port authorities seized the plane and were stripping it down

:LOVE4_810
if 
  13204 > $CS_TIME // int > $ 
jf @LOVE4_845 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_810 

:LOVE4_845
00BC: text_highpriority 'LOVE4_H' time 10000 1  // until I intervened at great personal expense.

:LOVE4_860
if 
  16457 > $CS_TIME // int > $ 
jf @LOVE4_895 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_860 

:LOVE4_895
00BC: text_highpriority 'LOVE4_E' time 10000 1  // Cross the bridge to Shoreside Vale and go to Francis International Airport.

:LOVE4_910
if 
  19710 > $CS_TIME // int > $ 
jf @LOVE4_945 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_910 

:LOVE4_945
00BC: text_highpriority 'LOVE4_F' time 10000 1  // I've paid off the officials.

:LOVE4_960
if 
  21394 > $CS_TIME // int > $ 
jf @LOVE4_995 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_960 

:LOVE4_995
00BC: text_highpriority 'LOVE4_G' time 10000 1  // My property will be waiting for you at the customs hanger in the aircraft's fuselage.

:LOVE4_1010
if 
  27666 > $CS_TIME // int > $ 
jf @LOVE4_1045 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_1010 

:LOVE4_1045
fade 0 1500 

:LOVE4_1052
if 
82E9:   not cutscene_reached_end 
jf @LOVE4_1076 
wait 0 
jump @LOVE4_1052 

:LOVE4_1076
00BE: text_clear_all 

:LOVE4_1078
if 
  fading 
jf @LOVE4_1102 
wait 0 
jump @LOVE4_1078 

:LOVE4_1102
02EA: end_cutscene 
fade 0 0 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0249: release_model #CUTOBJ01 
0249: release_model #TSHRORCKGRDN 
0249: release_model #TSHRORCKGRDN_ALFAS 
0247: request_model #PANLANT 
0247: request_model #GANG11 
0247: request_model #DODO 
0247: request_model #COLUMB 
038B: load_requested_models 

:LOVE4_1151
if or
8248:   not model #PANLANT available 
8248:   not model #GANG11 available 
8248:   not model #DODO available 
8248:   not model #COLUMB available 
jf @LOVE4_1191 
wait 0 
jump @LOVE4_1151 

:LOVE4_1191
03AF: set_streaming 1 
fade 1 1500 

:LOVE4_1202
if 
  fading 
jf @LOVE4_1226 
wait 0 
jump @LOVE4_1202 

:LOVE4_1226
0167: $LOVE_4_BLIP = create_marker_at -1268.438 -528.625 9.8125 color 0 display 2 
0168: set_marker $LOVE_4_BLIP size 3 

:LOVE4_1251
if 
83C6:   not current_island == 3 
jf @LOVE4_1277 
wait 0 
jump @LOVE4_1251 

:LOVE4_1277
if 
0351:   gore_enabled 
jf @LOVE4_1314 
029B: $DEADMAN1 = init_object #DEADMAN1 at -1276.813 -528.0 10.5625 
jump @LOVE4_1331 

:LOVE4_1314
029B: $DEADMAN1 = init_object #DEADMANOBLOOD at -1276.813 -528.0 10.5625 

:LOVE4_1331
if 
80E3:   not player $PLAYER_CHAR 0 -1268.438 -528.625 radius 200.0 200.0 
jf @LOVE4_1372 
wait 0 
jump @LOVE4_1331 

:LOVE4_1372
if 
83C6:   not current_island == 3 
jf @LOVE4_1398 
wait 0 
jump @LOVE4_1372 

:LOVE4_1398
00A5: $CAR_VAN1_LM4 = create_car #PANLANT at -1282.313 -549.25 10.0625 
0175: set_car $CAR_VAN1_LM4 z_angle_to 110.25 
00A5: $CAR_VAN3_LM4 = create_car #PANLANT at -1281.313 -561.8125 10.0625 
0175: set_car $CAR_VAN3_LM4 z_angle_to 153.0625 
00A5: $WINGLESS_CESSNA = create_car #DODO at -1268.188 -519.0 10.0 
0175: set_car $WINGLESS_CESSNA z_angle_to 180.0 
0164: disable_marker $LOVE_4_BLIP 
0186: $LOVE_4_BLIP = create_marker_above_car $WINGLESS_CESSNA 
0129: $VAN1_DRIVER = create_actor 12 #GANG11 in_car $CAR_VAN1_LM4 driverseat 
00A9: set_car $CAR_VAN1_LM4 to_normal_driver 
00A9: set_car $CAR_VAN3_LM4 to_normal_driver 
00A9: set_car $WINGLESS_CESSNA to_normal_driver 
00AD: set_car $CAR_VAN1_LM4 max_speed_to 25.0 
00AE: set_vehicle $CAR_VAN1_LM4 traffic_behavior_to 2 
009A: $GOON_IN_HANGAR1 = create_actor 12 #GANG11 at -1271.813 -511.1875 10.0 
009A: $GOON_IN_HANGAR2 = create_actor 12 #GANG11 at -1265.125 -520.625 10.0 
009A: $GOON_IN_HANGAR3 = create_actor 12 #GANG11 at -1263.063 -520.3125 10.0 
009A: $GOON_IN_HANGAR4 = create_actor 12 #GANG11 at -1271.063 -522.0 10.0 
0173: set_actor $GOON_IN_HANGAR4 z_angle_to 170.5625 
020E: actor $GOON_IN_HANGAR2 look_at_actor $GOON_IN_HANGAR3 
020E: actor $GOON_IN_HANGAR3 look_at_actor $GOON_IN_HANGAR2 
01E2: add_route_point $HANGAR_ROUTE at -1271.813 -511.1875 9.75 
01E2: add_route_point $HANGAR_ROUTE at -1263.375 -510.625 9.75 
01E1: set_actor $GOON_IN_HANGAR1 follow_route $HANGAR_ROUTE 2 
01B2: give_actor $GOON_IN_HANGAR1 weapon 5 ammo 9999 
01B2: give_actor $GOON_IN_HANGAR2 weapon 3 ammo 9999 
01B2: give_actor $GOON_IN_HANGAR4 weapon 6 ammo 9999 
011A: set_actor $GOON_IN_HANGAR1 search_threat 4194304 
011A: set_actor $GOON_IN_HANGAR2 search_threat 4194304 
011A: set_actor $GOON_IN_HANGAR3 search_threat 4194304 
011A: set_actor $GOON_IN_HANGAR4 search_threat 4194304 
if 
  $ONMISSION == 0 // $ == int 
jf @LOVE4_1781 
0187: $GOON_IN_HANGAR1_BLIP = create_marker_above_actor $GOON_IN_HANGAR1 
0187: $GOON_IN_HANGAR2_BLIP = create_marker_above_actor $GOON_IN_HANGAR2 
0187: $GOON_IN_HANGAR3_BLIP = create_marker_above_actor $GOON_IN_HANGAR3 
0187: $GOON_IN_HANGAR4_BLIP = create_marker_above_actor $GOON_IN_HANGAR4 

:LOVE4_1781
if 
80E3:   not player $PLAYER_CHAR 0 -1281.313 -561.8125 radius 90.0 90.0 
jf @LOVE4_1898 
wait 0 
if 
0119:   car $WINGLESS_CESSNA wrecked 
jf @LOVE4_1853 
00BC: text_highpriority 'LOVE4_9' time 5000 1  // ~r~The plane has been destroyed!
jump @LOVE4_9982 

:LOVE4_1853
if 
0119:   car $CAR_VAN3_LM4 wrecked 
jf @LOVE4_1891 
00BC: text_highpriority 'LOV4_10' time 5000 1  // ~r~The only lead to where the package has gone has been destroyed!
jump @LOVE4_9982 

:LOVE4_1891
jump @LOVE4_1781 

:LOVE4_1898
if 
8119:   not car $CAR_VAN1_LM4 wrecked 
jf @LOVE4_1928 
00A7: car $CAR_VAN1_LM4 drive_to 439.0 -198.0 21.0 

:LOVE4_1928
if or
8118:   not actor $GOON_IN_HANGAR2 dead 
8118:   not actor $GOON_IN_HANGAR3 dead 
jf @LOVE4_1962 
03F9: make_actors $GOON_IN_HANGAR2 $GOON_IN_HANGAR3 converse_in 1000000 ms 

:LOVE4_1962
if 
8118:   not actor $GOON_IN_HANGAR4 dead 
jf @LOVE4_1990 
0372: set_actor $GOON_IN_HANGAR4 anim 3 wait_state_time 1000000 ms 

:LOVE4_1990
if or
8118:   not actor $GOON_IN_HANGAR1 dead 
8118:   not actor $GOON_IN_HANGAR2 dead 
8118:   not actor $GOON_IN_HANGAR3 dead 
8118:   not actor $GOON_IN_HANGAR4 dead 
jf @LOVE4_3118 
wait 0 
if 
0119:   car $WINGLESS_CESSNA wrecked 
jf @LOVE4_2063 
00BC: text_highpriority 'LOVE4_9' time 5000 1  // ~r~The plane has been destroyed!
jump @LOVE4_9982 

:LOVE4_2063
if 
0119:   car $CAR_VAN3_LM4 wrecked 
jf @LOVE4_2101 
00BC: text_highpriority 'LOV4_10' time 5000 1  // ~r~The only lead to where the package has gone has been destroyed!
jump @LOVE4_9982 

:LOVE4_2101
if 
0118:   actor $GOON_IN_HANGAR1 dead 
jf @LOVE4_2143 
$GOON_IN_HANGAR1_FLAG = -100 // $ = int 
$GOON_IN_HANGAR1_DUCKING = -100 // $ = int 
0164: disable_marker $GOON_IN_HANGAR1_BLIP 
gosub @LOVE4_10317 

:LOVE4_2143
if 
0118:   actor $GOON_IN_HANGAR2 dead 
jf @LOVE4_2185 
$GOON_IN_HANGAR2_FLAG = -100 // $ = int 
$GOON_IN_HANGAR2_DUCKING = -100 // $ = int 
0164: disable_marker $GOON_IN_HANGAR2_BLIP 
gosub @LOVE4_10317 

:LOVE4_2185
if 
0118:   actor $GOON_IN_HANGAR3 dead 
jf @LOVE4_2227 
$GOON_IN_HANGAR3_FLAG = -100 // $ = int 
$GOON_IN_HANGAR3_DUCKING = -100 // $ = int 
0164: disable_marker $GOON_IN_HANGAR3_BLIP 
gosub @LOVE4_10317 

:LOVE4_2227
if 
0118:   actor $GOON_IN_HANGAR4 dead 
jf @LOVE4_2269 
$GOON_IN_HANGAR4_FLAG = -100 // $ = int 
$GOON_IN_HANGAR4_DUCKING = -100 // $ = int 
0164: disable_marker $GOON_IN_HANGAR4_BLIP 
gosub @LOVE4_10317 

:LOVE4_2269
if and
0056:   player $PLAYER_CHAR 0 -1285.0 -586.5 -1254.938 -542.25 
02CA:   car $WINGLESS_CESSNA bounding_sphere_visible 
jf @LOVE4_2311 
gosub @LOVE4_10317 

:LOVE4_2311
if 
0056:   player $PLAYER_CHAR 0 -1290.188 -542.25 -1244.0 -531.75 
jf @LOVE4_2386 
if 
8118:   not actor $GOON_IN_HANGAR2 dead 
jf @LOVE4_2365 
01CC: actor $GOON_IN_HANGAR2 kill_player $PLAYER_CHAR 

:LOVE4_2365
$GOON_IN_HANGAR2_FLAG = -100 // $ = int 
$GOON_IN_HANGAR2_DUCKING = -100 // $ = int 
gosub @LOVE4_10317 

:LOVE4_2386
if 
0056:   player $PLAYER_CHAR 0 -1290.188 -531.75 -1244.0 -522.875 
jf @LOVE4_2461 
if 
8118:   not actor $GOON_IN_HANGAR4 dead 
jf @LOVE4_2440 
01CC: actor $GOON_IN_HANGAR4 kill_player $PLAYER_CHAR 

:LOVE4_2440
$GOON_IN_HANGAR4_FLAG = -100 // $ = int 
$GOON_IN_HANGAR4_DUCKING = -100 // $ = int 
gosub @LOVE4_10317 

:LOVE4_2461
if 
0056:   player $PLAYER_CHAR 0 -1290.188 -522.875 -1244.0 -496.875 
jf @LOVE4_2574 
if 
8118:   not actor $GOON_IN_HANGAR1 dead 
jf @LOVE4_2515 
01CC: actor $GOON_IN_HANGAR1 kill_player $PLAYER_CHAR 

:LOVE4_2515
$GOON_IN_HANGAR1_FLAG = -100 // $ = int 
$GOON_IN_HANGAR1_DUCKING = -100 // $ = int 
if 
8118:   not actor $GOON_IN_HANGAR3 dead 
jf @LOVE4_2553 
01CC: actor $GOON_IN_HANGAR3 kill_player $PLAYER_CHAR 

:LOVE4_2553
$GOON_IN_HANGAR3_FLAG = -100 // $ = int 
$GOON_IN_HANGAR3_DUCKING = -100 // $ = int 
gosub @LOVE4_10317 

:LOVE4_2574
gosub @LOVE4_10775 
if 
  $GOON_IN_HANGAR1_DUCKING > -1 // $ > int 
jf @LOVE4_2711 
if 
  $GOON_IN_HANGAR1_FLAG == 0 // $ == int 
jf @LOVE4_2649 
009F: set_actor $GOON_IN_HANGAR1 idle 
0372: set_actor $GOON_IN_HANGAR1 anim 0 wait_state_time 100 ms 
0239: actor $GOON_IN_HANGAR1 run_to -1280.188 -520.0625 
$GOON_IN_HANGAR1_FLAG = 1 // $ = int 

:LOVE4_2649
if 
  $GOON_IN_HANGAR1_FLAG == 1 // $ == int 
jf @LOVE4_2711 
if 
00F0:   actor $GOON_IN_HANGAR1 stopped 0 -1280.188 -520.0625 radius 1.0 1.0 
jf @LOVE4_2711 
$GOON_IN_HANGAR1_FLAG = 2 // $ = int 
$GOON_IN_HANGAR1_DUCKING = 1 // $ = int 

:LOVE4_2711
if 
  $GOON_IN_HANGAR2_DUCKING > -1 // $ > int 
jf @LOVE4_2841 
if 
  $GOON_IN_HANGAR2_FLAG == 0 // $ == int 
jf @LOVE4_2779 
009F: set_actor $GOON_IN_HANGAR2 idle 
0372: set_actor $GOON_IN_HANGAR2 anim 0 wait_state_time 100 ms 
0239: actor $GOON_IN_HANGAR2 run_to -1256.375 -521.25 
$GOON_IN_HANGAR2_FLAG = 1 // $ = int 

:LOVE4_2779
if 
  $GOON_IN_HANGAR2_FLAG == 1 // $ == int 
jf @LOVE4_2841 
if 
00F0:   actor $GOON_IN_HANGAR2 stopped 0 -1256.375 -521.25 radius 1.0 1.0 
jf @LOVE4_2841 
$GOON_IN_HANGAR2_FLAG = 2 // $ = int 
$GOON_IN_HANGAR2_DUCKING = 1 // $ = int 

:LOVE4_2841
if 
  $GOON_IN_HANGAR3_DUCKING > -1 // $ > int 
jf @LOVE4_2981 
if 
  $GOON_IN_HANGAR3_FLAG == 0 // $ == int 
jf @LOVE4_2919 
009F: set_actor $GOON_IN_HANGAR3 idle 
0372: set_actor $GOON_IN_HANGAR3 anim 0 wait_state_time 100 ms 
0239: actor $GOON_IN_HANGAR3 run_to -1254.375 -521.25 
01B2: give_actor $GOON_IN_HANGAR3 weapon 5 ammo 9999 
$GOON_IN_HANGAR3_FLAG = 1 // $ = int 

:LOVE4_2919
if 
  $GOON_IN_HANGAR3_FLAG == 1 // $ == int 
jf @LOVE4_2981 
if 
00F0:   actor $GOON_IN_HANGAR3 stopped 0 -1254.375 -521.25 radius 1.0 1.0 
jf @LOVE4_2981 
$GOON_IN_HANGAR3_FLAG = 2 // $ = int 
$GOON_IN_HANGAR3_DUCKING = 1 // $ = int 

:LOVE4_2981
if 
  $GOON_IN_HANGAR4_DUCKING > -1 // $ > int 
jf @LOVE4_3111 
if 
  $GOON_IN_HANGAR4_FLAG == 0 // $ == int 
jf @LOVE4_3049 
009F: set_actor $GOON_IN_HANGAR4 idle 
0372: set_actor $GOON_IN_HANGAR4 anim 0 wait_state_time 100 ms 
0239: actor $GOON_IN_HANGAR4 run_to -1280.75 -529.1875 
$GOON_IN_HANGAR4_FLAG = 1 // $ = int 

:LOVE4_3049
if 
  $GOON_IN_HANGAR4_FLAG == 1 // $ == int 
jf @LOVE4_3111 
if 
00F0:   actor $GOON_IN_HANGAR4 stopped 0 -1280.75 -529.1875 radius 1.0 1.0 
jf @LOVE4_3111 
$GOON_IN_HANGAR4_FLAG = 2 // $ = int 
$GOON_IN_HANGAR4_DUCKING = 1 // $ = int 

:LOVE4_3111
jump @LOVE4_1990 

:LOVE4_3118
0164: disable_marker $GOON_IN_HANGAR1_BLIP 
0164: disable_marker $GOON_IN_HANGAR2_BLIP 
0164: disable_marker $GOON_IN_HANGAR3_BLIP 
0164: disable_marker $GOON_IN_HANGAR4_BLIP 
01C2: mark_actor_as_no_longer_needed $GOON_IN_HANGAR1 
01C2: mark_actor_as_no_longer_needed $GOON_IN_HANGAR2 
01C2: mark_actor_as_no_longer_needed $GOON_IN_HANGAR3 
01C2: mark_actor_as_no_longer_needed $GOON_IN_HANGAR4 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
00BC: text_highpriority 'LOVE4_5' time 5000 1  // ~g~The package should be in the plane....
if 
0119:   car $WINGLESS_CESSNA wrecked 
jf @LOVE4_3219 
00BC: text_highpriority 'LOVE4_9' time 5000 1  // ~r~The plane has been destroyed!
jump @LOVE4_9982 

:LOVE4_3219
if 
80DC:   not player $PLAYER_CHAR in_car $WINGLESS_CESSNA 
jf @LOVE4_3325 
wait 0 
if 
0119:   car $WINGLESS_CESSNA wrecked 
jf @LOVE4_3280 
00BC: text_highpriority 'LOVE4_9' time 5000 1  // ~r~The plane has been destroyed!
jump @LOVE4_9982 

:LOVE4_3280
if 
0119:   car $CAR_VAN3_LM4 wrecked 
jf @LOVE4_3318 
00BC: text_highpriority 'LOV4_10' time 5000 1  // ~r~The only lead to where the package has gone has been destroyed!
jump @LOVE4_9982 

:LOVE4_3318
jump @LOVE4_3219 

:LOVE4_3325
wait 1000 
00BC: text_highpriority 'LOVE4_2' time 3000 1  // ~g~The package is gone! Track down the Colombians and retrieve it.
0164: disable_marker $LOVE_4_BLIP 
if 
0119:   car $CAR_VAN3_LM4 wrecked 
jf @LOVE4_3388 
00BC: text_highpriority 'LOV4_10' time 5000 1  // ~r~The only lead to where the package has gone has been destroyed!
jump @LOVE4_9982 

:LOVE4_3388
0186: $LOVE_4_BLIP = create_marker_above_car $CAR_VAN3_LM4 

:LOVE4_3396
if 
81FD:   not player $PLAYER_CHAR near_car_on_foot $CAR_VAN3_LM4 radius 6.0 6.0 0 
jf @LOVE4_3472 
wait 0 
if 
0119:   car $CAR_VAN3_LM4 wrecked 
jf @LOVE4_3465 
00BC: text_highpriority 'LOV4_10' time 5000 1  // ~r~The only lead to where the package has gone has been destroyed!
jump @LOVE4_9982 

:LOVE4_3465
jump @LOVE4_3396 

:LOVE4_3472
00AA: store_car $CAR_VAN3_LM4 position_to $VAN3_X $VAN3_Y $VAN3_Z 
02F8: get_vehicle $CAR_VAN3_LM4 Z_angle_sine_to $X_COMPONENT 
02F9: get_vehicle $CAR_VAN3_LM4 Z_angle_cosine_to $Y_COMPONENT 
$TEMP_RESULT_X = 2.75 // $ = float 
0069: $TEMP_RESULT_X *= $Y_COMPONENT // $ *= $ float 
$TEMP_RESULT_Y = -2.75 // $ = float 
0069: $TEMP_RESULT_Y *= $X_COMPONENT // $ *= $ float 
$TEMP_VAR_X = 0.25 // $ = float 
0069: $TEMP_VAR_X *= $X_COMPONENT // $ *= $ float 
$TEMP_VAR_Y = 0.25 // $ = float 
0069: $TEMP_VAR_Y *= $Y_COMPONENT // $ *= $ float 
0086: $RESULT1_X = $TEMP_RESULT_X // $ = $ float 
0061: $RESULT1_X -= $TEMP_VAR_X // $ -= $ float 
0086: $RESULT1_Y = $TEMP_RESULT_Y // $ = $ float 
0061: $RESULT1_Y -= $TEMP_VAR_Y // $ -= $ float 
0059: $RESULT1_X += $VAN3_X // $ += $ float 
0059: $RESULT1_Y += $VAN3_Y // $ += $ float 
$TEMP_RESULT_X = -2.75 // $ = float 
0069: $TEMP_RESULT_X *= $Y_COMPONENT // $ *= $ float 
$TEMP_RESULT_Y = 2.75 // $ = float 
0069: $TEMP_RESULT_Y *= $X_COMPONENT // $ *= $ float 
$TEMP_VAR_X = 0.25 // $ = float 
0069: $TEMP_VAR_X *= $X_COMPONENT // $ *= $ float 
$TEMP_VAR_Y = 0.25 // $ = float 
0069: $TEMP_VAR_Y *= $Y_COMPONENT // $ *= $ float 
0086: $RESULT2_X = $TEMP_RESULT_X // $ = $ float 
0061: $RESULT2_X -= $TEMP_VAR_X // $ -= $ float 
0086: $RESULT2_Y = $TEMP_RESULT_Y // $ = $ float 
0061: $RESULT2_Y -= $TEMP_VAR_Y // $ -= $ float 
0059: $RESULT2_X += $VAN3_X // $ += $ float 
0059: $RESULT2_Y += $VAN3_Y // $ += $ float 
$VAN3_Z += 0.125 // $ += float 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
0192: set_actor $PLAYER_ACTOR objective_to_stand_still 
009F: set_actor $PLAYER_ACTOR idle 
0164: disable_marker $LOVE_4_BLIP 
0054: store_player $PLAYER_CHAR position_to $PLAYER_LO4_X $PLAYER_LO4_Y $PLAYER_LO4_Z 
0086: $DIFFER_X = $PLAYER_LO4_X // $ = $ float 
0061: $DIFFER_X -= $RESULT1_X // $ -= $ float 
0086: $DIFFER_Y = $PLAYER_LO4_Y // $ = $ float 
0061: $DIFFER_Y -= $RESULT1_Y // $ -= $ float 
0069: $DIFFER_X *= $DIFFER_X // $ *= $ float 
0069: $DIFFER_Y *= $DIFFER_Y // $ *= $ float 
0086: $SUM_DIFFERENCE = $DIFFER_X // $ = $ float 
0059: $SUM_DIFFERENCE += $DIFFER_Y // $ += $ float 
01FB: $DISTANCE_RESULT1 = square_root $SUM_DIFFERENCE 
0086: $DIFFER_X = $PLAYER_LO4_X // $ = $ float 
0061: $DIFFER_X -= $RESULT2_X // $ -= $ float 
0086: $DIFFER_Y = $PLAYER_LO4_Y // $ = $ float 
0061: $DIFFER_Y -= $RESULT2_Y // $ -= $ float 
0069: $DIFFER_X *= $DIFFER_X // $ *= $ float 
0069: $DIFFER_Y *= $DIFFER_Y // $ *= $ float 
0086: $SUM_DIFFERENCE = $DIFFER_X // $ = $ float 
0059: $SUM_DIFFERENCE += $DIFFER_Y // $ += $ float 
01FB: $DISTANCE_RESULT2 = square_root $SUM_DIFFERENCE 
if 
0024:   $DISTANCE_RESULT2 > $DISTANCE_RESULT1 // $ > $ float 
jf @LOVE4_3951 
$FLAG_RESULT_1 = 1 // $ = int 
jump @LOVE4_3958 

:LOVE4_3951
$FLAG_RESULT_1 = 0 // $ = int 

:LOVE4_3958
if 
  $FLAG_RESULT_1 == 1 // $ == int 
jf @LOVE4_4016 
015F: set_camera_position $RESULT1_X $RESULT1_Y $VAN3_Z rotation 0.0 0.0 0.0 
0160: point_camera $RESULT2_X $RESULT2_Y $VAN3_Z switchstyle 1 
jump @LOVE4_4049 

:LOVE4_4016
015F: set_camera_position $RESULT2_X $RESULT2_Y $VAN3_Z rotation 0.0 0.0 0.0 
0160: point_camera $RESULT1_X $RESULT1_Y $VAN3_Z switchstyle 1 

:LOVE4_4049
wait 1000 
00BC: text_highpriority 'LOVE4_3' time 3000 1  // ~g~Panlantic Construction...?
wait 2000 
015A: restore_camera 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
00BB: text_lowpriority 'LOVE4_7' time 5000 1  // ~g~There's a construction yard in Staunton Island, maybe they took the package there.
018A: $LOVE_4_BLIP = create_checkpoint_at 366.9375 -328.0 20.25 
01C2: mark_actor_as_no_longer_needed $GOON_IN_HANGAR1 
01C2: mark_actor_as_no_longer_needed $GOON_IN_HANGAR2 
01C2: mark_actor_as_no_longer_needed $GOON_IN_HANGAR3 
01C2: mark_actor_as_no_longer_needed $GOON_IN_HANGAR4 
01C2: mark_actor_as_no_longer_needed $VAN1_DRIVER 
01C3: mark_car_as_no_longer_needed $CAR_VAN1_LM4 
01C3: mark_car_as_no_longer_needed $CAR_VAN3_LM4 

:LOVE4_4151
if 
83C6:   not current_island == 2 
jf @LOVE4_4177 
wait 0 
jump @LOVE4_4151 

:LOVE4_4177
00A5: $CAR_VAN1_LM4 = create_car #PANLANT at 352.875 -308.25 15.75 
00A5: $CAR_VAN2_LM4 = create_car #PANLANT at 359.375 -307.1875 15.75 
0175: set_car $CAR_VAN1_LM4 z_angle_to 180.5625 
0175: set_car $CAR_VAN2_LM4 z_angle_to 222.875 
00A5: $COLOMBIAN_CAR = create_car #COLUMB at 346.875 -298.4375 15.75 
0175: set_car $COLOMBIAN_CAR z_angle_to 111.6875 
009A: $GOON_AT_YARD1 = create_actor 12 #GANG11 at 343.9375 -306.25 15.75 
01ED: reset_actor $GOON_AT_YARD1 threat_search 
011A: set_actor $GOON_AT_YARD1 search_threat 1 
0350: set_actor $GOON_AT_YARD1 maintain_position_when_attacked 1 
0411: set_actor $GOON_AT_YARD1 use_pednode_seek 0 
009A: $GOON_AT_YARD2 = create_actor 12 #GANG11 at 341.5625 -306.8125 15.75 
01ED: reset_actor $GOON_AT_YARD2 threat_search 
011A: set_actor $GOON_AT_YARD2 search_threat 1 
020E: actor $GOON_AT_YARD2 look_at_actor $GOON_AT_YARD1 
020E: actor $GOON_AT_YARD1 look_at_actor $GOON_AT_YARD2 
03F9: make_actors $GOON_AT_YARD2 $GOON_AT_YARD1 converse_in 10000000 ms 
0350: set_actor $GOON_AT_YARD2 maintain_position_when_attacked 1 
0411: set_actor $GOON_AT_YARD2 use_pednode_seek 0 
009A: $GOON_AT_YARD3 = create_actor 12 #GANG11 at 327.75 -316.625 15.875 
01B2: give_actor $GOON_AT_YARD3 weapon 5 ammo 9999 
01ED: reset_actor $GOON_AT_YARD3 threat_search 
011A: set_actor $GOON_AT_YARD3 search_threat 1 
0173: set_actor $GOON_AT_YARD3 z_angle_to 315.0 
0350: set_actor $GOON_AT_YARD3 maintain_position_when_attacked 1 
0411: set_actor $GOON_AT_YARD3 use_pednode_seek 0 
009A: $GOON_AT_YARD4 = create_actor 12 #GANG11 at 335.0625 -338.1875 15.75 
01B2: give_actor $GOON_AT_YARD4 weapon 5 ammo 9999 
01ED: reset_actor $GOON_AT_YARD4 threat_search 
011A: set_actor $GOON_AT_YARD4 search_threat 1 
0173: set_actor $GOON_AT_YARD4 z_angle_to 25.0 
0372: set_actor $GOON_AT_YARD4 anim 3 wait_state_time 10000000 ms 
0350: set_actor $GOON_AT_YARD4 maintain_position_when_attacked 1 
0411: set_actor $GOON_AT_YARD4 use_pednode_seek 0 
009A: $GOON_AT_YARD5 = create_actor 12 #GANG11 at 348.6875 -320.0625 15.75 
01B2: give_actor $GOON_AT_YARD5 weapon 5 ammo 9999 
01ED: reset_actor $GOON_AT_YARD5 threat_search 
011A: set_actor $GOON_AT_YARD5 search_threat 1 
0173: set_actor $GOON_AT_YARD5 z_angle_to 250.0 
0350: set_actor $GOON_AT_YARD5 maintain_position_when_attacked 1 
0411: set_actor $GOON_AT_YARD5 use_pednode_seek 0 
009A: $GOON_AT_YARD6 = create_actor 12 #GANG11 at 357.1875 -319.6875 15.875 
01B2: give_actor $GOON_AT_YARD6 weapon 5 ammo 9999 
01ED: reset_actor $GOON_AT_YARD6 threat_search 
011A: set_actor $GOON_AT_YARD6 search_threat 1 
0173: set_actor $GOON_AT_YARD6 z_angle_to 250.0 
0350: set_actor $GOON_AT_YARD6 maintain_position_when_attacked 1 
0411: set_actor $GOON_AT_YARD6 use_pednode_seek 0 
009A: $GOON_AT_YARD7 = create_actor 12 #GANG11 at 358.625 -340.6875 16.0 
01B2: give_actor $GOON_AT_YARD7 weapon 5 ammo 9999 
01ED: reset_actor $GOON_AT_YARD7 threat_search 
011A: set_actor $GOON_AT_YARD7 search_threat 1 
0173: set_actor $GOON_AT_YARD7 z_angle_to 90.0 
0350: set_actor $GOON_AT_YARD7 maintain_position_when_attacked 1 
0411: set_actor $GOON_AT_YARD7 use_pednode_seek 0 
009A: $GOON_AT_YARD8 = create_actor 12 #GANG11 at 360.125 -336.0 16.0 
01B2: give_actor $GOON_AT_YARD8 weapon 5 ammo 9999 
01E2: add_route_point $YARD_ROUTE3 at 360.125 -336.0 16.0 
01E2: add_route_point $YARD_ROUTE3 at 372.1875 -335.3125 17.0 
01E1: set_actor $GOON_AT_YARD8 follow_route $YARD_ROUTE3 2 
01ED: reset_actor $GOON_AT_YARD8 threat_search 
011A: set_actor $GOON_AT_YARD8 search_threat 1 
0411: set_actor $GOON_AT_YARD8 use_pednode_seek 0 
009A: $GOON_AT_YARD9 = create_actor 12 #GANG11 at 374.75 -340.375 16.0 
01B2: give_actor $GOON_AT_YARD9 weapon 4 ammo 9999 
01E2: add_route_point $YARD_ROUTE2 at 374.75 -340.375 16.0 
01E2: add_route_point $YARD_ROUTE2 at 375.1875 -316.625 18.25 
01E1: set_actor $GOON_AT_YARD9 follow_route $YARD_ROUTE2 2 
01ED: reset_actor $GOON_AT_YARD9 threat_search 
011A: set_actor $GOON_AT_YARD9 search_threat 1 
0411: set_actor $GOON_AT_YARD9 use_pednode_seek 0 
009A: $GOON_AT_YARD10 = create_actor 12 #GANG11 at 391.0 -298.625 17.1875 
01B2: give_actor $GOON_AT_YARD10 weapon 5 ammo 9999 
01E2: add_route_point $YARD_ROUTE1 at 391.0 -298.625 17.1875 
01E2: add_route_point $YARD_ROUTE1 at 372.6875 -298.6875 17.1875 
01E1: set_actor $GOON_AT_YARD10 follow_route $YARD_ROUTE1 2 
01ED: reset_actor $GOON_AT_YARD10 threat_search 
011A: set_actor $GOON_AT_YARD10 search_threat 1 
0291: set_actor $GOON_AT_YARD10 heed_threats 1 
0411: set_actor $GOON_AT_YARD10 use_pednode_seek 0 

:LOVE4_4953
if 
80F6:   not player $PLAYER_CHAR 1 366.9375 -328.0 20.25 radius 1.0 1.0 2.0 
jf @LOVE4_5777 
wait 0 
if 
  $C_SITE_AREA_FLAG == 0 // $ == int 
jf @LOVE4_5218 
if 
0118:   actor $GOON_AT_YARD1 dead 
jf @LOVE4_5034 
$C_SITE_AREA_FLAG = 1 // $ = int 

:LOVE4_5034
if 
0118:   actor $GOON_AT_YARD2 dead 
jf @LOVE4_5057 
$C_SITE_AREA_FLAG = 1 // $ = int 

:LOVE4_5057
if 
0118:   actor $GOON_AT_YARD3 dead 
jf @LOVE4_5080 
$C_SITE_AREA_FLAG = 2 // $ = int 

:LOVE4_5080
if 
0118:   actor $GOON_AT_YARD4 dead 
jf @LOVE4_5103 
$C_SITE_AREA_FLAG = 3 // $ = int 

:LOVE4_5103
if 
0118:   actor $GOON_AT_YARD5 dead 
jf @LOVE4_5126 
$C_SITE_AREA_FLAG = 5 // $ = int 

:LOVE4_5126
if 
0118:   actor $GOON_AT_YARD6 dead 
jf @LOVE4_5149 
$C_SITE_AREA_FLAG = 6 // $ = int 

:LOVE4_5149
if 
0118:   actor $GOON_AT_YARD7 dead 
jf @LOVE4_5172 
$C_SITE_AREA_FLAG = 4 // $ = int 

:LOVE4_5172
if 
0118:   actor $GOON_AT_YARD8 dead 
jf @LOVE4_5195 
$C_SITE_AREA_FLAG = 4 // $ = int 

:LOVE4_5195
if 
0118:   actor $GOON_AT_YARD9 dead 
jf @LOVE4_5218 
$C_SITE_AREA_FLAG = 5 // $ = int 

:LOVE4_5218
if 
  $C_SITE_AREA_FLAG == 0 // $ == int 
jf @LOVE4_5273 
if 
0056:   player $PLAYER_CHAR 0 331.75 -303.1875 354.5 -280.1875 
jf @LOVE4_5273 
$C_SITE_AREA_FLAG = 1 // $ = int 

:LOVE4_5273
if 
  $C_SITE_AREA_FLAG == 1 // $ == int 
jf @LOVE4_5328 
if 
0056:   player $PLAYER_CHAR 0 334.375 -314.5625 348.1875 -303.1875 
jf @LOVE4_5328 
$C_SITE_AREA_FLAG = 2 // $ = int 

:LOVE4_5328
if 
  $C_SITE_AREA_FLAG == 2 // $ == int 
jf @LOVE4_5383 
if 
0056:   player $PLAYER_CHAR 0 326.375 -327.875 334.375 -303.1875 
jf @LOVE4_5383 
$C_SITE_AREA_FLAG = 3 // $ = int 

:LOVE4_5383
if 
  $C_SITE_AREA_FLAG == 3 // $ == int 
jf @LOVE4_5438 
if 
0056:   player $PLAYER_CHAR 0 326.375 -341.75 334.375 -327.875 
jf @LOVE4_5438 
$C_SITE_AREA_FLAG = 4 // $ = int 

:LOVE4_5438
if 
  $C_SITE_AREA_FLAG == 4 // $ == int 
jf @LOVE4_5493 
if 
0056:   player $PLAYER_CHAR 0 334.375 -341.75 355.875 -314.5625 
jf @LOVE4_5493 
$C_SITE_AREA_FLAG = 5 // $ = int 

:LOVE4_5493
if 
  $C_SITE_AREA_FLAG == 5 // $ == int 
jf @LOVE4_5548 
if 
0056:   player $PLAYER_CHAR 0 355.875 -341.75 380.25 -314.5625 
jf @LOVE4_5548 
$C_SITE_AREA_FLAG = 6 // $ = int 

:LOVE4_5548
01BD: $GAME_TIMER_VAR = current_time_in_ms 
gosub @LOVE4_11922 
gosub @LOVE4_12395 
gosub @LOVE4_12916 
gosub @LOVE4_13427 
gosub @LOVE4_13916 
gosub @LOVE4_14245 
gosub @LOVE4_14508 
gosub @LOVE4_14714 
gosub @LOVE4_15154 
gosub @LOVE4_15861 
if and
0118:   actor $GOON_AT_YARD1 dead 
0118:   actor $GOON_AT_YARD2 dead 
0118:   actor $GOON_AT_YARD3 dead 
0118:   actor $GOON_AT_YARD4 dead 
0118:   actor $GOON_AT_YARD5 dead 
jf @LOVE4_5770 
if and
0118:   actor $GOON_AT_YARD6 dead 
0118:   actor $GOON_AT_YARD7 dead 
0118:   actor $GOON_AT_YARD8 dead 
0118:   actor $GOON_AT_YARD9 dead 
jf @LOVE4_5770 
if 
  $RESET_TIMERA_FLAG == 0 // $ == int 
jf @LOVE4_5722 
TIMERA = 0 // @ = int 
$RESET_TIMERA_FLAG = 1 // $ = int 

:LOVE4_5722
if and
  TIMERA > 10000 // @ > int 
  $RESET_TIMERA_FLAG == 1 // $ == int 
jf @LOVE4_5770 
00BC: text_highpriority 'LOVE4_6' time 10000 1  // ~g~Take the lift up the tower!
$RESET_TIMERA_FLAG = 2 // $ = int 

:LOVE4_5770
jump @LOVE4_4953 

:LOVE4_5777
0164: disable_marker $LOVE_4_BLIP 
0169: set_fade_color 0 0 0 
fade 0 1500 
01BD: $BREAK_TIMER_START = current_time_in_ms 
$BREAK_TIMER = 0 // $ = int 

:LOVE4_5809
if and
83EE:   not player $PLAYER_CHAR controllable 
  5000 > $BREAK_TIMER // int > $ 
jf @LOVE4_5857 
wait 0 
01BD: $BREAK_TIMER = current_time_in_ms 
0060: $BREAK_TIMER -= $BREAK_TIMER_START // $ -= $ int 
jump @LOVE4_5809 

:LOVE4_5857
03EF: player $PLAYER_CHAR make_safe 
023C: load_special_actor 1 'CAT' 
023C: load_special_actor 2 'MIGUEL' 
023C: load_special_actor 3 'ASUKA' 
02F3: load_object #CUTOBJ01 'D4PROPS' 
02F3: load_object #CUTOBJ02 'CATH' 
02F3: load_object #CUTOBJ03 'ASUKAH' 
02F3: load_object #CUTOBJ04 'MIGUELH' 
02F3: load_object #CUTOBJ05 'LIFT' 
0247: request_model #CSITECUTSCENE 
03AF: set_streaming 0 

:LOVE4_5972
if 
  fading 
jf @LOVE4_5996 
wait 0 
jump @LOVE4_5972 

:LOVE4_5996
038B: load_requested_models 

:LOVE4_5998
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @LOVE4_6047 
wait 0 
jump @LOVE4_5998 

:LOVE4_6047
if or
8248:   not model #CUTOBJ04 available 
8248:   not model #CUTOBJ05 available 
8248:   not model #CSITECUTSCENE available 
jf @LOVE4_6084 
wait 0 
jump @LOVE4_6047 

:LOVE4_6084
0363: toggle_model_render_at 374.75 -340.375 16.0 radius 16.0 object #SCAFFOLDLIFT 0 
02E4: load_cutscene_data 'D4_GTA2' 
0244: set_cutscene_pos 369.0 -327.5 18.4375 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_CATALINA = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_CATALINA 'CAT' 
02E5: $CS_MIGUEL = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MIGUEL 'MIGUEL' 
02E5: $CS_ASUKA = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $CS_ASUKA 'ASUKA' 
02E5: $CS_WHIP = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_WHIP 'D4PROPS' 
02E5: $CS_LIFT = create_cutscene_object #CUTOBJ05 
02E6: set_cutscene_anim $CS_LIFT 'LIFT' 
02F4: create_cutscene_actor $CS_CATHEAD from_head #CUTOBJ02 and_body $CS_CATALINA 
02F5: set_head_anim $CS_CATHEAD 'CAT' 
02F4: create_cutscene_actor $CS_ASUKAHEAD from_head #CUTOBJ03 and_body $CS_ASUKA 
02F5: set_head_anim $CS_ASUKAHEAD 'ASUKA' 
02F4: create_cutscene_actor $CS_MARIAHEAD from_head #CUTOBJ04 and_body $CS_MIGUEL 
02F5: set_head_anim $CS_MARIAHEAD 'MIGUEL' 
0055: put_player $PLAYER_CHAR at 373.75 -327.25 17.1875 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 1500 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:LOVE4_6354
if 
  15386 > $CS_TIME // int > $ 
jf @LOVE4_6389 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_6354 

:LOVE4_6389
00BC: text_highpriority 'GTAB_A' time 15000 1  // Hey, let's get this out of here. God knows what it is

:LOVE4_6404
if 
  18600 > $CS_TIME // int > $ 
jf @LOVE4_6439 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_6404 

:LOVE4_6439
00BC: text_highpriority 'GTAB_B' time 15000 1  // but he seems to want it badly enough so it must be worth something.

:LOVE4_6454
if 
  21318 > $CS_TIME // int > $ 
jf @LOVE4_6489 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_6454 

:LOVE4_6489
00BC: text_highpriority 'GTAB_C' time 15000 1  // Who the Heck!

:LOVE4_6504
if 
  21933 > $CS_TIME // int > $ 
jf @LOVE4_6539 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_6504 

:LOVE4_6539
$PARTICLE_X = 369.0 // $ = float 
$PARTICLE_X -= 0.0 // $ -= float 
$PARTICLE_Y = -327.5 // $ = float 
$PARTICLE_Y -= 1.25 // $ -= float 
$PARTICLE_Z = 18.4375 // $ = float 
$PARTICLE_Z += 48.375 // $ += float 
$PARTICLE_TARGET_X = 369.0 // $ = float 
$PARTICLE_TARGET_X -= 0.0 // $ -= float 
$PARTICLE_TARGET_Y = -327.5 // $ = float 
$PARTICLE_TARGET_Y -= 1.375 // $ -= float 
$PARTICLE_TARGET_Z = 18.4375 // $ = float 
$PARTICLE_TARGET_Z += 48.5625 // $ += float 
0086: $TEMP_VAR = $PARTICLE_TARGET_X // $ = $ float 
0086: $PARTICLE_TARGET_X = $PARTICLE_X // $ = $ float 
0061: $PARTICLE_TARGET_X -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Y // $ = $ float 
0086: $PARTICLE_TARGET_Y = $PARTICLE_Y // $ = $ float 
0061: $PARTICLE_TARGET_Y -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Z // $ = $ float 
0086: $PARTICLE_TARGET_Z = $PARTICLE_Z // $ = $ float 
0061: $PARTICLE_TARGET_Z -= $TEMP_VAR // $ -= $ float 
039D: scatter_particles 18 1.0 0 0 0 0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 

:LOVE4_6740
if 
  22167 > $CS_TIME // int > $ 
jf @LOVE4_6775 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_6740 

:LOVE4_6775
$PARTICLE_X = 369.0 // $ = float 
$PARTICLE_X += 0.25 // $ += float 
$PARTICLE_Y = -327.5 // $ = float 
$PARTICLE_Y -= 1.3125 // $ -= float 
$PARTICLE_Z = 18.4375 // $ = float 
$PARTICLE_Z += 48.25 // $ += float 
$PARTICLE_TARGET_X = 369.0 // $ = float 
$PARTICLE_TARGET_X += 0.1875 // $ += float 
$PARTICLE_TARGET_Y = -327.5 // $ = float 
$PARTICLE_TARGET_Y -= 1.5625 // $ -= float 
$PARTICLE_TARGET_Z = 18.4375 // $ = float 
$PARTICLE_TARGET_Z += 48.4375 // $ += float 
0086: $TEMP_VAR = $PARTICLE_TARGET_X // $ = $ float 
0086: $PARTICLE_TARGET_X = $PARTICLE_X // $ = $ float 
0061: $PARTICLE_TARGET_X -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Y // $ = $ float 
0086: $PARTICLE_TARGET_Y = $PARTICLE_Y // $ = $ float 
0061: $PARTICLE_TARGET_Y -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Z // $ = $ float 
0086: $PARTICLE_TARGET_Z = $PARTICLE_Z // $ = $ float 
0061: $PARTICLE_TARGET_Z -= $TEMP_VAR // $ -= $ float 
039D: scatter_particles 18 1.0 0 0 0 0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 

:LOVE4_6976
if 
  22428 > $CS_TIME // int > $ 
jf @LOVE4_7011 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_6976 

:LOVE4_7011
00BC: text_highpriority 'GTAB_D' time 15000 1  // YOU!

:LOVE4_7026
if 
  23270 > $CS_TIME // int > $ 
jf @LOVE4_7061 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_7026 

:LOVE4_7061
00BC: text_highpriority 'GTAB_E' time 15000 1  // Hey take it easy amigo! De nada! De nada!

:LOVE4_7076
if 
  26829 > $CS_TIME // int > $ 
jf @LOVE4_7111 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_7076 

:LOVE4_7111
00BC: text_highpriority 'GTAB_F' time 15000 1  // I left you pouring your heart out into the gutter!

:LOVE4_7126
if 
  29508 > $CS_TIME // int > $ 
jf @LOVE4_7161 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_7126 

:LOVE4_7161
00BC: text_highpriority 'GTAB_G' time 15000 1  // Don't shoot amigo. No problem. We all friends. Here, take this.

:LOVE4_7176
if 
  33871 > $CS_TIME // int > $ 
jf @LOVE4_7213 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_7176 

:LOVE4_7213
00BC: text_highpriority 'GTAB_H' time 15000 1  // Don't be such a pussy!

:LOVE4_7228
if 
  35408 > $CS_TIME // int > $ 
jf @LOVE4_7265 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_7228 

:LOVE4_7265
00BC: text_highpriority 'GTAB_I' time 15000 1  // We got no choice baby!

:LOVE4_7280
if 
  36700 > $CS_TIME // int > $ 
jf @LOVE4_7317 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_7280 

:LOVE4_7317
$PARTICLE_X = 369.0 // $ = float 
$PARTICLE_X += 2.4375 // $ += float 
$PARTICLE_Y = -327.5 // $ = float 
$PARTICLE_Y -= 3.875 // $ -= float 
$PARTICLE_Z = 18.4375 // $ = float 
$PARTICLE_Z += 47.1875 // $ += float 
$PARTICLE_TARGET_X = 369.0 // $ = float 
$PARTICLE_TARGET_X += 2.5625 // $ += float 
$PARTICLE_TARGET_Y = -327.5 // $ = float 
$PARTICLE_TARGET_Y -= 3.625 // $ -= float 
$PARTICLE_TARGET_Z = 18.4375 // $ = float 
$PARTICLE_TARGET_Z += 47.0625 // $ += float 
0086: $TEMP_VAR = $PARTICLE_TARGET_X // $ = $ float 
0086: $PARTICLE_TARGET_X = $PARTICLE_X // $ = $ float 
0061: $PARTICLE_TARGET_X -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Y // $ = $ float 
0086: $PARTICLE_TARGET_Y = $PARTICLE_Y // $ = $ float 
0061: $PARTICLE_TARGET_Y -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Z // $ = $ float 
0086: $PARTICLE_TARGET_Z = $PARTICLE_Z // $ = $ float 
0061: $PARTICLE_TARGET_Z -= $TEMP_VAR // $ -= $ float 
039D: scatter_particles 18 1.0 0 0 0 0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 
if 
0351:   gore_enabled 
jf @LOVE4_7972 
$PARTICLE_X = 369.0 // $ = float 
$PARTICLE_X += 2.4375 // $ += float 
$PARTICLE_Y = -327.5 // $ = float 
$PARTICLE_Y -= 3.8125 // $ -= float 
$PARTICLE_Z = 18.4375 // $ = float 
$PARTICLE_Z += 47.1875 // $ += float 
$PARTICLE_TARGET_X = 369.0 // $ = float 
$PARTICLE_TARGET_X += 2.375 // $ += float 
$PARTICLE_TARGET_Y = -327.5 // $ = float 
$PARTICLE_TARGET_Y -= 4.0625 // $ -= float 
$PARTICLE_TARGET_Z = 18.4375 // $ = float 
$PARTICLE_TARGET_Z += 47.3125 // $ += float 
0086: $TEMP_VAR = $PARTICLE_TARGET_X // $ = $ float 
0086: $PARTICLE_TARGET_X = $PARTICLE_X // $ = $ float 
0061: $PARTICLE_TARGET_X -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Y // $ = $ float 
0086: $PARTICLE_TARGET_Y = $PARTICLE_Y // $ = $ float 
0061: $PARTICLE_TARGET_Y -= $TEMP_VAR // $ -= $ float 
0086: $TEMP_VAR = $PARTICLE_TARGET_Z // $ = $ float 
0086: $PARTICLE_TARGET_Z = $PARTICLE_Z // $ = $ float 
0061: $PARTICLE_TARGET_Z -= $TEMP_VAR // $ -= $ float 
0061: $PARTICLE_TARGET_X -= $PARTICLE_X // $ -= $ float 
0061: $PARTICLE_TARGET_Y -= $PARTICLE_Y // $ -= $ float 
0061: $PARTICLE_TARGET_Z -= $PARTICLE_Z // $ -= $ float 
$PARTICLE_TARGET_X *= 0.0 // $ *= float 
$PARTICLE_TARGET_Y *= 0.0 // $ *= float 
$PARTICLE_TARGET_Z *= 0.0 // $ *= float 
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 
0437: scatter_particle 5 0.0 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z $PARTICLE_TARGET_X $PARTICLE_TARGET_Y $PARTICLE_TARGET_Z 
0437: scatter_particle 65 0.1875 at $PARTICLE_X $PARTICLE_Y $PARTICLE_Z 0.0 0.0 0.0 

:LOVE4_7972
if 
  37627 > $CS_TIME // int > $ 
jf @LOVE4_8009 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_7972 

:LOVE4_8009
00BC: text_highpriority 'GTAB_J' time 15000 1  // We always got a choice you dumb bastard!

:LOVE4_8024
if 
  41684 > $CS_TIME // int > $ 
jf @LOVE4_8061 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8024 

:LOVE4_8061
00BC: text_highpriority 'GTAB_K' time 15000 1  // I'm sorry about that crazy bitch man, they all the same...por favor??

:LOVE4_8076
if 
  46468 > $CS_TIME // int > $ 
jf @LOVE4_8113 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8076 

:LOVE4_8113
00BC: text_highpriority 'GTAB_L' time 15000 1  // So the whore got away.

:LOVE4_8128
if 
  48918 > $CS_TIME // int > $ 
jf @LOVE4_8165 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8128 

:LOVE4_8165
00BC: text_highpriority 'GTAB_M' time 15000 1  // But you've done me a favor,

:LOVE4_8180
if 
  50755 > $CS_TIME // int > $ 
jf @LOVE4_8217 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8180 

:LOVE4_8217
00BC: text_highpriority 'GTAB_N' time 15000 1  // you're not the only one that has a score to settle with the Cartel,

:LOVE4_8232
if 
  54352 > $CS_TIME // int > $ 
jf @LOVE4_8269 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8232 

:LOVE4_8269
00BC: text_highpriority 'GTAB_O' time 15000 1  // this worm killed my brother!

:LOVE4_8284
if 
  56266 > $CS_TIME // int > $ 
jf @LOVE4_8321 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8284 

:LOVE4_8321
00BC: text_highpriority 'GTAB_P' time 15000 1  // I never killed no Yakuza!

:LOVE4_8336
if 
  57299 > $CS_TIME // int > $ 
jf @LOVE4_8373 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8336 

:LOVE4_8373
00BC: text_highpriority 'GTAB_Q' time 15000 1  // LIAR! We all saw the Cartel assassin.

:LOVE4_8388
if 
  60721 > $CS_TIME // int > $ 
jf @LOVE4_8425 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8388 

:LOVE4_8425
00BC: text_highpriority 'GTAB_R' time 15000 1  // We are going to hunt down and kill all you Colombian dogs!

:LOVE4_8440
if 
  64778 > $CS_TIME // int > $ 
jf @LOVE4_8477 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8440 

:LOVE4_8477
00BC: text_highpriority 'GTAB_S' time 15000 1  // I'll be operating on our friend here to extract information and a little pleasure.

:LOVE4_8492
if 
  70710 > $CS_TIME // int > $ 
jf @LOVE4_8529 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8492 

:LOVE4_8529
00BC: text_highpriority 'GTAB_T' time 15000 1  // You, drop by later, I'm sure I'll require your services.

:LOVE4_8544
if 
  75150 > $CS_TIME // int > $ 
jf @LOVE4_8581 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8544 

:LOVE4_8581
00BC: text_highpriority 'GTAB_U' time 15000 1  // Please amigo, don't leave me with her, she psycho chica! Amigo? Hey AMEEEGO!!!...Aiiieeeeaaargghh!

:LOVE4_8596
if 
  86666 > $CS_TIME // int > $ 
jf @LOVE4_8633 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE4_8596 

:LOVE4_8633
fade 0 1500 

:LOVE4_8640
if 
82E9:   not cutscene_reached_end 
jf @LOVE4_8664 
wait 0 
jump @LOVE4_8640 

:LOVE4_8664
00BE: text_clear_all 

:LOVE4_8666
if 
  fading 
jf @LOVE4_8690 
wait 0 
jump @LOVE4_8666 

:LOVE4_8690
02EA: end_cutscene 
fade 0 0 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
0249: release_model #CUTOBJ05 
0249: release_model #CSITECUTSCENE 
0247: request_model #YAKUZA 
0247: request_model #GANG07 
038B: load_requested_models 

:LOVE4_8751
if or
8248:   not model #YAKUZA available 
8248:   not model #GANG07 available 
jf @LOVE4_8782 
wait 0 
jump @LOVE4_8751 

:LOVE4_8782
0363: toggle_model_render_at 374.75 -340.375 16.0 radius 16.0 object #SCAFFOLDLIFT 1 
0373: set_camera_directly_behind_player 
if 
03CA:   object $INSIDE_FENCE exists 
jf @LOVE4_8824 
0108: destroy_object $INSIDE_FENCE 

:LOVE4_8824
if 
03CA:   object $OUTSIDE_FENCE exists 
jf @LOVE4_8845 
0108: destroy_object $OUTSIDE_FENCE 

:LOVE4_8845
029B: $INSIDE_FENCE = init_object #BROKEN_INSIDE at 362.8125 -341.3125 17.375 
01C7: remove_object_from_mission_cleanup_list $INSIDE_FENCE 
029B: $OUTSIDE_FENCE = init_object #BROKEN_OUTSIDE at 360.8125 -390.875 22.5625 
01C7: remove_object_from_mission_cleanup_list $OUTSIDE_FENCE 
00A5: $YAKUZA_CAR1 = create_car #YAKUZA at 339.8125 -290.625 16.0 
00A5: $YAKUZA_CAR2 = create_car #YAKUZA at 359.0625 -291.0625 16.0 
00A5: $YAKUZA_CAR3 = create_car #YAKUZA at 363.5625 -339.0625 16.0 
0175: set_car $YAKUZA_CAR1 z_angle_to 158.1875 
0175: set_car $YAKUZA_CAR2 z_angle_to 146.8125 
0175: set_car $YAKUZA_CAR3 z_angle_to 339.3125 
009A: $YAKUZA_GUARD1 = create_actor 10 #GANG07 at 367.375 -334.1875 16.0625 
01B2: give_actor $YAKUZA_GUARD1 weapon 3 ammo 300 
0291: set_actor $YAKUZA_GUARD1 heed_threats 1 
009A: $YAKUZA_GUARD2 = create_actor 10 #GANG07 at 367.625 -337.875 16.0625 
01B2: give_actor $YAKUZA_GUARD2 weapon 3 ammo 300 
020E: actor $YAKUZA_GUARD2 look_at_actor $YAKUZA_GUARD1 
020E: actor $YAKUZA_GUARD1 look_at_actor $YAKUZA_GUARD2 
0291: set_actor $YAKUZA_GUARD2 heed_threats 1 
03F9: make_actors $YAKUZA_GUARD1 $YAKUZA_GUARD2 converse_in 10000000 ms 
009A: $YAKUZA_GUARD3 = create_actor 10 #GANG07 at 361.8125 -345.25 16.0 
01B2: give_actor $YAKUZA_GUARD3 weapon 4 ammo 300 
0173: set_actor $YAKUZA_GUARD3 z_angle_to 170.0 
0291: set_actor $YAKUZA_GUARD3 heed_threats 1 
009A: $YAKUZA_GUARD4 = create_actor 10 #GANG07 at 335.5625 -295.6875 16.0 
01B2: give_actor $YAKUZA_GUARD4 weapon 4 ammo 300 
0173: set_actor $YAKUZA_GUARD4 z_angle_to 237.0 
0291: set_actor $YAKUZA_GUARD4 heed_threats 1 
009A: $YAKUZA_GUARD5 = create_actor 10 #GANG07 at 335.875 -298.0 16.0 
01B2: give_actor $YAKUZA_GUARD5 weapon 3 ammo 300 
0173: set_actor $YAKUZA_GUARD5 z_angle_to 129.0 
0350: set_actor $YAKUZA_GUARD5 maintain_position_when_attacked 1 
0291: set_actor $YAKUZA_GUARD5 heed_threats 1 
if 
8118:   not actor $GOON_AT_YARD1 dead 
jf @LOVE4_9220 
0321: kill_actor $GOON_AT_YARD1 

:LOVE4_9220
if 
8118:   not actor $GOON_AT_YARD2 dead 
jf @LOVE4_9241 
0321: kill_actor $GOON_AT_YARD2 

:LOVE4_9241
if 
8118:   not actor $GOON_AT_YARD3 dead 
jf @LOVE4_9262 
0321: kill_actor $GOON_AT_YARD3 

:LOVE4_9262
if 
8118:   not actor $GOON_AT_YARD4 dead 
jf @LOVE4_9283 
0321: kill_actor $GOON_AT_YARD4 

:LOVE4_9283
if 
8118:   not actor $GOON_AT_YARD5 dead 
jf @LOVE4_9304 
0321: kill_actor $GOON_AT_YARD5 

:LOVE4_9304
if 
8118:   not actor $GOON_AT_YARD6 dead 
jf @LOVE4_9325 
0321: kill_actor $GOON_AT_YARD6 

:LOVE4_9325
if 
8118:   not actor $GOON_AT_YARD7 dead 
jf @LOVE4_9346 
0321: kill_actor $GOON_AT_YARD7 

:LOVE4_9346
if 
8118:   not actor $GOON_AT_YARD8 dead 
jf @LOVE4_9367 
0321: kill_actor $GOON_AT_YARD8 

:LOVE4_9367
if 
8118:   not actor $GOON_AT_YARD9 dead 
jf @LOVE4_9388 
0321: kill_actor $GOON_AT_YARD9 

:LOVE4_9388
if 
8118:   not actor $GOON_AT_YARD10 dead 
jf @LOVE4_9409 
0321: kill_actor $GOON_AT_YARD10 

:LOVE4_9409
03AF: set_streaming 1 
fade 1 1500 

:LOVE4_9420
if 
  fading 
jf @LOVE4_9444 
wait 0 
jump @LOVE4_9420 

:LOVE4_9444
00BC: text_highpriority 'LOVE4_4' time 5000 1  // ~g~Take the package back to Donald Love!
if 
8119:   not car $COLOMBIAN_CAR wrecked 
jf @LOVE4_9507 
if 
8118:   not actor $YAKUZA_GUARD5 dead 
jf @LOVE4_9507 
0224: set_car $COLOMBIAN_CAR health_to 2500 
01D9: actor $YAKUZA_GUARD5 destroy_car $COLOMBIAN_CAR 

:LOVE4_9507
018A: $LOVE_4_BLIP = create_checkpoint_at 87.25 -1548.563 27.25 

:LOVE4_9521
if 
80F9:   not player $PLAYER_CHAR stopped 1 87.25 -1548.563 28.25 radius 2.0 1.0 2.0 
jf @LOVE4_9568 
wait 0 
jump @LOVE4_9521 

:LOVE4_9568
01C3: mark_car_as_no_longer_needed $YAKUZA_CAR1 
01C3: mark_car_as_no_longer_needed $YAKUZA_CAR2 
01C3: mark_car_as_no_longer_needed $YAKUZA_CAR3 
01C3: mark_car_as_no_longer_needed $CAR_VAN1_LM4 
01C3: mark_car_as_no_longer_needed $CAR_VAN2_LM4 
01C3: mark_car_as_no_longer_needed $COLOMBIAN_CAR 
01C2: mark_actor_as_no_longer_needed $YAKUZA_GUARD1 
01C2: mark_actor_as_no_longer_needed $YAKUZA_GUARD2 
01C2: mark_actor_as_no_longer_needed $YAKUZA_GUARD3 
01C2: mark_actor_as_no_longer_needed $YAKUZA_GUARD4 
01C2: mark_actor_as_no_longer_needed $YAKUZA_GUARD5 
01C2: mark_actor_as_no_longer_needed $GOON_AT_YARD1 
01C2: mark_actor_as_no_longer_needed $GOON_AT_YARD2 
01C2: mark_actor_as_no_longer_needed $GOON_AT_YARD3 
01C2: mark_actor_as_no_longer_needed $GOON_AT_YARD4 
01C2: mark_actor_as_no_longer_needed $GOON_AT_YARD5 
01C2: mark_actor_as_no_longer_needed $GOON_AT_YARD6 
01C2: mark_actor_as_no_longer_needed $GOON_AT_YARD7 
01C2: mark_actor_as_no_longer_needed $GOON_AT_YARD8 
01C2: mark_actor_as_no_longer_needed $GOON_AT_YARD9 
01C2: mark_actor_as_no_longer_needed $GOON_AT_YARD10 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
03F4: set_all_vehicles_apply_damage_rules 0 
0110: clear_player $PLAYER_CHAR wanted_level 
015F: set_camera_position 81.3125 -1540.063 27.75 rotation 0.0 0.0 0.0 
0160: point_camera 81.8125 -1540.875 27.75 switchstyle 2 
02A3: toggle_widescreen 1 
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 
0239: actor $PLAYER_ACTOR run_to 87.4375 -1548.688 
TIMERA = 0 // @ = int 

:LOVE4_9759
if 
80E4:   not player $PLAYER_CHAR 0 87.4375 -1548.688 radius 1.0 1.0 
jf @LOVE4_9826 
wait 0 
if 
  TIMERA > 3000 // @ > int 
jf @LOVE4_9819 
jump @LOVE4_9826 

:LOVE4_9819
jump @LOVE4_9759 

:LOVE4_9826
0239: actor $PLAYER_ACTOR run_to 98.75 -1548.625 
fade 0 1000 

:LOVE4_9844
if 
  fading 
jf @LOVE4_9868 
wait 0 
jump @LOVE4_9844 

:LOVE4_9868
0395: clear_area 0 at 87.25 -1548.563 28.25 range 2.0 
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
0239: actor $PLAYER_ACTOR run_to 81.25 -1548.875 
011C: actor $PLAYER_ACTOR clear_objective 
009F: set_actor $PLAYER_ACTOR idle 
wait 250 
0055: put_player $PLAYER_CHAR at 81.25 -1548.875 27.375 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
02EB: restore_camera_with_jumpcut 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
03C8: set_camera_directly_before_player 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
03F4: set_all_vehicles_apply_damage_rules 1 
fade 1 1000 
jump @LOVE4_9999 

:LOVE4_9982
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:LOVE4_9999
$FLAG_LOVE_MISSION4_PASSED = 1 // $ = int 
014C: set_parked_car_generator $COM_CAR37 cars_to_generate_to 0 
014C: set_parked_car_generator $COM_CAR38 cars_to_generate_to 0 
014C: set_parked_car_generator $GEN_CAR60 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR61 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR62 cars_to_generate_to 101 
014C: set_parked_car_generator $GEN_CAR63 cars_to_generate_to 101 
01E7: remove_forbidden_for_cars_cube -46.75 -648.0 39.0 -69.0625 -614.0 50.0 
0164: disable_marker $ASUKA_CONTACT_BLIP 
01E3: text_1number_styled 'M_PASS' 50000 2000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 50000 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'LOVE4'  // 'GRAND THEFT AERO'
015C: set_zone_gang_info 'CONSTRU' 1 30 0 0 0 250 0 50 0 20 
015C: set_zone_gang_info 'CONSTRU' 0 15 0 0 0 300 0 70 0 10 
0394: play_music 1 
030C: progress_made += 1 
02A7: $ASUKA_CONTACT_BLIP = create_icon_marker_and_sphere 1 at 366.9375 -328.0 20.25 
start_new_script @NONAME_68 
start_new_script @NONAME_65 
return 

:LOVE4_10222
0164: disable_marker $LOVE_4_BLIP 
0164: disable_marker $GOON_IN_HANGAR1_BLIP 
0164: disable_marker $GOON_IN_HANGAR2_BLIP 
0164: disable_marker $GOON_IN_HANGAR3_BLIP 
0164: disable_marker $GOON_IN_HANGAR4_BLIP 
03AC: clear_route $HANGAR_ROUTE 
03AC: clear_route $YARD_ROUTE1 
03AC: clear_route $YARD_ROUTE2 
03AC: clear_route $YARD_ROUTE3 
0249: release_model #PANLANT 
0249: release_model #GANG11 
0249: release_model #DODO 
0249: release_model #YAKUZA 
0249: release_model #GANG07 
01C4: mark_object_as_no_longer_needed $DEADMAN1 
0249: release_model #COLUMB 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 0 // $ = int 
mission_cleanup 
return 

:LOVE4_10317
if 
  $GOON_IN_HANGAR1_FLAG == -1 // $ == int 
jf @LOVE4_10342 
$GOON_IN_HANGAR1_FLAG = 0 // $ = int 

:LOVE4_10342
if 
  $GOON_IN_HANGAR1_DUCKING == -1 // $ == int 
jf @LOVE4_10367 
$GOON_IN_HANGAR1_DUCKING = 0 // $ = int 

:LOVE4_10367
if 
  $GOON_IN_HANGAR2_FLAG == -1 // $ == int 
jf @LOVE4_10392 
$GOON_IN_HANGAR2_FLAG = 0 // $ = int 

:LOVE4_10392
if 
  $GOON_IN_HANGAR2_DUCKING == -1 // $ == int 
jf @LOVE4_10417 
$GOON_IN_HANGAR2_DUCKING = 0 // $ = int 

:LOVE4_10417
if 
  $GOON_IN_HANGAR3_FLAG == -1 // $ == int 
jf @LOVE4_10442 
$GOON_IN_HANGAR3_FLAG = 0 // $ = int 

:LOVE4_10442
if 
  $GOON_IN_HANGAR3_DUCKING == -1 // $ == int 
jf @LOVE4_10467 
$GOON_IN_HANGAR3_DUCKING = 0 // $ = int 

:LOVE4_10467
if 
  $GOON_IN_HANGAR4_FLAG == -1 // $ == int 
jf @LOVE4_10492 
$GOON_IN_HANGAR4_FLAG = 0 // $ = int 

:LOVE4_10492
if 
  $GOON_IN_HANGAR4_DUCKING == -1 // $ == int 
jf @LOVE4_10517 
$GOON_IN_HANGAR4_DUCKING = 0 // $ = int 

:LOVE4_10517
if 
  $GOON_IN_HANGAR1_BLIP_FLAG == 0 // $ == int 
jf @LOVE4_10581 
if 
8118:   not actor $GOON_IN_HANGAR1 dead 
jf @LOVE4_10581 
0187: $GOON_IN_HANGAR1_BLIP = create_marker_above_actor $GOON_IN_HANGAR1 
00BC: text_highpriority 'LOVE4_1' time 5000 1  // ~r~The Colombian Cartel is here!!
$GOON_IN_HANGAR1_BLIP_FLAG = 1 // $ = int 

:LOVE4_10581
if 
  $GOON_IN_HANGAR2_BLIP_FLAG == 0 // $ == int 
jf @LOVE4_10645 
if 
8118:   not actor $GOON_IN_HANGAR2 dead 
jf @LOVE4_10645 
0187: $GOON_IN_HANGAR2_BLIP = create_marker_above_actor $GOON_IN_HANGAR2 
00BC: text_highpriority 'LOVE4_1' time 5000 1  // ~r~The Colombian Cartel is here!!
$GOON_IN_HANGAR2_BLIP_FLAG = 1 // $ = int 

:LOVE4_10645
if 
  $GOON_IN_HANGAR3_BLIP_FLAG == 0 // $ == int 
jf @LOVE4_10709 
if 
8118:   not actor $GOON_IN_HANGAR3 dead 
jf @LOVE4_10709 
0187: $GOON_IN_HANGAR3_BLIP = create_marker_above_actor $GOON_IN_HANGAR3 
00BC: text_highpriority 'LOVE4_1' time 5000 1  // ~r~The Colombian Cartel is here!!
$GOON_IN_HANGAR3_BLIP_FLAG = 1 // $ = int 

:LOVE4_10709
if 
  $GOON_IN_HANGAR4_BLIP_FLAG == 0 // $ == int 
jf @LOVE4_10773 
if 
8118:   not actor $GOON_IN_HANGAR4 dead 
jf @LOVE4_10773 
0187: $GOON_IN_HANGAR4_BLIP = create_marker_above_actor $GOON_IN_HANGAR4 
00BC: text_highpriority 'LOVE4_1' time 5000 1  // ~r~The Colombian Cartel is here!!
$GOON_IN_HANGAR4_BLIP_FLAG = 1 // $ = int 

:LOVE4_10773
return 

:LOVE4_10775
if 
  TIMERA > 3000 // @ > int 
jf @LOVE4_10840 
if 
  $DUCKING_FLAG == 0 // $ == int 
jf @LOVE4_10826 
$DUCKING_FLAG = 1 // $ = int 
jump @LOVE4_10833 

:LOVE4_10826
$DUCKING_FLAG = 0 // $ = int 

:LOVE4_10833
TIMERA = 0 // @ = int 

:LOVE4_10840
if 
  $GOON_IN_HANGAR1_DUCKING == 1 // $ == int 
jf @LOVE4_11110 
if 
  $DUCKING_FLAG == 0 // $ == int 
jf @LOVE4_11008 
if 
00F0:   actor $GOON_IN_HANGAR1 stopped 0 -1280.188 -520.0625 radius 1.5 1.5 
jf @LOVE4_10983 
0372: set_actor $GOON_IN_HANGAR1 anim 0 wait_state_time 100 ms 
0350: set_actor $GOON_IN_HANGAR1 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_10961 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_IN_HANGAR1 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_10969 

:LOVE4_10961
01CA: actor $GOON_IN_HANGAR1 kill_player $PLAYER_CHAR 

:LOVE4_10969
$GOON_IN_HANGAR1_WAITSTATE = 0 // $ = int 
jump @LOVE4_11001 

:LOVE4_10983
0350: set_actor $GOON_IN_HANGAR1 maintain_position_when_attacked 0 
0239: actor $GOON_IN_HANGAR1 run_to -1280.188 -520.0625 

:LOVE4_11001
jump @LOVE4_11110 

:LOVE4_11008
if 
00F0:   actor $GOON_IN_HANGAR1 stopped 0 -1280.188 -520.0625 radius 1.5 1.5 
jf @LOVE4_11092 
if 
  $GOON_IN_HANGAR1_WAITSTATE == 0 // $ == int 
jf @LOVE4_11085 
0350: set_actor $GOON_IN_HANGAR1 maintain_position_when_attacked 1 
0192: set_actor $GOON_IN_HANGAR1 objective_to_stand_still 
0372: set_actor $GOON_IN_HANGAR1 anim 14 wait_state_time 3000 ms 
$GOON_IN_HANGAR1_WAITSTATE = 1 // $ = int 

:LOVE4_11085
jump @LOVE4_11110 

:LOVE4_11092
0350: set_actor $GOON_IN_HANGAR1 maintain_position_when_attacked 0 
0239: actor $GOON_IN_HANGAR1 run_to -1280.188 -520.0625 

:LOVE4_11110
if 
  $GOON_IN_HANGAR2_DUCKING == 1 // $ == int 
jf @LOVE4_11380 
if 
  $DUCKING_FLAG == 0 // $ == int 
jf @LOVE4_11278 
if 
00F0:   actor $GOON_IN_HANGAR2 stopped 0 -1256.375 -521.25 radius 1.5 1.5 
jf @LOVE4_11253 
0372: set_actor $GOON_IN_HANGAR2 anim 0 wait_state_time 100 ms 
0350: set_actor $GOON_IN_HANGAR2 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_11231 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_IN_HANGAR2 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_11239 

:LOVE4_11231
01CA: actor $GOON_IN_HANGAR2 kill_player $PLAYER_CHAR 

:LOVE4_11239
$GOON_IN_HANGAR2_WAITSTATE = 0 // $ = int 
jump @LOVE4_11271 

:LOVE4_11253
0350: set_actor $GOON_IN_HANGAR2 maintain_position_when_attacked 0 
0239: actor $GOON_IN_HANGAR2 run_to -1256.375 -521.25 

:LOVE4_11271
jump @LOVE4_11380 

:LOVE4_11278
if 
00F0:   actor $GOON_IN_HANGAR2 stopped 0 -1256.375 -521.25 radius 1.5 1.5 
jf @LOVE4_11362 
if 
  $GOON_IN_HANGAR2_WAITSTATE == 0 // $ == int 
jf @LOVE4_11355 
0350: set_actor $GOON_IN_HANGAR2 maintain_position_when_attacked 1 
0192: set_actor $GOON_IN_HANGAR2 objective_to_stand_still 
0372: set_actor $GOON_IN_HANGAR2 anim 14 wait_state_time 3000 ms 
$GOON_IN_HANGAR2_WAITSTATE = 1 // $ = int 

:LOVE4_11355
jump @LOVE4_11380 

:LOVE4_11362
0350: set_actor $GOON_IN_HANGAR2 maintain_position_when_attacked 0 
0239: actor $GOON_IN_HANGAR2 run_to -1256.375 -521.25 

:LOVE4_11380
if 
  $GOON_IN_HANGAR3_DUCKING == 1 // $ == int 
jf @LOVE4_11650 
if 
  $DUCKING_FLAG == 1 // $ == int 
jf @LOVE4_11548 
if 
00F0:   actor $GOON_IN_HANGAR3 stopped 0 -1254.375 -521.25 radius 1.5 1.5 
jf @LOVE4_11523 
0372: set_actor $GOON_IN_HANGAR3 anim 0 wait_state_time 100 ms 
0350: set_actor $GOON_IN_HANGAR3 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_11501 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_IN_HANGAR3 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_11509 

:LOVE4_11501
01CA: actor $GOON_IN_HANGAR3 kill_player $PLAYER_CHAR 

:LOVE4_11509
$GOON_IN_HANGAR3_WAITSTATE = 0 // $ = int 
jump @LOVE4_11541 

:LOVE4_11523
0350: set_actor $GOON_IN_HANGAR3 maintain_position_when_attacked 0 
0239: actor $GOON_IN_HANGAR3 run_to -1254.375 -521.25 

:LOVE4_11541
jump @LOVE4_11650 

:LOVE4_11548
if 
00F0:   actor $GOON_IN_HANGAR3 stopped 0 -1254.375 -521.25 radius 1.5 1.5 
jf @LOVE4_11632 
if 
  $GOON_IN_HANGAR3_WAITSTATE == 0 // $ == int 
jf @LOVE4_11625 
0350: set_actor $GOON_IN_HANGAR3 maintain_position_when_attacked 1 
0192: set_actor $GOON_IN_HANGAR3 objective_to_stand_still 
0372: set_actor $GOON_IN_HANGAR3 anim 14 wait_state_time 3000 ms 
$GOON_IN_HANGAR3_WAITSTATE = 1 // $ = int 

:LOVE4_11625
jump @LOVE4_11650 

:LOVE4_11632
0350: set_actor $GOON_IN_HANGAR3 maintain_position_when_attacked 0 
0239: actor $GOON_IN_HANGAR3 run_to -1254.375 -521.25 

:LOVE4_11650
if 
  $GOON_IN_HANGAR4_DUCKING == 1 // $ == int 
jf @LOVE4_11920 
if 
  $DUCKING_FLAG == 1 // $ == int 
jf @LOVE4_11818 
if 
00F0:   actor $GOON_IN_HANGAR4 stopped 0 -1280.75 -529.1875 radius 1.5 1.5 
jf @LOVE4_11793 
0372: set_actor $GOON_IN_HANGAR4 anim 0 wait_state_time 100 ms 
0350: set_actor $GOON_IN_HANGAR4 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_11771 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_IN_HANGAR4 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_11779 

:LOVE4_11771
01CA: actor $GOON_IN_HANGAR4 kill_player $PLAYER_CHAR 

:LOVE4_11779
$GOON_IN_HANGAR4_WAITSTATE = 0 // $ = int 
jump @LOVE4_11811 

:LOVE4_11793
0350: set_actor $GOON_IN_HANGAR4 maintain_position_when_attacked 0 
0239: actor $GOON_IN_HANGAR4 run_to -1280.75 -529.1875 

:LOVE4_11811
jump @LOVE4_11920 

:LOVE4_11818
if 
00F0:   actor $GOON_IN_HANGAR4 stopped 0 -1280.75 -529.1875 radius 1.5 1.5 
jf @LOVE4_11902 
if 
  $GOON_IN_HANGAR4_WAITSTATE == 0 // $ == int 
jf @LOVE4_11895 
0350: set_actor $GOON_IN_HANGAR4 maintain_position_when_attacked 1 
0192: set_actor $GOON_IN_HANGAR4 objective_to_stand_still 
0372: set_actor $GOON_IN_HANGAR4 anim 14 wait_state_time 3000 ms 
$GOON_IN_HANGAR4_WAITSTATE = 1 // $ = int 

:LOVE4_11895
jump @LOVE4_11920 

:LOVE4_11902
0350: set_actor $GOON_IN_HANGAR4 maintain_position_when_attacked 0 
0239: actor $GOON_IN_HANGAR4 run_to -1280.75 -529.1875 

:LOVE4_11920
return 

:LOVE4_11922
if 
  $C_SITE_AREA_FLAG > 0 // $ > int 
jf @LOVE4_12393 
if 
8118:   not actor $GOON_AT_YARD1 dead 
jf @LOVE4_12393 
if 
  $GOON_AT_YARD1_FLAG == 0 // $ == int 
jf @LOVE4_12018 
0350: set_actor $GOON_AT_YARD1 maintain_position_when_attacked 0 
0372: set_actor $GOON_AT_YARD1 anim 0 wait_state_time 100 ms 
01B2: give_actor $GOON_AT_YARD1 weapon 6 ammo 9999 
0239: actor $GOON_AT_YARD1 run_to 345.0625 -309.5625 
$GOON_AT_YARD1_FLAG = 1 // $ = int 

:LOVE4_12018
if 
  $GOON_AT_YARD1_FLAG == 1 // $ == int 
jf @LOVE4_12084 
if 
00ED:   actor $GOON_AT_YARD1 0 345.0625 -309.5625 radius 1.0 1.0 
jf @LOVE4_12084 
0239: actor $GOON_AT_YARD1 run_to 345.3125 -313.1875 
$GOON_AT_YARD1_FLAG = 2 // $ = int 

:LOVE4_12084
if 
  $GOON_AT_YARD1_FLAG == 2 // $ == int 
jf @LOVE4_12150 
if 
00ED:   actor $GOON_AT_YARD1 0 345.3125 -313.1875 radius 1.0 1.0 
jf @LOVE4_12150 
0239: actor $GOON_AT_YARD1 run_to 342.125 -312.75 
$GOON_AT_YARD1_FLAG = 3 // $ = int 

:LOVE4_12150
if 
  $GOON_AT_YARD1_FLAG == 3 // $ == int 
jf @LOVE4_12212 
if 
00F0:   actor $GOON_AT_YARD1 stopped 0 342.125 -312.75 radius 1.0 1.0 
jf @LOVE4_12212 
0350: set_actor $GOON_AT_YARD1 maintain_position_when_attacked 1 
$GOON_AT_YARD1_FLAG = 4 // $ = int 

:LOVE4_12212
if 
  $GOON_AT_YARD1_FLAG == 4 // $ == int 
jf @LOVE4_12393 
if 
001C:   $GAME_TIMER_VAR > $GOON_AT_YARD1_DUCK_TIMER // $ > $ int 
jf @LOVE4_12393 
0084: $GOON_AT_YARD1_DUCK_TIMER = $GAME_TIMER_VAR // $ = $ int 
$GOON_AT_YARD1_DUCK_TIMER += 3000 // $ += int 
if 
  $GOON_AT_YARD1_DUCK == 0 // $ == int 
jf @LOVE4_12371 
0372: set_actor $GOON_AT_YARD1 anim 0 wait_state_time 100 ms 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_12331 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD1 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_12339 

:LOVE4_12331
01CA: actor $GOON_AT_YARD1 kill_player $PLAYER_CHAR 

:LOVE4_12339
if 
  $C_SITE_AREA_FLAG == 1 // $ == int 
jf @LOVE4_12364 
$GOON_AT_YARD1_DUCK = 1 // $ = int 

:LOVE4_12364
jump @LOVE4_12393 

:LOVE4_12371
0192: set_actor $GOON_AT_YARD1 objective_to_stand_still 
0372: set_actor $GOON_AT_YARD1 anim 14 wait_state_time 3000 ms 
$GOON_AT_YARD1_DUCK = 0 // $ = int 

:LOVE4_12393
return 

:LOVE4_12395
if 
  $C_SITE_AREA_FLAG > 0 // $ > int 
jf @LOVE4_12914 
if 
8118:   not actor $GOON_AT_YARD2 dead 
jf @LOVE4_12914 
if 
  $GOON_AT_YARD2_FLAG == 0 // $ == int 
jf @LOVE4_12543 
0372: set_actor $GOON_AT_YARD2 anim 0 wait_state_time 100 ms 
01B2: give_actor $GOON_AT_YARD2 weapon 5 ammo 9999 
0350: set_actor $GOON_AT_YARD2 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_12512 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD2 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_12520 

:LOVE4_12512
01CA: actor $GOON_AT_YARD2 kill_player $PLAYER_CHAR 

:LOVE4_12520
$GOON_AT_YARD2_FLAG = 1 // $ = int 
0084: $GOON_AT_YARD2_DUCK_TIMER = $GAME_TIMER_VAR // $ = $ int 
$GOON_AT_YARD2_DUCK_TIMER += 2000 // $ += int 

:LOVE4_12543
if 
  $GOON_AT_YARD2_FLAG == 1 // $ == int 
jf @LOVE4_12605 
if 
001C:   $GAME_TIMER_VAR > $GOON_AT_YARD2_DUCK_TIMER // $ > $ int 
jf @LOVE4_12605 
0350: set_actor $GOON_AT_YARD2 maintain_position_when_attacked 0 
0239: actor $GOON_AT_YARD2 run_to 333.625 -307.5625 
$GOON_AT_YARD2_FLAG = 2 // $ = int 

:LOVE4_12605
if 
  $GOON_AT_YARD2_FLAG == 2 // $ == int 
jf @LOVE4_12671 
if 
00ED:   actor $GOON_AT_YARD2 0 333.625 -307.5625 radius 1.0 1.0 
jf @LOVE4_12671 
0239: actor $GOON_AT_YARD2 run_to 333.4375 -304.75 
$GOON_AT_YARD2_FLAG = 3 // $ = int 

:LOVE4_12671
if 
  $GOON_AT_YARD2_FLAG == 3 // $ == int 
jf @LOVE4_12733 
if 
00F0:   actor $GOON_AT_YARD2 stopped 0 333.4375 -304.75 radius 1.0 1.0 
jf @LOVE4_12733 
0350: set_actor $GOON_AT_YARD2 maintain_position_when_attacked 1 
$GOON_AT_YARD2_FLAG = 4 // $ = int 

:LOVE4_12733
if 
  $GOON_AT_YARD2_FLAG == 4 // $ == int 
jf @LOVE4_12914 
if 
001C:   $GAME_TIMER_VAR > $GOON_AT_YARD2_DUCK_TIMER // $ > $ int 
jf @LOVE4_12914 
0084: $GOON_AT_YARD2_DUCK_TIMER = $GAME_TIMER_VAR // $ = $ int 
$GOON_AT_YARD2_DUCK_TIMER += 3000 // $ += int 
if 
  $GOON_AT_YARD2_DUCK == 0 // $ == int 
jf @LOVE4_12892 
0372: set_actor $GOON_AT_YARD2 anim 0 wait_state_time 100 ms 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_12852 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD2 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_12860 

:LOVE4_12852
01CA: actor $GOON_AT_YARD2 kill_player $PLAYER_CHAR 

:LOVE4_12860
if 
  3 > $C_SITE_AREA_FLAG // int > $ 
jf @LOVE4_12885 
$GOON_AT_YARD2_DUCK = 1 // $ = int 

:LOVE4_12885
jump @LOVE4_12914 

:LOVE4_12892
0192: set_actor $GOON_AT_YARD2 objective_to_stand_still 
0372: set_actor $GOON_AT_YARD2 anim 14 wait_state_time 3000 ms 
$GOON_AT_YARD2_DUCK = 0 // $ = int 

:LOVE4_12914
return 

:LOVE4_12916
if 
  $C_SITE_AREA_FLAG > 1 // $ > int 
jf @LOVE4_13425 
if 
8118:   not actor $GOON_AT_YARD3 dead 
jf @LOVE4_13425 
if 
  $GOON_AT_YARD3_FLAG == 0 // $ == int 
jf @LOVE4_13054 
0372: set_actor $GOON_AT_YARD3 anim 0 wait_state_time 100 ms 
0350: set_actor $GOON_AT_YARD3 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_13023 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD3 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_13031 

:LOVE4_13023
01CA: actor $GOON_AT_YARD3 kill_player $PLAYER_CHAR 

:LOVE4_13031
$GOON_AT_YARD3_FLAG = 1 // $ = int 
0084: $GOON_AT_YARD3_DUCK_TIMER = $GAME_TIMER_VAR // $ = $ int 
$GOON_AT_YARD3_DUCK_TIMER += 2000 // $ += int 

:LOVE4_13054
if 
  $GOON_AT_YARD3_FLAG == 1 // $ == int 
jf @LOVE4_13116 
if 
001C:   $GAME_TIMER_VAR > $GOON_AT_YARD3_DUCK_TIMER // $ > $ int 
jf @LOVE4_13116 
0350: set_actor $GOON_AT_YARD3 maintain_position_when_attacked 0 
0239: actor $GOON_AT_YARD3 run_to 331.6875 -329.125 
$GOON_AT_YARD3_FLAG = 2 // $ = int 

:LOVE4_13116
if 
  $GOON_AT_YARD3_FLAG == 2 // $ == int 
jf @LOVE4_13182 
if 
00ED:   actor $GOON_AT_YARD3 0 331.6875 -329.125 radius 1.0 1.0 
jf @LOVE4_13182 
0239: actor $GOON_AT_YARD3 run_to 327.625 -329.125 
$GOON_AT_YARD3_FLAG = 3 // $ = int 

:LOVE4_13182
if 
  $GOON_AT_YARD3_FLAG == 3 // $ == int 
jf @LOVE4_13244 
if 
00F0:   actor $GOON_AT_YARD3 stopped 0 327.625 -329.125 radius 1.0 1.0 
jf @LOVE4_13244 
0350: set_actor $GOON_AT_YARD3 maintain_position_when_attacked 1 
$GOON_AT_YARD3_FLAG = 4 // $ = int 

:LOVE4_13244
if 
  $GOON_AT_YARD3_FLAG == 4 // $ == int 
jf @LOVE4_13425 
if 
001C:   $GAME_TIMER_VAR > $GOON_AT_YARD3_DUCK_TIMER // $ > $ int 
jf @LOVE4_13425 
0084: $GOON_AT_YARD3_DUCK_TIMER = $GAME_TIMER_VAR // $ = $ int 
$GOON_AT_YARD3_DUCK_TIMER += 3000 // $ += int 
if 
  $GOON_AT_YARD3_DUCK == 0 // $ == int 
jf @LOVE4_13403 
0372: set_actor $GOON_AT_YARD3 anim 0 wait_state_time 100 ms 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_13363 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD3 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_13371 

:LOVE4_13363
01CA: actor $GOON_AT_YARD3 kill_player $PLAYER_CHAR 

:LOVE4_13371
if 
  4 > $C_SITE_AREA_FLAG // int > $ 
jf @LOVE4_13396 
$GOON_AT_YARD3_DUCK = 1 // $ = int 

:LOVE4_13396
jump @LOVE4_13425 

:LOVE4_13403
0192: set_actor $GOON_AT_YARD3 objective_to_stand_still 
0372: set_actor $GOON_AT_YARD3 anim 14 wait_state_time 3000 ms 
$GOON_AT_YARD3_DUCK = 0 // $ = int 

:LOVE4_13425
return 

:LOVE4_13427
if 
  $C_SITE_AREA_FLAG > 2 // $ > int 
jf @LOVE4_13914 
if 
8118:   not actor $GOON_AT_YARD4 dead 
jf @LOVE4_13914 
if 
  $GOON_AT_YARD4_FLAG == 0 // $ == int 
jf @LOVE4_13549 
0350: set_actor $GOON_AT_YARD4 maintain_position_when_attacked 1 
0372: set_actor $GOON_AT_YARD4 anim 0 wait_state_time 100 ms 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_13534 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD4 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_13542 

:LOVE4_13534
01CA: actor $GOON_AT_YARD4 kill_player $PLAYER_CHAR 

:LOVE4_13542
$GOON_AT_YARD4_FLAG = 1 // $ = int 

:LOVE4_13549
if 
  $GOON_AT_YARD4_FLAG == 1 // $ == int 
jf @LOVE4_13609 
if 
0123:   actor $GOON_AT_YARD4 spotted_player $PLAYER_CHAR 
jf @LOVE4_13609 
0084: $GOON_AT_YARD4_DUCK_TIMER = $GAME_TIMER_VAR // $ = $ int 
$GOON_AT_YARD4_DUCK_TIMER += 2000 // $ += int 
$GOON_AT_YARD4_FLAG = 2 // $ = int 

:LOVE4_13609
if 
  $GOON_AT_YARD4_FLAG == 2 // $ == int 
jf @LOVE4_13671 
if 
001C:   $GAME_TIMER_VAR > $GOON_AT_YARD4_DUCK_TIMER // $ > $ int 
jf @LOVE4_13671 
0350: set_actor $GOON_AT_YARD4 maintain_position_when_attacked 0 
0239: actor $GOON_AT_YARD4 run_to 338.625 -329.375 
$GOON_AT_YARD4_FLAG = 3 // $ = int 

:LOVE4_13671
if 
  $GOON_AT_YARD4_FLAG == 3 // $ == int 
jf @LOVE4_13733 
if 
00F0:   actor $GOON_AT_YARD4 stopped 0 338.625 -329.375 radius 1.0 1.0 
jf @LOVE4_13733 
0350: set_actor $GOON_AT_YARD4 maintain_position_when_attacked 1 
$GOON_AT_YARD4_FLAG = 4 // $ = int 

:LOVE4_13733
if 
  $GOON_AT_YARD4_FLAG == 4 // $ == int 
jf @LOVE4_13914 
if 
001C:   $GAME_TIMER_VAR > $GOON_AT_YARD4_DUCK_TIMER // $ > $ int 
jf @LOVE4_13914 
0084: $GOON_AT_YARD4_DUCK_TIMER = $GAME_TIMER_VAR // $ = $ int 
$GOON_AT_YARD4_DUCK_TIMER += 3000 // $ += int 
if 
  $GOON_AT_YARD4_DUCK == 0 // $ == int 
jf @LOVE4_13892 
0372: set_actor $GOON_AT_YARD4 anim 0 wait_state_time 100 ms 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_13852 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD4 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_13860 

:LOVE4_13852
01CA: actor $GOON_AT_YARD4 kill_player $PLAYER_CHAR 

:LOVE4_13860
if 
  5 > $C_SITE_AREA_FLAG // int > $ 
jf @LOVE4_13885 
$GOON_AT_YARD4_DUCK = 1 // $ = int 

:LOVE4_13885
jump @LOVE4_13914 

:LOVE4_13892
0192: set_actor $GOON_AT_YARD4 objective_to_stand_still 
0372: set_actor $GOON_AT_YARD4 anim 14 wait_state_time 3000 ms 
$GOON_AT_YARD4_DUCK = 0 // $ = int 

:LOVE4_13914
return 

:LOVE4_13916
if 
  $C_SITE_AREA_FLAG > 3 // $ > int 
jf @LOVE4_14243 
if 
8118:   not actor $GOON_AT_YARD5 dead 
jf @LOVE4_14243 
if 
  $GOON_AT_YARD5_FLAG == 0 // $ == int 
jf @LOVE4_14002 
0350: set_actor $GOON_AT_YARD5 maintain_position_when_attacked 0 
0372: set_actor $GOON_AT_YARD5 anim 0 wait_state_time 100 ms 
0239: actor $GOON_AT_YARD5 run_to 354.625 -325.375 
$GOON_AT_YARD5_FLAG = 1 // $ = int 

:LOVE4_14002
if 
  $GOON_AT_YARD5_FLAG == 1 // $ == int 
jf @LOVE4_14068 
if 
00ED:   actor $GOON_AT_YARD5 0 354.625 -325.375 radius 1.0 1.0 
jf @LOVE4_14068 
0239: actor $GOON_AT_YARD5 run_to 345.9375 -325.4375 
$GOON_AT_YARD5_FLAG = 2 // $ = int 

:LOVE4_14068
if 
  $GOON_AT_YARD5_FLAG == 2 // $ == int 
jf @LOVE4_14134 
if 
00ED:   actor $GOON_AT_YARD5 0 345.9375 -325.4375 radius 1.0 1.0 
jf @LOVE4_14134 
0239: actor $GOON_AT_YARD5 run_to 341.625 -327.4375 
$GOON_AT_YARD5_FLAG = 3 // $ = int 

:LOVE4_14134
if 
  $GOON_AT_YARD5_FLAG == 3 // $ == int 
jf @LOVE4_14243 
if 
00F0:   actor $GOON_AT_YARD5 stopped 0 341.625 -327.4375 radius 1.0 1.0 
jf @LOVE4_14243 
0350: set_actor $GOON_AT_YARD5 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_14228 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD5 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_14243 

:LOVE4_14228
01CA: actor $GOON_AT_YARD5 kill_player $PLAYER_CHAR 
$GOON_AT_YARD5_FLAG = 4 // $ = int 

:LOVE4_14243
return 

:LOVE4_14245
if 
  $C_SITE_AREA_FLAG > 2 // $ > int 
jf @LOVE4_14506 
if 
8118:   not actor $GOON_AT_YARD6 dead 
jf @LOVE4_14506 
if 
  $GOON_AT_YARD6_FLAG == 0 // $ == int 
jf @LOVE4_14331 
0350: set_actor $GOON_AT_YARD6 maintain_position_when_attacked 0 
0372: set_actor $GOON_AT_YARD6 anim 0 wait_state_time 100 ms 
0239: actor $GOON_AT_YARD6 run_to 365.875 -317.25 
$GOON_AT_YARD6_FLAG = 1 // $ = int 

:LOVE4_14331
if 
  $GOON_AT_YARD6_FLAG == 1 // $ == int 
jf @LOVE4_14397 
if 
00ED:   actor $GOON_AT_YARD6 0 365.875 -317.25 radius 1.0 1.0 
jf @LOVE4_14397 
0239: actor $GOON_AT_YARD6 run_to 335.6875 -316.25 
$GOON_AT_YARD6_FLAG = 2 // $ = int 

:LOVE4_14397
if 
  $GOON_AT_YARD6_FLAG == 2 // $ == int 
jf @LOVE4_14506 
if 
00F0:   actor $GOON_AT_YARD6 stopped 0 335.6875 -316.25 radius 1.0 1.0 
jf @LOVE4_14506 
0350: set_actor $GOON_AT_YARD6 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_14491 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD6 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_14506 

:LOVE4_14491
01CA: actor $GOON_AT_YARD6 kill_player $PLAYER_CHAR 
$GOON_AT_YARD6_FLAG = 3 // $ = int 

:LOVE4_14506
return 

:LOVE4_14508
if 
  $C_SITE_AREA_FLAG > 3 // $ > int 
jf @LOVE4_14712 
if 
8118:   not actor $GOON_AT_YARD7 dead 
jf @LOVE4_14712 
if 
001C:   $GAME_TIMER_VAR > $GOON_AT_YARD7_DUCK_TIMER // $ > $ int 
jf @LOVE4_14712 
0350: set_actor $GOON_AT_YARD7 maintain_position_when_attacked 1 
0084: $GOON_AT_YARD7_DUCK_TIMER = $GAME_TIMER_VAR // $ = $ int 
$GOON_AT_YARD7_DUCK_TIMER += 3000 // $ += int 
if 
  $GOON_AT_YARD7_DUCK == 0 // $ == int 
jf @LOVE4_14690 
0372: set_actor $GOON_AT_YARD7 anim 0 wait_state_time 100 ms 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_14650 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD7 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_14658 

:LOVE4_14650
01CA: actor $GOON_AT_YARD7 kill_player $PLAYER_CHAR 

:LOVE4_14658
if 
  6 > $C_SITE_AREA_FLAG // int > $ 
jf @LOVE4_14683 
$GOON_AT_YARD7_DUCK = 1 // $ = int 

:LOVE4_14683
jump @LOVE4_14712 

:LOVE4_14690
0192: set_actor $GOON_AT_YARD7 objective_to_stand_still 
0372: set_actor $GOON_AT_YARD7 anim 14 wait_state_time 3000 ms 
$GOON_AT_YARD7_DUCK = 0 // $ = int 

:LOVE4_14712
return 

:LOVE4_14714
if 
  $C_SITE_AREA_FLAG > 3 // $ > int 
jf @LOVE4_15152 
if 
8118:   not actor $GOON_AT_YARD8 dead 
jf @LOVE4_15152 
if 
  $GOON_AT_YARD8_FLAG == 0 // $ == int 
jf @LOVE4_14815 
0192: set_actor $GOON_AT_YARD8 objective_to_stand_still 
009F: set_actor $GOON_AT_YARD8 idle 
03AC: clear_route $YARD_ROUTE3 
0372: set_actor $GOON_AT_YARD8 anim 0 wait_state_time 100 ms 
0350: set_actor $GOON_AT_YARD8 maintain_position_when_attacked 0 
0239: actor $GOON_AT_YARD8 run_to 375.4375 -331.1875 
$GOON_AT_YARD8_FLAG = 1 // $ = int 

:LOVE4_14815
if 
  $GOON_AT_YARD8_FLAG == 1 // $ == int 
jf @LOVE4_14881 
if 
00ED:   actor $GOON_AT_YARD8 0 375.4375 -331.1875 radius 1.0 1.0 
jf @LOVE4_14881 
0239: actor $GOON_AT_YARD8 run_to 363.6875 -330.9375 
$GOON_AT_YARD8_FLAG = 2 // $ = int 

:LOVE4_14881
if 
  $GOON_AT_YARD8_FLAG == 2 // $ == int 
jf @LOVE4_14943 
if 
00F0:   actor $GOON_AT_YARD8 stopped 0 363.6875 -330.9375 radius 1.0 1.0 
jf @LOVE4_14943 
0350: set_actor $GOON_AT_YARD8 maintain_position_when_attacked 1 
$GOON_AT_YARD8_FLAG = 3 // $ = int 

:LOVE4_14943
if 
  $GOON_AT_YARD8_FLAG == 3 // $ == int 
jf @LOVE4_15152 
if 
001C:   $GAME_TIMER_VAR > $GOON_AT_YARD8_DUCK_TIMER // $ > $ int 
jf @LOVE4_15152 
0084: $GOON_AT_YARD8_DUCK_TIMER = $GAME_TIMER_VAR // $ = $ int 
$GOON_AT_YARD8_DUCK_TIMER += 3000 // $ += int 
if 
  $GOON_AT_YARD8_DUCK == 0 // $ == int 
jf @LOVE4_15130 
0372: set_actor $GOON_AT_YARD8 anim 0 wait_state_time 100 ms 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_15062 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD8 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_15070 

:LOVE4_15062
01CA: actor $GOON_AT_YARD8 kill_player $PLAYER_CHAR 

:LOVE4_15070
if 
  6 > $C_SITE_AREA_FLAG // int > $ 
jf @LOVE4_15095 
$GOON_AT_YARD8_DUCK = 1 // $ = int 

:LOVE4_15095
if 
  $GOON_AT_YARD8_DUCK == 0 // $ == int 
jf @LOVE4_15123 
01B2: give_actor $GOON_AT_YARD8 weapon 4 ammo 9999 

:LOVE4_15123
jump @LOVE4_15152 

:LOVE4_15130
0192: set_actor $GOON_AT_YARD8 objective_to_stand_still 
0372: set_actor $GOON_AT_YARD8 anim 14 wait_state_time 3000 ms 
$GOON_AT_YARD8_DUCK = 0 // $ = int 

:LOVE4_15152
return 

:LOVE4_15154
if 
  $C_SITE_AREA_FLAG > 3 // $ > int 
jf @LOVE4_15859 
if 
8118:   not actor $GOON_AT_YARD9 dead 
jf @LOVE4_15859 
if 
  $GOON_AT_YARD9_FLAG == 0 // $ == int 
jf @LOVE4_15255 
0192: set_actor $GOON_AT_YARD9 objective_to_stand_still 
009F: set_actor $GOON_AT_YARD9 idle 
03AC: clear_route $YARD_ROUTE2 
0372: set_actor $GOON_AT_YARD9 anim 0 wait_state_time 100 ms 
0350: set_actor $GOON_AT_YARD9 maintain_position_when_attacked 0 
0239: actor $GOON_AT_YARD9 run_to 374.9375 -311.8125 
$GOON_AT_YARD9_FLAG = 1 // $ = int 

:LOVE4_15255
if 
  $GOON_AT_YARD9_FLAG == 1 // $ == int 
jf @LOVE4_15321 
if 
00ED:   actor $GOON_AT_YARD9 0 374.9375 -311.8125 radius 1.0 1.0 
jf @LOVE4_15321 
0239: actor $GOON_AT_YARD9 run_to 348.125 -301.9375 
$GOON_AT_YARD9_FLAG = 2 // $ = int 

:LOVE4_15321
if 
  $GOON_AT_YARD9_FLAG == 2 // $ == int 
jf @LOVE4_15387 
if 
00ED:   actor $GOON_AT_YARD9 0 348.125 -301.9375 radius 1.0 1.0 
jf @LOVE4_15387 
0239: actor $GOON_AT_YARD9 run_to 342.9375 -302.625 
$GOON_AT_YARD9_FLAG = 3 // $ = int 

:LOVE4_15387
if 
  $GOON_AT_YARD9_FLAG == 3 // $ == int 
jf @LOVE4_15453 
if 
00ED:   actor $GOON_AT_YARD9 0 342.9375 -302.625 radius 1.0 1.0 
jf @LOVE4_15453 
0239: actor $GOON_AT_YARD9 run_to 327.625 -317.25 
$GOON_AT_YARD9_FLAG = 4 // $ = int 

:LOVE4_15453
if 
  $GOON_AT_YARD9_FLAG == 4 // $ == int 
jf @LOVE4_15605 
if 
00ED:   actor $GOON_AT_YARD9 0 327.625 -317.25 radius 1.0 1.0 
jf @LOVE4_15605 
if 
  $C_SITE_AREA_FLAG == 4 // $ == int 
jf @LOVE4_15580 
0350: set_actor $GOON_AT_YARD9 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_15565 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD9 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_15573 

:LOVE4_15565
01CA: actor $GOON_AT_YARD9 kill_player $PLAYER_CHAR 

:LOVE4_15573
jump @LOVE4_15605 

:LOVE4_15580
0350: set_actor $GOON_AT_YARD9 maintain_position_when_attacked 0 
0239: actor $GOON_AT_YARD9 run_to 335.1875 -334.875 
$GOON_AT_YARD9_FLAG = 5 // $ = int 

:LOVE4_15605
if 
  $GOON_AT_YARD9_FLAG == 5 // $ == int 
jf @LOVE4_15757 
if 
00ED:   actor $GOON_AT_YARD9 0 335.1875 -334.875 radius 1.0 1.0 
jf @LOVE4_15757 
if 
  $C_SITE_AREA_FLAG == 5 // $ == int 
jf @LOVE4_15732 
0350: set_actor $GOON_AT_YARD9 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_15717 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD9 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_15725 

:LOVE4_15717
01CA: actor $GOON_AT_YARD9 kill_player $PLAYER_CHAR 

:LOVE4_15725
jump @LOVE4_15757 

:LOVE4_15732
0350: set_actor $GOON_AT_YARD9 maintain_position_when_attacked 0 
0239: actor $GOON_AT_YARD9 run_to 360.375 -337.9375 
$GOON_AT_YARD9_FLAG = 6 // $ = int 

:LOVE4_15757
if 
  $GOON_AT_YARD9_FLAG == 6 // $ == int 
jf @LOVE4_15859 
if 
00ED:   actor $GOON_AT_YARD9 0 360.375 -337.9375 radius 1.0 1.0 
jf @LOVE4_15859 
0350: set_actor $GOON_AT_YARD9 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_15851 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD9 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_15859 

:LOVE4_15851
01CA: actor $GOON_AT_YARD9 kill_player $PLAYER_CHAR 

:LOVE4_15859
return 

:LOVE4_15861
if 
  $C_SITE_AREA_FLAG > 0 // $ > int 
jf @LOVE4_17148 
if 
8118:   not actor $GOON_AT_YARD10 dead 
jf @LOVE4_17148 
if 
  $GOON_AT_YARD10_FLAG == 0 // $ == int 
jf @LOVE4_15969 
0291: set_actor $GOON_AT_YARD10 heed_threats 0 
0192: set_actor $GOON_AT_YARD10 objective_to_stand_still 
009F: set_actor $GOON_AT_YARD10 idle 
03AC: clear_route $YARD_ROUTE1 
0372: set_actor $GOON_AT_YARD10 anim 0 wait_state_time 100 ms 
0350: set_actor $GOON_AT_YARD10 maintain_position_when_attacked 0 
0239: actor $GOON_AT_YARD10 run_to 372.5625 -298.4375 
$GOON_AT_YARD10_FLAG = 1 // $ = int 

:LOVE4_15969
if 
  $GOON_AT_YARD10_FLAG == 1 // $ == int 
jf @LOVE4_16031 
if 
00F0:   actor $GOON_AT_YARD10 stopped 0 372.5625 -298.4375 radius 1.0 1.0 
jf @LOVE4_16031 
0350: set_actor $GOON_AT_YARD10 maintain_position_when_attacked 1 
$GOON_AT_YARD10_FLAG = 2 // $ = int 

:LOVE4_16031
if 
  $GOON_AT_YARD10_FLAG == 2 // $ == int 
jf @LOVE4_16253 
if 
  $C_SITE_AREA_FLAG == 1 // $ == int 
jf @LOVE4_16219 
if 
001C:   $GAME_TIMER_VAR > $GOON_AT_YARD10_DUCK_TIMER // $ > $ int 
jf @LOVE4_16212 
0084: $GOON_AT_YARD10_DUCK_TIMER = $GAME_TIMER_VAR // $ = $ int 
$GOON_AT_YARD10_DUCK_TIMER += 3000 // $ += int 
if 
  $GOON_AT_YARD10_DUCK == 0 // $ == int 
jf @LOVE4_16190 
0372: set_actor $GOON_AT_YARD10 anim 0 wait_state_time 100 ms 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_16168 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD10 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_16176 

:LOVE4_16168
01CA: actor $GOON_AT_YARD10 kill_player $PLAYER_CHAR 

:LOVE4_16176
$GOON_AT_YARD10_DUCK = 1 // $ = int 
jump @LOVE4_16212 

:LOVE4_16190
0192: set_actor $GOON_AT_YARD10 objective_to_stand_still 
0372: set_actor $GOON_AT_YARD10 anim 14 wait_state_time 3000 ms 
$GOON_AT_YARD10_DUCK = 0 // $ = int 

:LOVE4_16212
jump @LOVE4_16253 

:LOVE4_16219
0350: set_actor $GOON_AT_YARD10 maintain_position_when_attacked 0 
0372: set_actor $GOON_AT_YARD10 anim 0 wait_state_time 100 ms 
0239: actor $GOON_AT_YARD10 run_to 372.8125 -266.8125 
$GOON_AT_YARD10_FLAG = 3 // $ = int 

:LOVE4_16253
if 
  $GOON_AT_YARD10_FLAG == 3 // $ == int 
jf @LOVE4_16319 
if 
00ED:   actor $GOON_AT_YARD10 0 372.8125 -266.8125 radius 1.0 1.0 
jf @LOVE4_16319 
0239: actor $GOON_AT_YARD10 run_to 363.875 -266.5 
$GOON_AT_YARD10_FLAG = 4 // $ = int 

:LOVE4_16319
if 
  $GOON_AT_YARD10_FLAG == 4 // $ == int 
jf @LOVE4_16385 
if 
00ED:   actor $GOON_AT_YARD10 0 363.875 -266.5 radius 1.0 1.0 
jf @LOVE4_16385 
0239: actor $GOON_AT_YARD10 run_to 361.9375 -290.5 
$GOON_AT_YARD10_FLAG = 5 // $ = int 

:LOVE4_16385
if 
  $GOON_AT_YARD10_FLAG == 5 // $ == int 
jf @LOVE4_16451 
if 
00ED:   actor $GOON_AT_YARD10 0 361.9375 -290.5 radius 1.0 1.0 
jf @LOVE4_16451 
0239: actor $GOON_AT_YARD10 run_to 341.375 -298.1875 
$GOON_AT_YARD10_FLAG = 6 // $ = int 

:LOVE4_16451
if 
  $GOON_AT_YARD10_FLAG == 6 // $ == int 
jf @LOVE4_16517 
if 
00ED:   actor $GOON_AT_YARD10 0 341.375 -298.1875 radius 1.0 1.0 
jf @LOVE4_16517 
0239: actor $GOON_AT_YARD10 run_to 342.3125 -303.625 
$GOON_AT_YARD10_FLAG = 7 // $ = int 

:LOVE4_16517
if 
  $GOON_AT_YARD10_FLAG == 7 // $ == int 
jf @LOVE4_16669 
if 
00F0:   actor $GOON_AT_YARD10 stopped 0 342.3125 -303.625 radius 1.0 1.0 
jf @LOVE4_16669 
if 
  $C_SITE_AREA_FLAG == 2 // $ == int 
jf @LOVE4_16644 
0350: set_actor $GOON_AT_YARD10 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_16629 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD10 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_16637 

:LOVE4_16629
01CA: actor $GOON_AT_YARD10 kill_player $PLAYER_CHAR 

:LOVE4_16637
jump @LOVE4_16669 

:LOVE4_16644
0350: set_actor $GOON_AT_YARD10 maintain_position_when_attacked 0 
0239: actor $GOON_AT_YARD10 run_to 338.1875 -308.1875 
$GOON_AT_YARD10_FLAG = 8 // $ = int 

:LOVE4_16669
if 
  $GOON_AT_YARD10_FLAG == 8 // $ == int 
jf @LOVE4_16735 
if 
00ED:   actor $GOON_AT_YARD10 0 338.1875 -308.1875 radius 1.0 1.0 
jf @LOVE4_16735 
0239: actor $GOON_AT_YARD10 run_to 330.4375 -314.0625 
$GOON_AT_YARD10_FLAG = 9 // $ = int 

:LOVE4_16735
if 
  $GOON_AT_YARD10_FLAG == 9 // $ == int 
jf @LOVE4_16894 
if 
00F0:   actor $GOON_AT_YARD10 stopped 0 330.4375 -314.0625 radius 1.0 1.0 
jf @LOVE4_16894 
if or
  $C_SITE_AREA_FLAG == 3 // $ == int 
  $C_SITE_AREA_FLAG == 4 // $ == int 
jf @LOVE4_16869 
0350: set_actor $GOON_AT_YARD10 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_16854 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD10 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_16862 

:LOVE4_16854
01CA: actor $GOON_AT_YARD10 kill_player $PLAYER_CHAR 

:LOVE4_16862
jump @LOVE4_16894 

:LOVE4_16869
0350: set_actor $GOON_AT_YARD10 maintain_position_when_attacked 0 
0239: actor $GOON_AT_YARD10 run_to 334.625 -338.6875 
$GOON_AT_YARD10_FLAG = 10 // $ = int 

:LOVE4_16894
if 
  $GOON_AT_YARD10_FLAG == 10 // $ == int 
jf @LOVE4_17046 
if 
00F0:   actor $GOON_AT_YARD10 stopped 0 334.625 -338.6875 radius 1.0 1.0 
jf @LOVE4_17046 
if 
  $C_SITE_AREA_FLAG == 5 // $ == int 
jf @LOVE4_17021 
0350: set_actor $GOON_AT_YARD10 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_17006 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD10 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_17014 

:LOVE4_17006
01CA: actor $GOON_AT_YARD10 kill_player $PLAYER_CHAR 

:LOVE4_17014
jump @LOVE4_17046 

:LOVE4_17021
0350: set_actor $GOON_AT_YARD10 maintain_position_when_attacked 0 
0239: actor $GOON_AT_YARD10 run_to 360.1875 -336.6875 
$GOON_AT_YARD10_FLAG = 11 // $ = int 

:LOVE4_17046
if 
  $GOON_AT_YARD10_FLAG == 11 // $ == int 
jf @LOVE4_17148 
if 
00F0:   actor $GOON_AT_YARD10 stopped 0 360.1875 -336.6875 radius 1.0 1.0 
jf @LOVE4_17148 
0350: set_actor $GOON_AT_YARD10 maintain_position_when_attacked 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @LOVE4_17140 
00DA: $PLAYERS_VEHICLE = player $PLAYER_CHAR car 
01D9: actor $GOON_AT_YARD10 destroy_car $PLAYERS_VEHICLE 
jump @LOVE4_17148 

:LOVE4_17140
01CA: actor $GOON_AT_YARD10 kill_player $PLAYER_CHAR 

:LOVE4_17148
return 

//-------------Mission 68---------------
// Originally: Escort Service

:LOVE5
gosub @LOVE5_36 
if 
  wasted_or_busted 
jf @LOVE5_27 
gosub @LOVE5_11376 

:LOVE5_27
gosub @LOVE5_11463 
terminate_this_script 

:LOVE5_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'LOVE5' 
$CAR1_ATTACKING_FLAG = 0 // $ = int 
$CAR2_ATTACKING_FLAG = 0 // $ = int 
$CAR3_ATTACKING_FLAG = 0 // $ = int 
$CAR4_ATTACKING_FLAG = 0 // $ = int 
$ESCORT_TRUCK_FLAG = 0 // $ = int 
$COLOMBIAN_1_FLAG = 0 // $ = int 
$COLOMBIAN_2_FLAG = 0 // $ = int 
$COLOMBIAN_3_FLAG = 0 // $ = int 
$COLOMBIAN_4_FLAG = 0 // $ = int 
$DUMMY_HEALTH = 2000 // $ = int 
023C: load_special_actor 1 'LOVE' 
0247: request_model #TSHRORCKGRDN 
0247: request_model #TSHRORCKGRDN_ALFAS 
02F3: load_object #CUTOBJ01 'LOVEH' 
03AF: set_streaming 0 
038B: load_requested_models 

:LOVE5_178
if or
823D:   not special_actor 1 loaded 
8248:   not model #TSHRORCKGRDN available 
8248:   not model #TSHRORCKGRDN_ALFAS available 
8248:   not model #CUTOBJ01 available 
jf @LOVE5_219 
wait 0 
jump @LOVE5_178 

:LOVE5_219
02E4: load_cutscene_data 'D5_ES' 
0244: set_cutscene_pos 85.1875 -1532.875 243.5 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_LOVE = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_LOVE 'LOVE' 
02F4: create_cutscene_actor $CS_LOVEHEAD from_head #CUTOBJ01 and_body $CS_LOVE 
02F5: set_head_anim $CS_LOVEHEAD 'LOVE' 
0395: clear_area 1 at 82.4375 -1548.438 28.0 range 2.0 
0055: put_player $PLAYER_CHAR at 82.4375 -1548.438 28.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
fade 1 1500 
02E7: start_cutscene 
03AD: set_rubbish 0 
02E8: $CS_TIME = cutscenetime 

:LOVE5_360
if 
  1324 > $CS_TIME // int > $ 
jf @LOVE5_395 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE5_360 

:LOVE5_395
00BC: text_highpriority 'LOVE5_A' time 5000 1  // You are proving to be a safe investment, a rare thing in these days of false hood.

:LOVE5_410
if 
  6061 > $CS_TIME // int > $ 
jf @LOVE5_445 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE5_410 

:LOVE5_445
00BB: text_lowpriority 'LOVE5_B' time 5000 1  // My Oriental friend will need an escort while he takes my latest acquisition to be authenticated.

:LOVE5_460
if 
  10660 > $CS_TIME // int > $ 
jf @LOVE5_495 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE5_460 

:LOVE5_495
00BB: text_lowpriority 'LOVE5_C' time 5000 1  // I want you to follow him, and make sure both he and my package get to Pike Creek unharmed.

:LOVE5_510
if 
  17500 > $CS_TIME // int > $ 
jf @LOVE5_545 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE5_510 

:LOVE5_545
fade 0 1500 

:LOVE5_552
if 
82E9:   not cutscene_reached_end 
jf @LOVE5_576 
wait 0 
jump @LOVE5_552 

:LOVE5_576
03AD: set_rubbish 1 
00BE: text_clear_all 

:LOVE5_582
if 
  fading 
jf @LOVE5_606 
wait 0 
jump @LOVE5_582 

:LOVE5_606
02EA: end_cutscene 
fade 0 0 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0249: release_model #TSHRORCKGRDN 
0249: release_model #TSHRORCKGRDN_ALFAS 
0249: release_model #CUTOBJ01 
0247: request_model #SECURICA 
0247: request_model #COLUMB 
0247: request_model #GANG11 
023C: load_special_actor 2 'OJG' 
023C: load_special_actor 3 'S_GUARD' 
038B: load_requested_models 

:LOVE5_674
if or
8248:   not model #GANG11 available 
8248:   not model #COLUMB available 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
8248:   not model #SECURICA available 
jf @LOVE5_717 
wait 0 
jump @LOVE5_674 

:LOVE5_717
03AF: set_streaming 1 
fade 1 1500 
00A5: $ESCORT_TRUCK = create_car #SECURICA at 83.5625 -1592.25 25.0625 
0229: set_car $ESCORT_TRUCK color_to 0 0 
if 
0119:   car $ESCORT_TRUCK wrecked 
jf @LOVE5_791 
00BC: text_highpriority 'LOVE5_5' time 5000 1  // ~r~You failed to protect the truck!
jump @LOVE5_11376 

:LOVE5_791
0129: $TRUCK_DRIVER = create_actor 21 #SPECIAL03 in_car $ESCORT_TRUCK driverseat 
01C8: $OJG = create_actor 21 #SPECIAL02 in_car $ESCORT_TRUCK passenger_seat 0 
039E: set_actor $TRUCK_DRIVER locked_while_in_vehicle 1 
020A: set_car $ESCORT_TRUCK door_status_to 2 
0175: set_car $ESCORT_TRUCK z_angle_to 180.0 
00AE: set_vehicle $ESCORT_TRUCK traffic_behavior_to 2 
00AD: set_car $ESCORT_TRUCK max_speed_to 18.0 
00A9: set_car $ESCORT_TRUCK to_normal_driver 
03AB: set_car $ESCORT_TRUCK strong 1 
02AC: set_car $ESCORT_TRUCK immunities 0 0 1 0 0 
0186: $ESCORT_TRUCK_BLIP = create_marker_above_car $ESCORT_TRUCK 
032B: $TANK_WEAPON = create_weapon_pickup #M16 3 ammo 600 at 77.625 -1589.0 27.5 

:LOVE5_911
if or
81FE:   not player $PLAYER_CHAR near_car_in_car $ESCORT_TRUCK radius 15.0 15.0 0 
80C2:   not sphere_onscreen 83.5625 -1592.25 25.0625 4.0 
jf @LOVE5_1082 
wait 0 
if 
0119:   car $ESCORT_TRUCK wrecked 
jf @LOVE5_994 
00BC: text_highpriority 'LOVE5_5' time 5000 1  // ~r~You failed to protect the truck!
jump @LOVE5_11376 

:LOVE5_994
if 
01FD:   player $PLAYER_CHAR near_car_on_foot $ESCORT_TRUCK radius 15.0 15.0 0 
jf @LOVE5_1036 
00BC: text_highpriority 'LOVE5_2' time 5000 1  // ~g~You'll need a car!

:LOVE5_1036
if and
01FD:   player $PLAYER_CHAR near_car_on_foot $ESCORT_TRUCK radius 1.0 1.0 0 
029F:   player $PLAYER_CHAR stopped 
jf @LOVE5_1075 
jump @LOVE5_1082 

:LOVE5_1075
jump @LOVE5_911 

:LOVE5_1082
00A7: car $ESCORT_TRUCK drive_to 173.4375 76.25 14.9375 
00BC: text_highpriority 'LOVE5_1' time 5000 1  // ~g~Lets go!
0227: $ESCORT_TRUCK_HEALTH = car $ESCORT_TRUCK health 
if 
  $DUMMY_HEALTH > 499 // $ > int 
jf @LOVE5_1181 
if 
  500 > $ESCORT_TRUCK_HEALTH // int > $ 
jf @LOVE5_1181 
$ESCORT_TRUCK_HEALTH += 500 // $ += int 
0224: set_car $ESCORT_TRUCK health_to $ESCORT_TRUCK_HEALTH 
$DUMMY_HEALTH -= 500 // $ -= int 

:LOVE5_1181
0227: $ESCORT_TRUCK_HEALTH = car $ESCORT_TRUCK health 
0058: $ESCORT_TRUCK_HEALTH += $DUMMY_HEALTH // $ += $ int 
$ESCORT_TRUCK_HEALTH /= 3 // $ /= int 
$ESCORT_TRUCK_HEALTH -= 250 // $ -= int 
$ESCORT_TRUCK_HEALTH *= 100 // $ *= int 
$ESCORT_TRUCK_HEALTH /= 750 // $ /= int 
0084: $ESCORT_TRUCK_HEALTH2 = $ESCORT_TRUCK_HEALTH // $ = $ int 
$ESCORT_TRUCK_HEALTH = 100 // $ = int 
0060: $ESCORT_TRUCK_HEALTH -= $ESCORT_TRUCK_HEALTH2 // $ -= $ int 
03C4: set_status_text_to $ESCORT_TRUCK_HEALTH 1 'DAM'  // DAMAGE:

:LOVE5_1265
if 
   not $ESCORT_TRUCK_FLAG == 11 // $ == int 
jf @LOVE5_11369 
wait 0 
if 
0119:   car $ESCORT_TRUCK wrecked 
jf @LOVE5_1332 
00BC: text_highpriority 'LOVE5_5' time 5000 1  // ~r~You failed to protect the truck!
jump @LOVE5_11376 
jump @LOVE5_1360 

:LOVE5_1332
if and
01F4:   car $ESCORT_TRUCK flipped 
01C1:   car $ESCORT_TRUCK stopped 
jf @LOVE5_1360 
jump @LOVE5_11376 

:LOVE5_1360
0227: $ESCORT_TRUCK_HEALTH = car $ESCORT_TRUCK health 
if 
  $DUMMY_HEALTH > 499 // $ > int 
jf @LOVE5_1430 
if 
  500 > $ESCORT_TRUCK_HEALTH // int > $ 
jf @LOVE5_1430 
$ESCORT_TRUCK_HEALTH += 500 // $ += int 
0224: set_car $ESCORT_TRUCK health_to $ESCORT_TRUCK_HEALTH 
$DUMMY_HEALTH -= 500 // $ -= int 

:LOVE5_1430
0227: $ESCORT_TRUCK_HEALTH = car $ESCORT_TRUCK health 
0058: $ESCORT_TRUCK_HEALTH += $DUMMY_HEALTH // $ += $ int 
$ESCORT_TRUCK_HEALTH /= 3 // $ /= int 
$ESCORT_TRUCK_HEALTH -= 250 // $ -= int 
$ESCORT_TRUCK_HEALTH *= 100 // $ *= int 
$ESCORT_TRUCK_HEALTH /= 750 // $ /= int 
0084: $ESCORT_TRUCK_HEALTH2 = $ESCORT_TRUCK_HEALTH // $ = $ int 
$ESCORT_TRUCK_HEALTH = 100 // $ = int 
0060: $ESCORT_TRUCK_HEALTH -= $ESCORT_TRUCK_HEALTH2 // $ -= $ int 
if 
  $ESCORT_TRUCK_HEALTH > 100 // $ > int 
jf @LOVE5_1524 
$ESCORT_TRUCK_HEALTH = 100 // $ = int 

:LOVE5_1524
if 
  $ESCORT_TRUCK_FLAG == 0 // $ == int 
jf @LOVE5_1593 
if 
01AD:   car $ESCORT_TRUCK 0 173.4375 76.25 10.0 10.0 
jf @LOVE5_1593 
00A7: car $ESCORT_TRUCK drive_to 559.5 88.75 -21.0625 
$ESCORT_TRUCK_FLAG = 1 // $ = int 

:LOVE5_1593
if 
  $ESCORT_TRUCK_FLAG == 1 // $ == int 
jf @LOVE5_1706 
if 
01AD:   car $ESCORT_TRUCK 0 302.0 -12.375 10.0 10.0 
jf @LOVE5_1706 
044E: car $ESCORT_TRUCK level 1 
if 
8118:   not actor $OJG dead 
jf @LOVE5_1671 
03FC: actor $OJG bind_to_current_island 0 

:LOVE5_1671
if 
8118:   not actor $TRUCK_DRIVER dead 
jf @LOVE5_1694 
03FC: actor $TRUCK_DRIVER bind_to_current_island 0 

:LOVE5_1694
00AE: set_vehicle $ESCORT_TRUCK traffic_behavior_to 1 
01EB: set_car_density_to 0.5 

:LOVE5_1706
if 
  $ESCORT_TRUCK_FLAG == 1 // $ == int 
jf @LOVE5_1775 
if 
01AD:   car $ESCORT_TRUCK 0 559.5 88.75 10.0 10.0 
jf @LOVE5_1775 
00A7: car $ESCORT_TRUCK drive_to -320.375 87.125 -21.0625 
$ESCORT_TRUCK_FLAG = 2 // $ = int 

:LOVE5_1775
if 
  $ESCORT_TRUCK_FLAG == 2 // $ == int 
jf @LOVE5_1844 
if 
01AD:   car $ESCORT_TRUCK 0 -320.375 87.125 10.0 10.0 
jf @LOVE5_1844 
00A7: car $ESCORT_TRUCK drive_to -573.8125 -426.375 -5.75 
$ESCORT_TRUCK_FLAG = 3 // $ = int 

:LOVE5_1844
if 
  $ESCORT_TRUCK_FLAG == 3 // $ == int 
jf @LOVE5_1936 
if 
01AD:   car $ESCORT_TRUCK 0 -573.8125 -426.375 10.0 10.0 
jf @LOVE5_1936 
if 
83C6:   not current_island == 3 
jf @LOVE5_1929 
00BC: text_highpriority 'LOVE5_3' time 200 1  // ~g~Go ahead and scout the exit of the tunnel!
jump @LOVE5_1936 

:LOVE5_1929
$ESCORT_TRUCK_FLAG = 4 // $ = int 

:LOVE5_1936
if 
  $ESCORT_TRUCK_FLAG == 4 // $ == int 
jf @LOVE5_1990 
if 
03C6:   current_island == 3 
jf @LOVE5_1990 
00A7: car $ESCORT_TRUCK drive_to -634.9375 -491.1875 16.125 
$ESCORT_TRUCK_FLAG = 5 // $ = int 

:LOVE5_1990
if 
  $ESCORT_TRUCK_FLAG == 5 // $ == int 
jf @LOVE5_2131 
if 
01AD:   car $ESCORT_TRUCK 0 -634.9375 -491.1875 10.0 10.0 
jf @LOVE5_2131 
00A7: car $ESCORT_TRUCK drive_to -864.4375 -282.4375 32.5 
044E: car $ESCORT_TRUCK level 0 
03FB: car $ESCORT_TRUCK bind_to_current_island 1 
if 
8118:   not actor $OJG dead 
jf @LOVE5_2089 
03FC: actor $OJG bind_to_current_island 1 

:LOVE5_2089
if 
8118:   not actor $TRUCK_DRIVER dead 
jf @LOVE5_2112 
03FC: actor $TRUCK_DRIVER bind_to_current_island 1 

:LOVE5_2112
00AE: set_vehicle $ESCORT_TRUCK traffic_behavior_to 2 
01EB: set_car_density_to 1.0 
$ESCORT_TRUCK_FLAG = 6 // $ = int 

:LOVE5_2131
if 
  $ESCORT_TRUCK_FLAG == 6 // $ == int 
jf @LOVE5_2200 
if 
01AD:   car $ESCORT_TRUCK 0 -864.4375 -282.4375 10.0 10.0 
jf @LOVE5_2200 
00A7: car $ESCORT_TRUCK drive_to -975.125 -74.5 36.9375 
$ESCORT_TRUCK_FLAG = 7 // $ = int 

:LOVE5_2200
if 
  $ESCORT_TRUCK_FLAG == 7 // $ == int 
jf @LOVE5_2284 
if 
01AD:   car $ESCORT_TRUCK 0 -975.125 -74.5 10.0 10.0 
jf @LOVE5_2284 
gosub @LOVE5_11538 
02C2: car $ESCORT_TRUCK drive_to_point -1044.0 -73.375 37.8125 
00AD: set_car $ESCORT_TRUCK max_speed_to 12.0 
$ESCORT_TRUCK_FLAG = 8 // $ = int 

:LOVE5_2284
if 
  $ESCORT_TRUCK_FLAG == 8 // $ == int 
jf @LOVE5_2352 
if 
00B0:   car $ESCORT_TRUCK 0 -1022.063 -78.25 -1037.188 -69.125 
jf @LOVE5_2352 
0360: open_garage $ESCORT_GARAGE 
00AD: set_car $ESCORT_TRUCK max_speed_to 5.0 
$ESCORT_TRUCK_FLAG = 9 // $ = int 

:LOVE5_2352
if 
  $ESCORT_TRUCK_FLAG == 9 // $ == int 
jf @LOVE5_2442 
if 
01AB:   car $ESCORT_TRUCK stopped 0 -1049.125 -77.4375 -1037.188 -69.125 
jf @LOVE5_2442 
if 
8056:   not player $PLAYER_CHAR 0 -1049.125 -77.4375 -1037.188 -69.125 
jf @LOVE5_2442 
0361: close_garage $ESCORT_GARAGE 
$ESCORT_TRUCK_FLAG = 10 // $ = int 

:LOVE5_2442
if 
  $ESCORT_TRUCK_FLAG == 10 // $ == int 
jf @LOVE5_2537 
if 
0056:   player $PLAYER_CHAR 0 -1049.125 -77.4375 -1037.188 -69.125 
jf @LOVE5_2502 
0360: open_garage $ESCORT_GARAGE 
$ESCORT_TRUCK_FLAG = 9 // $ = int 

:LOVE5_2502
if 
03B1:   garage $ESCORT_GARAGE door_closed 
jf @LOVE5_2537 
00A6: destroy_car $ESCORT_TRUCK 
jump @LOVE5_11393 
$ESCORT_TRUCK_FLAG = 11 // $ = int 

:LOVE5_2537
if 
  9 > $ESCORT_TRUCK_FLAG // int > $ 
jf @LOVE5_11237 
if 
  $COLOMBIAN_1_FLAG == 0 // $ == int 
jf @LOVE5_2698 
if or
00E3:   player $PLAYER_CHAR 0 -13.0 -464.0 radius 220.0 220.0 
01AD:   car $ESCORT_TRUCK 0 -13.0 -464.0 220.0 220.0 
jf @LOVE5_2698 
009A: $COLOMBIAN_1 = create_actor 12 #GANG11 at -13.0 -464.0 17.0 
0173: set_actor $COLOMBIAN_1 z_angle_to 270.0 
01B2: give_actor $COLOMBIAN_1 weapon 5 ammo 9999 
02A9: set_actor $COLOMBIAN_1 immune_to_nonplayer 1 
009F: set_actor $COLOMBIAN_1 idle 
0243: set_actor $COLOMBIAN_1 ped_stats_to 16 
011A: set_actor $COLOMBIAN_1 search_threat 1 
0350: set_actor $COLOMBIAN_1 maintain_position_when_attacked 1 
$COLOMBIAN_1_FLAG = 1 // $ = int 

:LOVE5_2698
if 
  $COLOMBIAN_1_FLAG == 1 // $ == int 
jf @LOVE5_2777 
if or
80E3:   not player $PLAYER_CHAR 0 -13.0 -464.0 radius 220.0 220.0 
81AD:   not car $ESCORT_TRUCK 0 -13.0 -464.0 220.0 220.0 
jf @LOVE5_2777 
009B: destroy_actor_instantly $COLOMBIAN_1 
$COLOMBIAN_1_FLAG = 0 // $ = int 

:LOVE5_2777
if 
  $COLOMBIAN_1_FLAG == 1 // $ == int 
jf @LOVE5_2860 
if 
0118:   actor $COLOMBIAN_1 dead 
jf @LOVE5_2825 
$COLOMBIAN_1_FLAG = 2 // $ = int 
jump @LOVE5_2860 

:LOVE5_2825
if 
0202:   actor $COLOMBIAN_1 near_car $ESCORT_TRUCK radius 40.0 40.0 unknown 0 
jf @LOVE5_2860 
01D9: actor $COLOMBIAN_1 destroy_car $ESCORT_TRUCK 

:LOVE5_2860
if 
  $COLOMBIAN_2_FLAG == 0 // $ == int 
jf @LOVE5_3003 
if or
00E3:   player $PLAYER_CHAR 0 3.6875 -467.6875 radius 220.0 220.0 
01AD:   car $ESCORT_TRUCK 0 3.6875 -467.6875 220.0 220.0 
jf @LOVE5_3003 
009A: $COLOMBIAN_2 = create_actor 12 #GANG11 at 3.6875 -467.6875 17.0 
0173: set_actor $COLOMBIAN_2 z_angle_to 85.0 
01B2: give_actor $COLOMBIAN_2 weapon 5 ammo 9999 
02A9: set_actor $COLOMBIAN_2 immune_to_nonplayer 1 
009F: set_actor $COLOMBIAN_2 idle 
0243: set_actor $COLOMBIAN_2 ped_stats_to 16 
011A: set_actor $COLOMBIAN_2 search_threat 1 
0350: set_actor $COLOMBIAN_2 maintain_position_when_attacked 1 
$COLOMBIAN_2_FLAG = 1 // $ = int 

:LOVE5_3003
if 
  $COLOMBIAN_2_FLAG == 1 // $ == int 
jf @LOVE5_3082 
if or
80E3:   not player $PLAYER_CHAR 0 3.6875 -467.6875 radius 220.0 220.0 
81AD:   not car $ESCORT_TRUCK 0 3.6875 -467.6875 220.0 220.0 
jf @LOVE5_3082 
009B: destroy_actor_instantly $COLOMBIAN_2 
$COLOMBIAN_2_FLAG = 0 // $ = int 

:LOVE5_3082
if 
  $COLOMBIAN_2_FLAG == 1 // $ == int 
jf @LOVE5_3165 
if 
0118:   actor $COLOMBIAN_2 dead 
jf @LOVE5_3130 
$COLOMBIAN_2_FLAG = 2 // $ = int 
jump @LOVE5_3165 

:LOVE5_3130
if 
0202:   actor $COLOMBIAN_2 near_car $ESCORT_TRUCK radius 40.0 40.0 unknown 0 
jf @LOVE5_3165 
01D9: actor $COLOMBIAN_2 destroy_car $ESCORT_TRUCK 

:LOVE5_3165
if 
  $COLOMBIAN_3_FLAG == 0 // $ == int 
jf @LOVE5_3308 
if or
00E3:   player $PLAYER_CHAR 0 124.375 -111.1875 radius 220.0 220.0 
01AD:   car $ESCORT_TRUCK 0 124.375 -111.1875 220.0 220.0 
jf @LOVE5_3308 
009A: $COLOMBIAN_3 = create_actor 12 #GANG11 at 124.375 -111.1875 16.0 
0173: set_actor $COLOMBIAN_3 z_angle_to 85.0 
01B2: give_actor $COLOMBIAN_3 weapon 5 ammo 9999 
02A9: set_actor $COLOMBIAN_3 immune_to_nonplayer 1 
009F: set_actor $COLOMBIAN_3 idle 
0243: set_actor $COLOMBIAN_3 ped_stats_to 16 
011A: set_actor $COLOMBIAN_3 search_threat 1 
0350: set_actor $COLOMBIAN_3 maintain_position_when_attacked 1 
$COLOMBIAN_3_FLAG = 1 // $ = int 

:LOVE5_3308
if 
  $COLOMBIAN_3_FLAG == 1 // $ == int 
jf @LOVE5_3387 
if or
80E3:   not player $PLAYER_CHAR 0 124.375 -111.1875 radius 220.0 220.0 
81AD:   not car $ESCORT_TRUCK 0 124.375 -111.1875 220.0 220.0 
jf @LOVE5_3387 
009B: destroy_actor_instantly $COLOMBIAN_3 
$COLOMBIAN_3_FLAG = 0 // $ = int 

:LOVE5_3387
if 
  $COLOMBIAN_3_FLAG == 1 // $ == int 
jf @LOVE5_3470 
if 
0118:   actor $COLOMBIAN_3 dead 
jf @LOVE5_3435 
$COLOMBIAN_3_FLAG = 2 // $ = int 
jump @LOVE5_3470 

:LOVE5_3435
if 
0202:   actor $COLOMBIAN_3 near_car $ESCORT_TRUCK radius 40.0 40.0 unknown 0 
jf @LOVE5_3470 
01D9: actor $COLOMBIAN_3 destroy_car $ESCORT_TRUCK 

:LOVE5_3470
if 
  $COLOMBIAN_4_FLAG == 0 // $ == int 
jf @LOVE5_3613 
if or
00E3:   player $PLAYER_CHAR 0 8.625 -262.6875 radius 220.0 220.0 
01AD:   car $ESCORT_TRUCK 0 8.625 -262.6875 220.0 220.0 
jf @LOVE5_3613 
009A: $COLOMBIAN_4 = create_actor 12 #GANG11 at 8.625 -262.6875 16.0 
0173: set_actor $COLOMBIAN_4 z_angle_to 163.0 
01B2: give_actor $COLOMBIAN_4 weapon 5 ammo 9999 
02A9: set_actor $COLOMBIAN_4 immune_to_nonplayer 1 
009F: set_actor $COLOMBIAN_4 idle 
0243: set_actor $COLOMBIAN_4 ped_stats_to 16 
011A: set_actor $COLOMBIAN_4 search_threat 1 
0350: set_actor $COLOMBIAN_4 maintain_position_when_attacked 1 
$COLOMBIAN_4_FLAG = 1 // $ = int 

:LOVE5_3613
if 
  $COLOMBIAN_4_FLAG == 1 // $ == int 
jf @LOVE5_3692 
if or
80E3:   not player $PLAYER_CHAR 0 8.625 -262.6875 radius 220.0 220.0 
81AD:   not car $ESCORT_TRUCK 0 8.625 -262.6875 220.0 220.0 
jf @LOVE5_3692 
009B: destroy_actor_instantly $COLOMBIAN_4 
$COLOMBIAN_4_FLAG = 0 // $ = int 

:LOVE5_3692
if 
  $COLOMBIAN_4_FLAG == 1 // $ == int 
jf @LOVE5_3775 
if 
0118:   actor $COLOMBIAN_4 dead 
jf @LOVE5_3740 
$COLOMBIAN_4_FLAG = 2 // $ = int 
jump @LOVE5_3775 

:LOVE5_3740
if 
0202:   actor $COLOMBIAN_4 near_car $ESCORT_TRUCK radius 40.0 40.0 unknown 0 
jf @LOVE5_3775 
01D9: actor $COLOMBIAN_4 destroy_car $ESCORT_TRUCK 

:LOVE5_3775
if 
  $COLOMBIAN_5_FLAG == 0 // $ == int 
jf @LOVE5_3918 
if or
00E3:   player $PLAYER_CHAR 0 287.5625 17.5625 radius 220.0 220.0 
01AD:   car $ESCORT_TRUCK 0 287.5625 17.5625 220.0 220.0 
jf @LOVE5_3918 
009A: $COLOMBIAN_5 = create_actor 12 #GANG11 at 287.5625 17.5625 19.0625 
0173: set_actor $COLOMBIAN_5 z_angle_to 0.0 
01B2: give_actor $COLOMBIAN_5 weapon 5 ammo 9999 
02A9: set_actor $COLOMBIAN_5 immune_to_nonplayer 1 
009F: set_actor $COLOMBIAN_5 idle 
0243: set_actor $COLOMBIAN_5 ped_stats_to 16 
011A: set_actor $COLOMBIAN_5 search_threat 1 
0350: set_actor $COLOMBIAN_5 maintain_position_when_attacked 1 
$COLOMBIAN_5_FLAG = 1 // $ = int 

:LOVE5_3918
if 
  $COLOMBIAN_5_FLAG == 1 // $ == int 
jf @LOVE5_3997 
if or
80E3:   not player $PLAYER_CHAR 0 287.5625 17.5625 radius 220.0 220.0 
81AD:   not car $ESCORT_TRUCK 0 287.5625 17.5625 220.0 220.0 
jf @LOVE5_3997 
009B: destroy_actor_instantly $COLOMBIAN_5 
$COLOMBIAN_5_FLAG = 0 // $ = int 

:LOVE5_3997
if 
  $COLOMBIAN_5_FLAG == 1 // $ == int 
jf @LOVE5_4080 
if 
0118:   actor $COLOMBIAN_5 dead 
jf @LOVE5_4045 
$COLOMBIAN_5_FLAG = 2 // $ = int 
jump @LOVE5_4080 

:LOVE5_4045
if 
0202:   actor $COLOMBIAN_5 near_car $ESCORT_TRUCK radius 40.0 40.0 unknown 0 
jf @LOVE5_4080 
01D9: actor $COLOMBIAN_5 destroy_car $ESCORT_TRUCK 

:LOVE5_4080
if 
  $COLOMBIAN_6_FLAG == 0 // $ == int 
jf @LOVE5_4223 
if or
00E3:   player $PLAYER_CHAR 0 537.75 119.5 radius 220.0 220.0 
01AD:   car $ESCORT_TRUCK 0 537.75 119.5 220.0 220.0 
jf @LOVE5_4223 
009A: $COLOMBIAN_6 = create_actor 12 #GANG11 at 537.75 119.5 -20.3125 
0173: set_actor $COLOMBIAN_6 z_angle_to 238.0625 
01B2: give_actor $COLOMBIAN_6 weapon 5 ammo 9999 
02A9: set_actor $COLOMBIAN_6 immune_to_nonplayer 1 
009F: set_actor $COLOMBIAN_6 idle 
0243: set_actor $COLOMBIAN_6 ped_stats_to 16 
011A: set_actor $COLOMBIAN_6 search_threat 1 
0350: set_actor $COLOMBIAN_6 maintain_position_when_attacked 1 
$COLOMBIAN_6_FLAG = 1 // $ = int 

:LOVE5_4223
if 
  $COLOMBIAN_6_FLAG == 1 // $ == int 
jf @LOVE5_4302 
if or
80E3:   not player $PLAYER_CHAR 0 537.75 119.5 radius 220.0 220.0 
81AD:   not car $ESCORT_TRUCK 0 537.75 119.5 220.0 220.0 
jf @LOVE5_4302 
009B: destroy_actor_instantly $COLOMBIAN_6 
$COLOMBIAN_6_FLAG = 0 // $ = int 

:LOVE5_4302
if 
  $COLOMBIAN_6_FLAG == 1 // $ == int 
jf @LOVE5_4385 
if 
0118:   actor $COLOMBIAN_6 dead 
jf @LOVE5_4350 
$COLOMBIAN_6_FLAG = 2 // $ = int 
jump @LOVE5_4385 

:LOVE5_4350
if 
0202:   actor $COLOMBIAN_6 near_car $ESCORT_TRUCK radius 40.0 40.0 unknown 0 
jf @LOVE5_4385 
01D9: actor $COLOMBIAN_6 destroy_car $ESCORT_TRUCK 

:LOVE5_4385
if 
  $ESCORT_TRUCK_FLAG > 4 // $ > int 
jf @LOVE5_4546 
if 
  $COLOMBIAN_7_FLAG == 0 // $ == int 
jf @LOVE5_4546 
if or
00E3:   player $PLAYER_CHAR 0 -632.9375 -499.5625 radius 220.0 220.0 
01AD:   car $ESCORT_TRUCK 0 -632.9375 -499.5625 220.0 220.0 
jf @LOVE5_4546 
009A: $COLOMBIAN_7 = create_actor 12 #GANG11 at -632.9375 -499.5625 22.3125 
0173: set_actor $COLOMBIAN_7 z_angle_to 15.1875 
01B2: give_actor $COLOMBIAN_7 weapon 5 ammo 9999 
02A9: set_actor $COLOMBIAN_7 immune_to_nonplayer 1 
009F: set_actor $COLOMBIAN_7 idle 
0243: set_actor $COLOMBIAN_7 ped_stats_to 16 
011A: set_actor $COLOMBIAN_7 search_threat 1 
0350: set_actor $COLOMBIAN_7 maintain_position_when_attacked 1 
$COLOMBIAN_7_FLAG = 1 // $ = int 

:LOVE5_4546
if 
  $COLOMBIAN_7_FLAG == 1 // $ == int 
jf @LOVE5_4625 
if or
80E3:   not player $PLAYER_CHAR 0 -632.9375 -499.5625 radius 220.0 220.0 
81AD:   not car $ESCORT_TRUCK 0 -632.9375 -499.5625 220.0 220.0 
jf @LOVE5_4625 
009B: destroy_actor_instantly $COLOMBIAN_7 
$COLOMBIAN_7_FLAG = 0 // $ = int 

:LOVE5_4625
if 
  $COLOMBIAN_7_FLAG == 1 // $ == int 
jf @LOVE5_4708 
if 
0118:   actor $COLOMBIAN_7 dead 
jf @LOVE5_4673 
$COLOMBIAN_7_FLAG = 2 // $ = int 
jump @LOVE5_4708 

:LOVE5_4673
if 
0202:   actor $COLOMBIAN_7 near_car $ESCORT_TRUCK radius 40.0 40.0 unknown 0 
jf @LOVE5_4708 
01D9: actor $COLOMBIAN_7 destroy_car $ESCORT_TRUCK 

:LOVE5_4708
if 
  $COLOMBIAN_8_FLAG == 0 // $ == int 
jf @LOVE5_4851 
if or
00E3:   player $PLAYER_CHAR 0 -982.5625 -115.6875 radius 220.0 220.0 
01AD:   car $ESCORT_TRUCK 0 -982.5625 -115.6875 220.0 220.0 
jf @LOVE5_4851 
009A: $COLOMBIAN_8 = create_actor 12 #GANG11 at -982.5625 -115.6875 33.0 
0173: set_actor $COLOMBIAN_8 z_angle_to 234.9375 
01B2: give_actor $COLOMBIAN_8 weapon 5 ammo 9999 
02A9: set_actor $COLOMBIAN_8 immune_to_nonplayer 1 
009F: set_actor $COLOMBIAN_8 idle 
0243: set_actor $COLOMBIAN_8 ped_stats_to 16 
011A: set_actor $COLOMBIAN_8 search_threat 1 
0350: set_actor $COLOMBIAN_8 maintain_position_when_attacked 1 
$COLOMBIAN_8_FLAG = 1 // $ = int 

:LOVE5_4851
if 
  $COLOMBIAN_8_FLAG == 1 // $ == int 
jf @LOVE5_4930 
if or
80E3:   not player $PLAYER_CHAR 0 -982.5625 -115.6875 radius 220.0 220.0 
81AD:   not car $ESCORT_TRUCK 0 -982.5625 -115.6875 220.0 220.0 
jf @LOVE5_4930 
009B: destroy_actor_instantly $COLOMBIAN_8 
$COLOMBIAN_8_FLAG = 0 // $ = int 

:LOVE5_4930
if 
  $COLOMBIAN_8_FLAG == 1 // $ == int 
jf @LOVE5_5013 
if 
0118:   actor $COLOMBIAN_8 dead 
jf @LOVE5_4978 
$COLOMBIAN_8_FLAG = 2 // $ = int 
jump @LOVE5_5013 

:LOVE5_4978
if 
0202:   actor $COLOMBIAN_8 near_car $ESCORT_TRUCK radius 40.0 40.0 unknown 0 
jf @LOVE5_5013 
01D9: actor $COLOMBIAN_8 destroy_car $ESCORT_TRUCK 

:LOVE5_5013
if 
  $COLOMBIAN_9_FLAG == 0 // $ == int 
jf @LOVE5_5156 
if or
00E3:   player $PLAYER_CHAR 0 -967.8125 -103.25 radius 220.0 220.0 
01AD:   car $ESCORT_TRUCK 0 -967.8125 -103.25 220.0 220.0 
jf @LOVE5_5156 
009A: $COLOMBIAN_9 = create_actor 12 #GANG11 at -967.8125 -103.25 34.1875 
0173: set_actor $COLOMBIAN_9 z_angle_to 110.375 
01B2: give_actor $COLOMBIAN_9 weapon 5 ammo 9999 
02A9: set_actor $COLOMBIAN_9 immune_to_nonplayer 1 
009F: set_actor $COLOMBIAN_9 idle 
0243: set_actor $COLOMBIAN_9 ped_stats_to 16 
011A: set_actor $COLOMBIAN_9 search_threat 1 
0350: set_actor $COLOMBIAN_9 maintain_position_when_attacked 1 
$COLOMBIAN_9_FLAG = 1 // $ = int 

:LOVE5_5156
if 
  $COLOMBIAN_9_FLAG == 1 // $ == int 
jf @LOVE5_5235 
if or
80E3:   not player $PLAYER_CHAR 0 -967.8125 -103.25 radius 220.0 220.0 
81AD:   not car $ESCORT_TRUCK 0 -967.8125 -103.25 220.0 220.0 
jf @LOVE5_5235 
009B: destroy_actor_instantly $COLOMBIAN_9 
$COLOMBIAN_9_FLAG = 0 // $ = int 

:LOVE5_5235
if 
  $COLOMBIAN_9_FLAG == 1 // $ == int 
jf @LOVE5_5318 
if 
0118:   actor $COLOMBIAN_9 dead 
jf @LOVE5_5283 
$COLOMBIAN_9_FLAG = 2 // $ = int 
jump @LOVE5_5318 

:LOVE5_5283
if 
0202:   actor $COLOMBIAN_9 near_car $ESCORT_TRUCK radius 40.0 40.0 unknown 0 
jf @LOVE5_5318 
01D9: actor $COLOMBIAN_9 destroy_car $ESCORT_TRUCK 

:LOVE5_5318
if 
  $ESCORT_TRUCK_FLAG > 4 // $ > int 
jf @LOVE5_5479 
if 
  $COLOMBIAN_10_FLAG == 0 // $ == int 
jf @LOVE5_5479 
if or
00E3:   player $PLAYER_CHAR 0 -655.875 -405.625 radius 220.0 220.0 
01AD:   car $ESCORT_TRUCK 0 -655.875 -405.625 220.0 220.0 
jf @LOVE5_5479 
009A: $COLOMBIAN_10 = create_actor 12 #GANG11 at -655.875 -405.625 17.75 
0173: set_actor $COLOMBIAN_10 z_angle_to 234.75 
01B2: give_actor $COLOMBIAN_10 weapon 5 ammo 9999 
02A9: set_actor $COLOMBIAN_10 immune_to_nonplayer 1 
009F: set_actor $COLOMBIAN_10 idle 
0243: set_actor $COLOMBIAN_10 ped_stats_to 16 
011A: set_actor $COLOMBIAN_10 search_threat 1 
0350: set_actor $COLOMBIAN_10 maintain_position_when_attacked 1 
$COLOMBIAN_10_FLAG = 1 // $ = int 

:LOVE5_5479
if 
  $COLOMBIAN_10_FLAG == 1 // $ == int 
jf @LOVE5_5558 
if or
80E3:   not player $PLAYER_CHAR 0 -655.875 -405.625 radius 220.0 220.0 
81AD:   not car $ESCORT_TRUCK 0 -655.875 -405.625 220.0 220.0 
jf @LOVE5_5558 
009B: destroy_actor_instantly $COLOMBIAN_10 
$COLOMBIAN_10_FLAG = 0 // $ = int 

:LOVE5_5558
if 
  $COLOMBIAN_10_FLAG == 1 // $ == int 
jf @LOVE5_5641 
if 
0118:   actor $COLOMBIAN_10 dead 
jf @LOVE5_5606 
$COLOMBIAN_10_FLAG = 2 // $ = int 
jump @LOVE5_5641 

:LOVE5_5606
if 
0202:   actor $COLOMBIAN_10 near_car $ESCORT_TRUCK radius 40.0 40.0 unknown 0 
jf @LOVE5_5641 
01D9: actor $COLOMBIAN_10 destroy_car $ESCORT_TRUCK 

:LOVE5_5641
if 
  $CAR1_ATTACKING_FLAG == 0 // $ == int 
jf @LOVE5_5890 
if 
01AD:   car $ESCORT_TRUCK 0 41.0 -1070.0 40.0 40.0 
jf @LOVE5_5890 
if 
80C2:   not sphere_onscreen 122.0 -1099.0 26.0 4.0 
jf @LOVE5_5746 
00A5: $COLUMBIAN_HUMVEE1 = create_car #COLUMB at 122.0 -1099.0 26.0 
0175: set_car $COLUMBIAN_HUMVEE1 z_angle_to 65.0 
jump @LOVE5_5771 

:LOVE5_5746
00A5: $COLUMBIAN_HUMVEE1 = create_car #COLUMB at -50.0 -1021.0 26.0 
0175: set_car $COLUMBIAN_HUMVEE1 z_angle_to 240.0 

:LOVE5_5771
03FB: car $COLUMBIAN_HUMVEE1 bind_to_current_island 0 
0129: $COLUMBIAN_DRIVER_1 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE1 driverseat 
01C8: $COLUMBIAN_HITMAN_1 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE1 passenger_seat 0 
01C8: $COLUMBIAN_HITMAN_3 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE1 passenger_seat 1 
01C8: $COLUMBIAN_HITMAN_5 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE1 passenger_seat 2 
00AD: set_car $COLUMBIAN_HUMVEE1 max_speed_to 40.0 
0224: set_car $COLUMBIAN_HUMVEE1 health_to 650 
00AE: set_vehicle $COLUMBIAN_HUMVEE1 traffic_behavior_to 2 
00AE: set_vehicle $ESCORT_TRUCK traffic_behavior_to 2 
00AD: set_car $ESCORT_TRUCK max_speed_to 25.0 
00A9: set_car $COLUMBIAN_HUMVEE1 to_normal_driver 
032D: car $COLUMBIAN_HUMVEE1 block $ESCORT_TRUCK 
$CAR1_ATTACKING_FLAG = 1 // $ = int 

:LOVE5_5890
if 
  $CAR1_ATTACKING_FLAG > 0 // $ > int 
jf @LOVE5_6269 
if 
0119:   car $COLUMBIAN_HUMVEE1 wrecked 
jf @LOVE5_5938 
$CAR1_ATTACKING_FLAG = -100 // $ = int 
jump @LOVE5_6269 

:LOVE5_5938
if 
8118:   not actor $COLUMBIAN_DRIVER_1 dead 
jf @LOVE5_5991 
if 
80DB:   not actor $COLUMBIAN_DRIVER_1 in_car $COLUMBIAN_HUMVEE1 
jf @LOVE5_5991 
01B2: give_actor $COLUMBIAN_DRIVER_1 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_DRIVER_1 destroy_car $ESCORT_TRUCK 

:LOVE5_5991
if 
00DC:   player $PLAYER_CHAR in_car $COLUMBIAN_HUMVEE1 
jf @LOVE5_6112 
if 
8118:   not actor $COLUMBIAN_HITMAN_1 dead 
jf @LOVE5_6044 
01B2: give_actor $COLUMBIAN_HITMAN_1 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_1 kill_player $PLAYER_CHAR 

:LOVE5_6044
if 
8118:   not actor $COLUMBIAN_HITMAN_3 dead 
jf @LOVE5_6078 
01B2: give_actor $COLUMBIAN_HITMAN_3 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_3 kill_player $PLAYER_CHAR 

:LOVE5_6078
if 
8118:   not actor $COLUMBIAN_HITMAN_5 dead 
jf @LOVE5_6112 
01B2: give_actor $COLUMBIAN_HITMAN_5 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_5 kill_player $PLAYER_CHAR 

:LOVE5_6112
if and
01F4:   car $COLUMBIAN_HUMVEE1 flipped 
01C1:   car $COLUMBIAN_HUMVEE1 stopped 
jf @LOVE5_6269 
if 
8118:   not actor $COLUMBIAN_DRIVER_1 dead 
jf @LOVE5_6167 
01B2: give_actor $COLUMBIAN_DRIVER_1 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_DRIVER_1 destroy_car $ESCORT_TRUCK 

:LOVE5_6167
if 
8118:   not actor $COLUMBIAN_HITMAN_1 dead 
jf @LOVE5_6201 
01B2: give_actor $COLUMBIAN_HITMAN_1 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_1 destroy_car $ESCORT_TRUCK 

:LOVE5_6201
if 
8118:   not actor $COLUMBIAN_HITMAN_3 dead 
jf @LOVE5_6235 
01B2: give_actor $COLUMBIAN_HITMAN_3 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_3 destroy_car $ESCORT_TRUCK 

:LOVE5_6235
if 
8118:   not actor $COLUMBIAN_HITMAN_5 dead 
jf @LOVE5_6269 
01B2: give_actor $COLUMBIAN_HITMAN_5 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_5 destroy_car $ESCORT_TRUCK 

:LOVE5_6269
if 
  $CAR1_ATTACKING_FLAG == 1 // $ == int 
jf @LOVE5_6409 
if 
8118:   not actor $COLUMBIAN_HITMAN_1 dead 
jf @LOVE5_6402 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE1_SPEED = car $COLUMBIAN_HUMVEE1 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE1_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_6395 
if 
0204:   actor $COLUMBIAN_HITMAN_1 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_6395 
01D3: actor $COLUMBIAN_HITMAN_1 leave_car $COLUMBIAN_HUMVEE1 
0319: set_actor $COLUMBIAN_HITMAN_1 wander_state_to 1 
$CAR1_ATTACKING_FLAG = 2 // $ = int 

:LOVE5_6395
jump @LOVE5_6409 

:LOVE5_6402
$CAR1_ATTACKING_FLAG = 2 // $ = int 

:LOVE5_6409
if 
  $CAR1_ATTACKING_FLAG == 2 // $ == int 
jf @LOVE5_6514 
if 
8118:   not actor $COLUMBIAN_HITMAN_1 dead 
jf @LOVE5_6507 
if 
80DF:   not actor $COLUMBIAN_HITMAN_1 in_any_car 
jf @LOVE5_6500 
01B2: give_actor $COLUMBIAN_HITMAN_1 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_1 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE1 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE1 block $ESCORT_TRUCK 
$CAR1_ATTACKING_FLAG = 3 // $ = int 

:LOVE5_6500
jump @LOVE5_6514 

:LOVE5_6507
$CAR1_ATTACKING_FLAG = 3 // $ = int 

:LOVE5_6514
if 
  $CAR1_ATTACKING_FLAG == 3 // $ == int 
jf @LOVE5_6654 
if 
8118:   not actor $COLUMBIAN_HITMAN_3 dead 
jf @LOVE5_6647 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE1_SPEED = car $COLUMBIAN_HUMVEE1 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE1_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_6640 
if 
0204:   actor $COLUMBIAN_HITMAN_3 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_6640 
01D3: actor $COLUMBIAN_HITMAN_3 leave_car $COLUMBIAN_HUMVEE1 
0319: set_actor $COLUMBIAN_HITMAN_3 wander_state_to 1 
$CAR1_ATTACKING_FLAG = 4 // $ = int 

:LOVE5_6640
jump @LOVE5_6654 

:LOVE5_6647
$CAR1_ATTACKING_FLAG = 4 // $ = int 

:LOVE5_6654
if 
  $CAR1_ATTACKING_FLAG == 4 // $ == int 
jf @LOVE5_6759 
if 
8118:   not actor $COLUMBIAN_HITMAN_3 dead 
jf @LOVE5_6752 
if 
80DF:   not actor $COLUMBIAN_HITMAN_3 in_any_car 
jf @LOVE5_6745 
01B2: give_actor $COLUMBIAN_HITMAN_3 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_3 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE1 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE1 block $ESCORT_TRUCK 
$CAR1_ATTACKING_FLAG = 5 // $ = int 

:LOVE5_6745
jump @LOVE5_6759 

:LOVE5_6752
$CAR1_ATTACKING_FLAG = 5 // $ = int 

:LOVE5_6759
if 
  $CAR1_ATTACKING_FLAG == 5 // $ == int 
jf @LOVE5_6899 
if 
8118:   not actor $COLUMBIAN_HITMAN_5 dead 
jf @LOVE5_6892 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE1_SPEED = car $COLUMBIAN_HUMVEE1 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE1_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_6885 
if 
0204:   actor $COLUMBIAN_HITMAN_5 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_6885 
01D3: actor $COLUMBIAN_HITMAN_5 leave_car $COLUMBIAN_HUMVEE1 
0319: set_actor $COLUMBIAN_HITMAN_5 wander_state_to 1 
$CAR1_ATTACKING_FLAG = 6 // $ = int 

:LOVE5_6885
jump @LOVE5_6899 

:LOVE5_6892
$CAR1_ATTACKING_FLAG = 6 // $ = int 

:LOVE5_6899
if 
  $CAR1_ATTACKING_FLAG == 6 // $ == int 
jf @LOVE5_7004 
if 
8118:   not actor $COLUMBIAN_HITMAN_5 dead 
jf @LOVE5_6997 
if 
80DF:   not actor $COLUMBIAN_HITMAN_5 in_any_car 
jf @LOVE5_6990 
01B2: give_actor $COLUMBIAN_HITMAN_5 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_5 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE1 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE1 block $ESCORT_TRUCK 
$CAR1_ATTACKING_FLAG = 7 // $ = int 

:LOVE5_6990
jump @LOVE5_7004 

:LOVE5_6997
$CAR1_ATTACKING_FLAG = 7 // $ = int 

:LOVE5_7004
if 
  $CAR1_ATTACKING_FLAG == 7 // $ == int 
jf @LOVE5_7045 
00AD: set_car $COLUMBIAN_HUMVEE1 max_speed_to 40.0 
032C: car $COLUMBIAN_HUMVEE1 ram $ESCORT_TRUCK 
$CAR1_ATTACKING_FLAG = 8 // $ = int 

:LOVE5_7045
if 
  $CAR2_ATTACKING_FLAG == 0 // $ == int 
jf @LOVE5_7279 
if 
01AD:   car $ESCORT_TRUCK 0 2.0 -405.0 40.0 40.0 
jf @LOVE5_7279 
if 
80C2:   not sphere_onscreen -86.0 -409.0 16.0 4.0 
jf @LOVE5_7150 
00A5: $COLUMBIAN_HUMVEE2 = create_car #COLUMB at -86.0 -409.0 16.0 
0175: set_car $COLUMBIAN_HUMVEE2 z_angle_to 270.0 
jump @LOVE5_7175 

:LOVE5_7150
00A5: $COLUMBIAN_HUMVEE2 = create_car #COLUMB at -100.0 -409.0 16.0 
0175: set_car $COLUMBIAN_HUMVEE2 z_angle_to 90.0 

:LOVE5_7175
03FB: car $COLUMBIAN_HUMVEE2 bind_to_current_island 0 
0129: $COLUMBIAN_DRIVER_2 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE2 driverseat 
01C8: $COLUMBIAN_HITMAN_2 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE2 passenger_seat 0 
01C8: $COLUMBIAN_HITMAN_4 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE2 passenger_seat 1 
01C8: $COLUMBIAN_HITMAN_6 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE2 passenger_seat 2 
00AD: set_car $COLUMBIAN_HUMVEE2 max_speed_to 40.0 
00AE: set_vehicle $COLUMBIAN_HUMVEE2 traffic_behavior_to 2 
0224: set_car $COLUMBIAN_HUMVEE2 health_to 650 
00A9: set_car $COLUMBIAN_HUMVEE2 to_normal_driver 
032D: car $COLUMBIAN_HUMVEE2 block $ESCORT_TRUCK 
$CAR2_ATTACKING_FLAG = 1 // $ = int 

:LOVE5_7279
if 
  $CAR2_ATTACKING_FLAG > 0 // $ > int 
jf @LOVE5_7658 
if 
0119:   car $COLUMBIAN_HUMVEE2 wrecked 
jf @LOVE5_7327 
$CAR2_ATTACKING_FLAG = -100 // $ = int 
jump @LOVE5_7658 

:LOVE5_7327
if 
8118:   not actor $COLUMBIAN_DRIVER_2 dead 
jf @LOVE5_7380 
if 
80DB:   not actor $COLUMBIAN_DRIVER_2 in_car $COLUMBIAN_HUMVEE2 
jf @LOVE5_7380 
01B2: give_actor $COLUMBIAN_DRIVER_2 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_DRIVER_2 destroy_car $ESCORT_TRUCK 

:LOVE5_7380
if 
00DC:   player $PLAYER_CHAR in_car $COLUMBIAN_HUMVEE2 
jf @LOVE5_7501 
if 
8118:   not actor $COLUMBIAN_HITMAN_2 dead 
jf @LOVE5_7433 
01B2: give_actor $COLUMBIAN_HITMAN_2 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_2 kill_player $PLAYER_CHAR 

:LOVE5_7433
if 
8118:   not actor $COLUMBIAN_HITMAN_4 dead 
jf @LOVE5_7467 
01B2: give_actor $COLUMBIAN_HITMAN_4 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_4 kill_player $PLAYER_CHAR 

:LOVE5_7467
if 
8118:   not actor $COLUMBIAN_HITMAN_6 dead 
jf @LOVE5_7501 
01B2: give_actor $COLUMBIAN_HITMAN_6 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_6 kill_player $PLAYER_CHAR 

:LOVE5_7501
if and
01F4:   car $COLUMBIAN_HUMVEE2 flipped 
01C1:   car $COLUMBIAN_HUMVEE2 stopped 
jf @LOVE5_7658 
if 
8118:   not actor $COLUMBIAN_DRIVER_2 dead 
jf @LOVE5_7556 
01B2: give_actor $COLUMBIAN_DRIVER_2 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_DRIVER_2 destroy_car $ESCORT_TRUCK 

:LOVE5_7556
if 
8118:   not actor $COLUMBIAN_HITMAN_2 dead 
jf @LOVE5_7590 
01B2: give_actor $COLUMBIAN_HITMAN_2 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_2 destroy_car $ESCORT_TRUCK 

:LOVE5_7590
if 
8118:   not actor $COLUMBIAN_HITMAN_4 dead 
jf @LOVE5_7624 
01B2: give_actor $COLUMBIAN_HITMAN_4 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_4 destroy_car $ESCORT_TRUCK 

:LOVE5_7624
if 
8118:   not actor $COLUMBIAN_HITMAN_6 dead 
jf @LOVE5_7658 
01B2: give_actor $COLUMBIAN_HITMAN_6 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_6 destroy_car $ESCORT_TRUCK 

:LOVE5_7658
if 
  $CAR2_ATTACKING_FLAG == 1 // $ == int 
jf @LOVE5_7798 
if 
8118:   not actor $COLUMBIAN_HITMAN_2 dead 
jf @LOVE5_7791 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE2_SPEED = car $COLUMBIAN_HUMVEE2 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE2_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_7784 
if 
0204:   actor $COLUMBIAN_HITMAN_2 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_7784 
01D3: actor $COLUMBIAN_HITMAN_2 leave_car $COLUMBIAN_HUMVEE2 
0319: set_actor $COLUMBIAN_HITMAN_2 wander_state_to 1 
$CAR2_ATTACKING_FLAG = 2 // $ = int 

:LOVE5_7784
jump @LOVE5_7798 

:LOVE5_7791
$CAR2_ATTACKING_FLAG = 2 // $ = int 

:LOVE5_7798
if 
  $CAR2_ATTACKING_FLAG == 2 // $ == int 
jf @LOVE5_7903 
if 
8118:   not actor $COLUMBIAN_HITMAN_2 dead 
jf @LOVE5_7896 
if 
80DF:   not actor $COLUMBIAN_HITMAN_2 in_any_car 
jf @LOVE5_7889 
01B2: give_actor $COLUMBIAN_HITMAN_2 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_2 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE2 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE2 block $ESCORT_TRUCK 
$CAR2_ATTACKING_FLAG = 3 // $ = int 

:LOVE5_7889
jump @LOVE5_7903 

:LOVE5_7896
$CAR2_ATTACKING_FLAG = 3 // $ = int 

:LOVE5_7903
if 
  $CAR2_ATTACKING_FLAG == 3 // $ == int 
jf @LOVE5_8043 
if 
8118:   not actor $COLUMBIAN_HITMAN_4 dead 
jf @LOVE5_8036 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE2_SPEED = car $COLUMBIAN_HUMVEE2 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE2_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_8029 
if 
0204:   actor $COLUMBIAN_HITMAN_4 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_8029 
01D3: actor $COLUMBIAN_HITMAN_4 leave_car $COLUMBIAN_HUMVEE2 
0319: set_actor $COLUMBIAN_HITMAN_4 wander_state_to 1 
$CAR2_ATTACKING_FLAG = 4 // $ = int 

:LOVE5_8029
jump @LOVE5_8043 

:LOVE5_8036
$CAR2_ATTACKING_FLAG = 4 // $ = int 

:LOVE5_8043
if 
  $CAR2_ATTACKING_FLAG == 4 // $ == int 
jf @LOVE5_8148 
if 
8118:   not actor $COLUMBIAN_HITMAN_4 dead 
jf @LOVE5_8141 
if 
80DF:   not actor $COLUMBIAN_HITMAN_4 in_any_car 
jf @LOVE5_8134 
01B2: give_actor $COLUMBIAN_HITMAN_4 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_4 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE2 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE2 block $ESCORT_TRUCK 
$CAR2_ATTACKING_FLAG = 5 // $ = int 

:LOVE5_8134
jump @LOVE5_8148 

:LOVE5_8141
$CAR2_ATTACKING_FLAG = 5 // $ = int 

:LOVE5_8148
if 
  $CAR2_ATTACKING_FLAG == 5 // $ == int 
jf @LOVE5_8288 
if 
8118:   not actor $COLUMBIAN_HITMAN_6 dead 
jf @LOVE5_8281 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE2_SPEED = car $COLUMBIAN_HUMVEE2 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE2_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_8274 
if 
0204:   actor $COLUMBIAN_HITMAN_6 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_8274 
01D3: actor $COLUMBIAN_HITMAN_6 leave_car $COLUMBIAN_HUMVEE2 
0319: set_actor $COLUMBIAN_HITMAN_6 wander_state_to 1 
$CAR2_ATTACKING_FLAG = 6 // $ = int 

:LOVE5_8274
jump @LOVE5_8288 

:LOVE5_8281
$CAR2_ATTACKING_FLAG = 6 // $ = int 

:LOVE5_8288
if 
  $CAR2_ATTACKING_FLAG == 6 // $ == int 
jf @LOVE5_8393 
if 
8118:   not actor $COLUMBIAN_HITMAN_6 dead 
jf @LOVE5_8386 
if 
80DF:   not actor $COLUMBIAN_HITMAN_6 in_any_car 
jf @LOVE5_8379 
01B2: give_actor $COLUMBIAN_HITMAN_6 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_6 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE2 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE2 block $ESCORT_TRUCK 
$CAR2_ATTACKING_FLAG = 7 // $ = int 

:LOVE5_8379
jump @LOVE5_8393 

:LOVE5_8386
$CAR2_ATTACKING_FLAG = 7 // $ = int 

:LOVE5_8393
if 
  $CAR2_ATTACKING_FLAG == 7 // $ == int 
jf @LOVE5_8434 
00AD: set_car $COLUMBIAN_HUMVEE2 max_speed_to 40.0 
032C: car $COLUMBIAN_HUMVEE2 ram $ESCORT_TRUCK 
$CAR2_ATTACKING_FLAG = 8 // $ = int 

:LOVE5_8434
if 
  $ESCORT_TRUCK_FLAG > 4 // $ > int 
jf @LOVE5_8686 
if 
  $CAR3_ATTACKING_FLAG == 0 // $ == int 
jf @LOVE5_8686 
if 
01AD:   car $ESCORT_TRUCK 0 -645.8125 -435.9375 40.0 40.0 
jf @LOVE5_8686 
if 
80C2:   not sphere_onscreen -823.625 -435.0625 10.0625 4.0 
jf @LOVE5_8557 
00A5: $COLUMBIAN_HUMVEE3 = create_car #COLUMB at -823.625 -435.0625 10.0625 
0175: set_car $COLUMBIAN_HUMVEE3 z_angle_to 272.0625 
jump @LOVE5_8582 

:LOVE5_8557
00A5: $COLUMBIAN_HUMVEE3 = create_car #COLUMB at -735.5 -577.3125 7.625 
0175: set_car $COLUMBIAN_HUMVEE3 z_angle_to 7.75 

:LOVE5_8582
03FB: car $COLUMBIAN_HUMVEE3 bind_to_current_island 0 
0129: $COLUMBIAN_DRIVER_3 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE3 driverseat 
01C8: $COLUMBIAN_HITMAN_7 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE3 passenger_seat 0 
01C8: $COLUMBIAN_HITMAN_8 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE3 passenger_seat 1 
01C8: $COLUMBIAN_HITMAN_9 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE3 passenger_seat 2 
00AD: set_car $COLUMBIAN_HUMVEE3 max_speed_to 40.0 
0224: set_car $COLUMBIAN_HUMVEE3 health_to 650 
00AE: set_vehicle $COLUMBIAN_HUMVEE3 traffic_behavior_to 2 
00A9: set_car $COLUMBIAN_HUMVEE3 to_normal_driver 
032D: car $COLUMBIAN_HUMVEE3 block $ESCORT_TRUCK 
$CAR3_ATTACKING_FLAG = 1 // $ = int 

:LOVE5_8686
if 
  $CAR3_ATTACKING_FLAG > 0 // $ > int 
jf @LOVE5_9065 
if 
0119:   car $COLUMBIAN_HUMVEE3 wrecked 
jf @LOVE5_8734 
$CAR3_ATTACKING_FLAG = -100 // $ = int 
jump @LOVE5_9065 

:LOVE5_8734
if 
8118:   not actor $COLUMBIAN_DRIVER_3 dead 
jf @LOVE5_8787 
if 
80DB:   not actor $COLUMBIAN_DRIVER_3 in_car $COLUMBIAN_HUMVEE3 
jf @LOVE5_8787 
01B2: give_actor $COLUMBIAN_DRIVER_3 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_DRIVER_3 destroy_car $ESCORT_TRUCK 

:LOVE5_8787
if 
00DC:   player $PLAYER_CHAR in_car $COLUMBIAN_HUMVEE3 
jf @LOVE5_8908 
if 
8118:   not actor $COLUMBIAN_HITMAN_7 dead 
jf @LOVE5_8840 
01B2: give_actor $COLUMBIAN_HITMAN_7 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_7 kill_player $PLAYER_CHAR 

:LOVE5_8840
if 
8118:   not actor $COLUMBIAN_HITMAN_8 dead 
jf @LOVE5_8874 
01B2: give_actor $COLUMBIAN_HITMAN_8 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_8 kill_player $PLAYER_CHAR 

:LOVE5_8874
if 
8118:   not actor $COLUMBIAN_HITMAN_9 dead 
jf @LOVE5_8908 
01B2: give_actor $COLUMBIAN_HITMAN_9 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_9 kill_player $PLAYER_CHAR 

:LOVE5_8908
if and
01F4:   car $COLUMBIAN_HUMVEE3 flipped 
01C1:   car $COLUMBIAN_HUMVEE3 stopped 
jf @LOVE5_9065 
if 
8118:   not actor $COLUMBIAN_DRIVER_3 dead 
jf @LOVE5_8963 
01B2: give_actor $COLUMBIAN_DRIVER_3 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_DRIVER_3 destroy_car $ESCORT_TRUCK 

:LOVE5_8963
if 
8118:   not actor $COLUMBIAN_HITMAN_7 dead 
jf @LOVE5_8997 
01B2: give_actor $COLUMBIAN_HITMAN_7 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_7 destroy_car $ESCORT_TRUCK 

:LOVE5_8997
if 
8118:   not actor $COLUMBIAN_HITMAN_8 dead 
jf @LOVE5_9031 
01B2: give_actor $COLUMBIAN_HITMAN_8 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_8 destroy_car $ESCORT_TRUCK 

:LOVE5_9031
if 
8118:   not actor $COLUMBIAN_HITMAN_9 dead 
jf @LOVE5_9065 
01B2: give_actor $COLUMBIAN_HITMAN_9 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_9 destroy_car $ESCORT_TRUCK 

:LOVE5_9065
if 
  $CAR3_ATTACKING_FLAG == 1 // $ == int 
jf @LOVE5_9205 
if 
8118:   not actor $COLUMBIAN_HITMAN_7 dead 
jf @LOVE5_9198 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE3_SPEED = car $COLUMBIAN_HUMVEE3 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE3_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_9191 
if 
0204:   actor $COLUMBIAN_HITMAN_7 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_9191 
01D3: actor $COLUMBIAN_HITMAN_7 leave_car $COLUMBIAN_HUMVEE3 
0319: set_actor $COLUMBIAN_HITMAN_7 wander_state_to 1 
$CAR3_ATTACKING_FLAG = 2 // $ = int 

:LOVE5_9191
jump @LOVE5_9205 

:LOVE5_9198
$CAR3_ATTACKING_FLAG = 2 // $ = int 

:LOVE5_9205
if 
  $CAR3_ATTACKING_FLAG == 2 // $ == int 
jf @LOVE5_9310 
if 
8118:   not actor $COLUMBIAN_HITMAN_7 dead 
jf @LOVE5_9303 
if 
80DF:   not actor $COLUMBIAN_HITMAN_7 in_any_car 
jf @LOVE5_9296 
01B2: give_actor $COLUMBIAN_HITMAN_7 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_7 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE3 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE3 block $ESCORT_TRUCK 
$CAR3_ATTACKING_FLAG = 3 // $ = int 

:LOVE5_9296
jump @LOVE5_9310 

:LOVE5_9303
$CAR3_ATTACKING_FLAG = 3 // $ = int 

:LOVE5_9310
if 
  $CAR3_ATTACKING_FLAG == 3 // $ == int 
jf @LOVE5_9450 
if 
8118:   not actor $COLUMBIAN_HITMAN_8 dead 
jf @LOVE5_9443 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE3_SPEED = car $COLUMBIAN_HUMVEE3 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE3_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_9436 
if 
0204:   actor $COLUMBIAN_HITMAN_8 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_9436 
01D3: actor $COLUMBIAN_HITMAN_8 leave_car $COLUMBIAN_HUMVEE3 
0319: set_actor $COLUMBIAN_HITMAN_8 wander_state_to 1 
$CAR3_ATTACKING_FLAG = 4 // $ = int 

:LOVE5_9436
jump @LOVE5_9450 

:LOVE5_9443
$CAR3_ATTACKING_FLAG = 4 // $ = int 

:LOVE5_9450
if 
  $CAR3_ATTACKING_FLAG == 4 // $ == int 
jf @LOVE5_9555 
if 
8118:   not actor $COLUMBIAN_HITMAN_8 dead 
jf @LOVE5_9548 
if 
80DF:   not actor $COLUMBIAN_HITMAN_8 in_any_car 
jf @LOVE5_9541 
01B2: give_actor $COLUMBIAN_HITMAN_8 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_8 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE3 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE3 block $ESCORT_TRUCK 
$CAR3_ATTACKING_FLAG = 5 // $ = int 

:LOVE5_9541
jump @LOVE5_9555 

:LOVE5_9548
$CAR3_ATTACKING_FLAG = 5 // $ = int 

:LOVE5_9555
if 
  $CAR3_ATTACKING_FLAG == 5 // $ == int 
jf @LOVE5_9695 
if 
8118:   not actor $COLUMBIAN_HITMAN_9 dead 
jf @LOVE5_9688 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE3_SPEED = car $COLUMBIAN_HUMVEE3 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE3_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_9681 
if 
0204:   actor $COLUMBIAN_HITMAN_9 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_9681 
01D3: actor $COLUMBIAN_HITMAN_9 leave_car $COLUMBIAN_HUMVEE3 
0319: set_actor $COLUMBIAN_HITMAN_9 wander_state_to 1 
$CAR3_ATTACKING_FLAG = 6 // $ = int 

:LOVE5_9681
jump @LOVE5_9695 

:LOVE5_9688
$CAR3_ATTACKING_FLAG = 6 // $ = int 

:LOVE5_9695
if 
  $CAR3_ATTACKING_FLAG == 6 // $ == int 
jf @LOVE5_9800 
if 
8118:   not actor $COLUMBIAN_HITMAN_9 dead 
jf @LOVE5_9793 
if 
80DF:   not actor $COLUMBIAN_HITMAN_9 in_any_car 
jf @LOVE5_9786 
01B2: give_actor $COLUMBIAN_HITMAN_9 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_9 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE3 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE3 block $ESCORT_TRUCK 
$CAR3_ATTACKING_FLAG = 7 // $ = int 

:LOVE5_9786
jump @LOVE5_9800 

:LOVE5_9793
$CAR3_ATTACKING_FLAG = 7 // $ = int 

:LOVE5_9800
if 
  $CAR3_ATTACKING_FLAG == 7 // $ == int 
jf @LOVE5_9841 
00AD: set_car $COLUMBIAN_HUMVEE3 max_speed_to 40.0 
032C: car $COLUMBIAN_HUMVEE3 ram $ESCORT_TRUCK 
$CAR3_ATTACKING_FLAG = 8 // $ = int 

:LOVE5_9841
if 
  $CAR4_ATTACKING_FLAG == 0 // $ == int 
jf @LOVE5_10075 
if 
01AD:   car $ESCORT_TRUCK 0 -645.8125 -435.9375 40.0 40.0 
jf @LOVE5_10075 
if 
80C2:   not sphere_onscreen -1017.625 -226.125 37.9375 4.0 
jf @LOVE5_9946 
00A5: $COLUMBIAN_HUMVEE4 = create_car #COLUMB at -1017.625 -226.125 37.9375 
0175: set_car $COLUMBIAN_HUMVEE4 z_angle_to 284.9375 
jump @LOVE5_9971 

:LOVE5_9946
00A5: $COLUMBIAN_HUMVEE4 = create_car #COLUMB at -878.8125 -229.125 28.125 
0175: set_car $COLUMBIAN_HUMVEE4 z_angle_to 84.5625 

:LOVE5_9971
03FB: car $COLUMBIAN_HUMVEE4 bind_to_current_island 0 
0129: $COLUMBIAN_DRIVER_4 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE4 driverseat 
01C8: $COLUMBIAN_HITMAN_10 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE4 passenger_seat 0 
01C8: $COLUMBIAN_HITMAN_11 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE4 passenger_seat 1 
01C8: $COLUMBIAN_HITMAN_12 = create_actor 12 #GANG11 in_car $COLUMBIAN_HUMVEE4 passenger_seat 2 
00AD: set_car $COLUMBIAN_HUMVEE4 max_speed_to 40.0 
0224: set_car $COLUMBIAN_HUMVEE4 health_to 650 
00AE: set_vehicle $COLUMBIAN_HUMVEE4 traffic_behavior_to 2 
00A9: set_car $COLUMBIAN_HUMVEE4 to_normal_driver 
032D: car $COLUMBIAN_HUMVEE4 block $ESCORT_TRUCK 
$CAR4_ATTACKING_FLAG = 1 // $ = int 

:LOVE5_10075
if 
  $CAR4_ATTACKING_FLAG > 0 // $ > int 
jf @LOVE5_10454 
if 
0119:   car $COLUMBIAN_HUMVEE4 wrecked 
jf @LOVE5_10123 
$CAR4_ATTACKING_FLAG = -100 // $ = int 
jump @LOVE5_10454 

:LOVE5_10123
if 
8118:   not actor $COLUMBIAN_DRIVER_4 dead 
jf @LOVE5_10176 
if 
80DB:   not actor $COLUMBIAN_DRIVER_4 in_car $COLUMBIAN_HUMVEE4 
jf @LOVE5_10176 
01B2: give_actor $COLUMBIAN_DRIVER_4 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_DRIVER_4 destroy_car $ESCORT_TRUCK 

:LOVE5_10176
if 
00DC:   player $PLAYER_CHAR in_car $COLUMBIAN_HUMVEE4 
jf @LOVE5_10297 
if 
8118:   not actor $COLUMBIAN_HITMAN_10 dead 
jf @LOVE5_10229 
01B2: give_actor $COLUMBIAN_HITMAN_10 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_10 kill_player $PLAYER_CHAR 

:LOVE5_10229
if 
8118:   not actor $COLUMBIAN_HITMAN_11 dead 
jf @LOVE5_10263 
01B2: give_actor $COLUMBIAN_HITMAN_11 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_11 kill_player $PLAYER_CHAR 

:LOVE5_10263
if 
8118:   not actor $COLUMBIAN_HITMAN_12 dead 
jf @LOVE5_10297 
01B2: give_actor $COLUMBIAN_HITMAN_12 weapon 5 ammo 999 
01CA: actor $COLUMBIAN_HITMAN_12 kill_player $PLAYER_CHAR 

:LOVE5_10297
if and
01F4:   car $COLUMBIAN_HUMVEE4 flipped 
01C1:   car $COLUMBIAN_HUMVEE4 stopped 
jf @LOVE5_10454 
if 
8118:   not actor $COLUMBIAN_DRIVER_4 dead 
jf @LOVE5_10352 
01B2: give_actor $COLUMBIAN_DRIVER_4 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_DRIVER_4 destroy_car $ESCORT_TRUCK 

:LOVE5_10352
if 
8118:   not actor $COLUMBIAN_HITMAN_10 dead 
jf @LOVE5_10386 
01B2: give_actor $COLUMBIAN_HITMAN_10 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_10 destroy_car $ESCORT_TRUCK 

:LOVE5_10386
if 
8118:   not actor $COLUMBIAN_HITMAN_11 dead 
jf @LOVE5_10420 
01B2: give_actor $COLUMBIAN_HITMAN_11 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_11 destroy_car $ESCORT_TRUCK 

:LOVE5_10420
if 
8118:   not actor $COLUMBIAN_HITMAN_12 dead 
jf @LOVE5_10454 
01B2: give_actor $COLUMBIAN_HITMAN_12 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_12 destroy_car $ESCORT_TRUCK 

:LOVE5_10454
if 
  $CAR4_ATTACKING_FLAG == 1 // $ == int 
jf @LOVE5_10594 
if 
8118:   not actor $COLUMBIAN_HITMAN_10 dead 
jf @LOVE5_10587 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE4_SPEED = car $COLUMBIAN_HUMVEE4 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE4_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_10580 
if 
0204:   actor $COLUMBIAN_HITMAN_10 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_10580 
01D3: actor $COLUMBIAN_HITMAN_10 leave_car $COLUMBIAN_HUMVEE4 
0319: set_actor $COLUMBIAN_HITMAN_10 wander_state_to 1 
$CAR4_ATTACKING_FLAG = 2 // $ = int 

:LOVE5_10580
jump @LOVE5_10594 

:LOVE5_10587
$CAR4_ATTACKING_FLAG = 2 // $ = int 

:LOVE5_10594
if 
  $CAR4_ATTACKING_FLAG == 2 // $ == int 
jf @LOVE5_10699 
if 
8118:   not actor $COLUMBIAN_HITMAN_10 dead 
jf @LOVE5_10692 
if 
80DF:   not actor $COLUMBIAN_HITMAN_10 in_any_car 
jf @LOVE5_10685 
01B2: give_actor $COLUMBIAN_HITMAN_10 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_10 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE4 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE4 block $ESCORT_TRUCK 
$CAR4_ATTACKING_FLAG = 3 // $ = int 

:LOVE5_10685
jump @LOVE5_10699 

:LOVE5_10692
$CAR4_ATTACKING_FLAG = 3 // $ = int 

:LOVE5_10699
if 
  $CAR4_ATTACKING_FLAG == 3 // $ == int 
jf @LOVE5_10839 
if 
8118:   not actor $COLUMBIAN_HITMAN_11 dead 
jf @LOVE5_10832 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE4_SPEED = car $COLUMBIAN_HUMVEE4 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE4_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_10825 
if 
0204:   actor $COLUMBIAN_HITMAN_11 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_10825 
01D3: actor $COLUMBIAN_HITMAN_11 leave_car $COLUMBIAN_HUMVEE4 
0319: set_actor $COLUMBIAN_HITMAN_11 wander_state_to 1 
$CAR4_ATTACKING_FLAG = 4 // $ = int 

:LOVE5_10825
jump @LOVE5_10839 

:LOVE5_10832
$CAR4_ATTACKING_FLAG = 4 // $ = int 

:LOVE5_10839
if 
  $CAR4_ATTACKING_FLAG == 4 // $ == int 
jf @LOVE5_10944 
if 
8118:   not actor $COLUMBIAN_HITMAN_11 dead 
jf @LOVE5_10937 
if 
80DF:   not actor $COLUMBIAN_HITMAN_11 in_any_car 
jf @LOVE5_10930 
01B2: give_actor $COLUMBIAN_HITMAN_11 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_11 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE4 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE4 block $ESCORT_TRUCK 
$CAR4_ATTACKING_FLAG = 5 // $ = int 

:LOVE5_10930
jump @LOVE5_10944 

:LOVE5_10937
$CAR4_ATTACKING_FLAG = 5 // $ = int 

:LOVE5_10944
if 
  $CAR4_ATTACKING_FLAG == 5 // $ == int 
jf @LOVE5_11084 
if 
8118:   not actor $COLUMBIAN_HITMAN_12 dead 
jf @LOVE5_11077 
02E3: $ESCORT_TRUCK_SPEED = car $ESCORT_TRUCK speed 
02E3: $COLUMBIAN_HUMVEE4_SPEED = car $COLUMBIAN_HUMVEE4 speed 
if and
  10.0 > $COLUMBIAN_HUMVEE4_SPEED // float > $ 
  4.0 > $ESCORT_TRUCK_SPEED // float > $ 
jf @LOVE5_11070 
if 
0204:   actor $COLUMBIAN_HITMAN_12 near_car_in_car $ESCORT_TRUCK radius 10.0 10.0 unknown 0 
jf @LOVE5_11070 
01D3: actor $COLUMBIAN_HITMAN_12 leave_car $COLUMBIAN_HUMVEE4 
0319: set_actor $COLUMBIAN_HITMAN_12 wander_state_to 1 
$CAR4_ATTACKING_FLAG = 6 // $ = int 

:LOVE5_11070
jump @LOVE5_11084 

:LOVE5_11077
$CAR4_ATTACKING_FLAG = 6 // $ = int 

:LOVE5_11084
if 
  $CAR4_ATTACKING_FLAG == 6 // $ == int 
jf @LOVE5_11189 
if 
8118:   not actor $COLUMBIAN_HITMAN_12 dead 
jf @LOVE5_11182 
if 
80DF:   not actor $COLUMBIAN_HITMAN_12 in_any_car 
jf @LOVE5_11175 
01B2: give_actor $COLUMBIAN_HITMAN_12 weapon 5 ammo 999 
01D9: actor $COLUMBIAN_HITMAN_12 destroy_car $ESCORT_TRUCK 
00AD: set_car $COLUMBIAN_HUMVEE4 max_speed_to 40.0 
032D: car $COLUMBIAN_HUMVEE4 block $ESCORT_TRUCK 
$CAR4_ATTACKING_FLAG = 7 // $ = int 

:LOVE5_11175
jump @LOVE5_11189 

:LOVE5_11182
$CAR4_ATTACKING_FLAG = 7 // $ = int 

:LOVE5_11189
if 
  $CAR4_ATTACKING_FLAG == 7 // $ == int 
jf @LOVE5_11230 
00AD: set_car $COLUMBIAN_HUMVEE4 max_speed_to 40.0 
032C: car $COLUMBIAN_HUMVEE4 ram $ESCORT_TRUCK 
$CAR4_ATTACKING_FLAG = 8 // $ = int 

:LOVE5_11230
jump @LOVE5_11362 

:LOVE5_11237
01C3: mark_car_as_no_longer_needed $COLUMBIAN_HUMVEE1 
01C3: mark_car_as_no_longer_needed $COLUMBIAN_HUMVEE2 
01C3: mark_car_as_no_longer_needed $COLUMBIAN_HUMVEE3 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_DRIVER_1 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_DRIVER_2 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_DRIVER_3 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_1 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_2 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_3 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_4 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_5 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_6 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_7 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_8 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_9 
01C2: mark_actor_as_no_longer_needed $COLOMBIAN_1 
01C2: mark_actor_as_no_longer_needed $COLOMBIAN_2 
01C2: mark_actor_as_no_longer_needed $COLOMBIAN_3 
01C2: mark_actor_as_no_longer_needed $COLOMBIAN_4 
01C2: mark_actor_as_no_longer_needed $COLOMBIAN_5 
01C2: mark_actor_as_no_longer_needed $COLOMBIAN_6 
01C2: mark_actor_as_no_longer_needed $COLOMBIAN_7 
01C2: mark_actor_as_no_longer_needed $COLOMBIAN_8 
01C2: mark_actor_as_no_longer_needed $COLOMBIAN_9 
01C2: mark_actor_as_no_longer_needed $COLOMBIAN_10 

:LOVE5_11362
jump @LOVE5_1265 

:LOVE5_11369
jump @LOVE5_11393 

:LOVE5_11376
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
return 

:LOVE5_11393
$FLAG_LOVE_MISSION5_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 40000 2000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 40000 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'LOVE5'  // 'ESCORT SERVICE'
030C: progress_made += 1 
start_new_script @NONAME_66 
return 

:LOVE5_11463
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 0 // $ = int 
if 
8214:   not pickup $TANK_WEAPON picked_up 
jf @LOVE5_11498 
0215: destroy_pickup $TANK_WEAPON 

:LOVE5_11498
0151: remove_status_text $ESCORT_TRUCK_HEALTH 
0249: release_model #SECURICA 
0249: release_model #COLUMB 
0249: release_model #GANG11 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
01EB: set_car_density_to 1.0 
0164: disable_marker $ESCORT_TRUCK_BLIP 
mission_cleanup 
return 

:LOVE5_11538
if 
8119:   not car $COLUMBIAN_HUMVEE1 wrecked 
jf @LOVE5_11559 
00A8: set_car $COLUMBIAN_HUMVEE1 to_psycho_driver 

:LOVE5_11559
if 
8119:   not car $COLUMBIAN_HUMVEE2 wrecked 
jf @LOVE5_11580 
00A8: set_car $COLUMBIAN_HUMVEE2 to_psycho_driver 

:LOVE5_11580
if 
8119:   not car $COLUMBIAN_HUMVEE3 wrecked 
jf @LOVE5_11601 
00A8: set_car $COLUMBIAN_HUMVEE3 to_psycho_driver 

:LOVE5_11601
if 
8119:   not car $COLUMBIAN_HUMVEE4 wrecked 
jf @LOVE5_11622 
00A8: set_car $COLUMBIAN_HUMVEE4 to_psycho_driver 

:LOVE5_11622
if 
8118:   not actor $COLUMBIAN_HITMAN_1 dead 
jf @LOVE5_11646 
01CC: actor $COLUMBIAN_HITMAN_1 kill_player $PLAYER_CHAR 

:LOVE5_11646
if 
8118:   not actor $COLUMBIAN_HITMAN_2 dead 
jf @LOVE5_11670 
01CC: actor $COLUMBIAN_HITMAN_2 kill_player $PLAYER_CHAR 

:LOVE5_11670
if 
8118:   not actor $COLUMBIAN_HITMAN_3 dead 
jf @LOVE5_11694 
01CC: actor $COLUMBIAN_HITMAN_3 kill_player $PLAYER_CHAR 

:LOVE5_11694
if 
8118:   not actor $COLUMBIAN_HITMAN_4 dead 
jf @LOVE5_11718 
01CC: actor $COLUMBIAN_HITMAN_4 kill_player $PLAYER_CHAR 

:LOVE5_11718
if 
8118:   not actor $COLUMBIAN_HITMAN_5 dead 
jf @LOVE5_11742 
01CC: actor $COLUMBIAN_HITMAN_5 kill_player $PLAYER_CHAR 

:LOVE5_11742
if 
8118:   not actor $COLUMBIAN_HITMAN_6 dead 
jf @LOVE5_11766 
01CC: actor $COLUMBIAN_HITMAN_6 kill_player $PLAYER_CHAR 

:LOVE5_11766
if 
8118:   not actor $COLUMBIAN_HITMAN_7 dead 
jf @LOVE5_11790 
01CC: actor $COLUMBIAN_HITMAN_7 kill_player $PLAYER_CHAR 

:LOVE5_11790
if 
8118:   not actor $COLUMBIAN_HITMAN_8 dead 
jf @LOVE5_11814 
01CC: actor $COLUMBIAN_HITMAN_8 kill_player $PLAYER_CHAR 

:LOVE5_11814
if 
8118:   not actor $COLUMBIAN_HITMAN_9 dead 
jf @LOVE5_11838 
01CC: actor $COLUMBIAN_HITMAN_9 kill_player $PLAYER_CHAR 

:LOVE5_11838
if 
8118:   not actor $COLUMBIAN_HITMAN_10 dead 
jf @LOVE5_11862 
01CC: actor $COLUMBIAN_HITMAN_10 kill_player $PLAYER_CHAR 

:LOVE5_11862
if 
8118:   not actor $COLUMBIAN_HITMAN_11 dead 
jf @LOVE5_11886 
01CC: actor $COLUMBIAN_HITMAN_11 kill_player $PLAYER_CHAR 

:LOVE5_11886
if 
8118:   not actor $COLUMBIAN_HITMAN_12 dead 
jf @LOVE5_11910 
01CC: actor $COLUMBIAN_HITMAN_12 kill_player $PLAYER_CHAR 

:LOVE5_11910
01C3: mark_car_as_no_longer_needed $COLUMBIAN_HUMVEE1 
01C3: mark_car_as_no_longer_needed $COLUMBIAN_HUMVEE2 
01C3: mark_car_as_no_longer_needed $COLUMBIAN_HUMVEE3 
01C3: mark_car_as_no_longer_needed $COLUMBIAN_HUMVEE4 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_1 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_2 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_3 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_4 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_5 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_6 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_7 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_8 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_9 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_10 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_11 
01C2: mark_actor_as_no_longer_needed $COLUMBIAN_HITMAN_12 
$CAR1_ATTACKING_FLAG = -100 // $ = int 
$CAR2_ATTACKING_FLAG = -100 // $ = int 
$CAR3_ATTACKING_FLAG = -100 // $ = int 
$CAR4_ATTACKING_FLAG = -100 // $ = int 
return 

//-------------Mission 69---------------
// Originally: Decoy

:LOVE6
gosub @LOVE6_36 
if 
  wasted_or_busted 
jf @LOVE6_27 
gosub @LOVE6_2948 

:LOVE6_27
gosub @LOVE6_3035 
terminate_this_script 

:LOVE6_36
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'LOVE6' 
$GET_IN_VAN = 0 // $ = int 
$SURVIVAL_TIME = 180000 // $ = int 
023C: load_special_actor 1 'LOVE2' 
02F3: load_object #CUTOBJ01 'LOVEH' 
0247: request_model #TSHRORCKGRDN 
0247: request_model #TSHRORCKGRDN_ALFAS 
038B: load_requested_models 

:LOVE6_120
if or
823D:   not special_actor 1 loaded 
8248:   not model #TSHRORCKGRDN available 
8248:   not model #TSHRORCKGRDN_ALFAS available 
8248:   not model #CUTOBJ01 available 
jf @LOVE6_161 
wait 0 
jump @LOVE6_120 

:LOVE6_161
02E4: load_cutscene_data 'D6_STS' 
0244: set_cutscene_pos 85.1875 -1532.875 243.5 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_LOVE = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_LOVE 'LOVE2' 
02F4: create_cutscene_actor $CS_LOVEHEAD from_head #CUTOBJ01 and_body $CS_LOVE 
02F5: set_head_anim $CS_LOVEHEAD 'LOVE' 
0395: clear_area 1 at 82.4375 -1548.438 28.0 range 2.0 
0055: put_player $PLAYER_CHAR at 82.4375 -1548.438 28.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
fade 1 1500 
02E7: start_cutscene 
03AD: set_rubbish 0 
02E8: $CS_TIME = cutscenetime 

:LOVE6_302
if 
  1526 > $CS_TIME // int > $ 
jf @LOVE6_337 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE6_302 

:LOVE6_337
00BC: text_highpriority 'LOVE6_A' time 5000 1  // A lesson in business, my friend.

:LOVE6_352
if 
  3011 > $CS_TIME // int > $ 
jf @LOVE6_387 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE6_352 

:LOVE6_387
00BC: text_highpriority 'LOVE6_E' time 5000 1  // If you have a unique commodity, the world and his wife will try to wrestle it from your grasp...

:LOVE6_402
if 
  7026 > $CS_TIME // int > $ 
jf @LOVE6_437 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE6_402 

:LOVE6_437
00BC: text_highpriority 'LOVE6_B' time 5000 1  // even if they have little understanding as to its true value.

:LOVE6_452
if 
  10679 > $CS_TIME // int > $ 
jf @LOVE6_487 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE6_452 

:LOVE6_487
00BC: text_highpriority 'LOVE6_C' time 5000 1  // SWAT teams have cordoned off the area around my associate and the package.

:LOVE6_502
if 
  14011 > $CS_TIME // int > $ 
jf @LOVE6_537 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE6_502 

:LOVE6_537
00BC: text_highpriority 'LOVE6_D' time 5000 1  // Get over there, pick up the van and act as a decoy.

:LOVE6_552
if 
  16741 > $CS_TIME // int > $ 
jf @LOVE6_587 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE6_552 

:LOVE6_587
00BC: text_highpriority 'LOVE6_F' time 5000 1  // Keep them busy and he should make good his escape.

:LOVE6_602
if 
  20333 > $CS_TIME // int > $ 
jf @LOVE6_637 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE6_602 

:LOVE6_637
fade 0 1500 

:LOVE6_644
if 
82E9:   not cutscene_reached_end 
jf @LOVE6_668 
wait 0 
jump @LOVE6_644 

:LOVE6_668
03AD: set_rubbish 1 
00BE: text_clear_all 
02EA: end_cutscene 
fade 0 0 
0373: set_camera_directly_behind_player 
0296: unload_special_actor 1 
0249: release_model #TSHRORCKGRDN 
0249: release_model #TSHRORCKGRDN_ALFAS 
0249: release_model #CUTOBJ01 
02BC: set_swat_required 1 
0247: request_model #ENFORCER 
0247: request_model #SWAT 
0247: request_model #COP 
0247: request_model #POLICE 
0247: request_model #SECURICA 
038B: load_requested_models 

:LOVE6_729
if or
8248:   not model #ENFORCER available 
8248:   not model #POLICE available 
8248:   not model #COP available 
8248:   not model #SWAT available 
8248:   not model #SECURICA available 
jf @LOVE6_771 
wait 0 
jump @LOVE6_729 

:LOVE6_771
03AF: set_streaming 1 
fade 1 1500 
03CF: load_wav 'LO6_A' 

:LOVE6_792
if 
  fading 
jf @LOVE6_816 
wait 0 
jump @LOVE6_792 

:LOVE6_816
0167: $DECOY_VAN_BLIP = create_marker_at -1026.5 -73.5 39.0 color 0 display 2 
0168: set_marker $DECOY_VAN_BLIP size 3 

:LOVE6_841
if 
83C6:   not current_island == 3 
jf @LOVE6_867 
wait 0 
jump @LOVE6_841 

:LOVE6_867
if 
80E3:   not player $PLAYER_CHAR 0 -1026.5 -73.5 radius 200.0 200.0 
jf @LOVE6_908 
wait 0 
jump @LOVE6_867 

:LOVE6_908
01F0: set_max_wanted_level_to 6 
00A5: $DECOY_VAN = create_car #SECURICA at -1026.5 -73.5 39.0 
0229: set_car $DECOY_VAN color_to 0 0 
0175: set_car $DECOY_VAN z_angle_to 270.0 
00A9: set_car $DECOY_VAN to_normal_driver 
020A: set_car $DECOY_VAN door_status_to 1 
03AB: set_car $DECOY_VAN strong 1 
0164: disable_marker $DECOY_VAN_BLIP 
0186: $DECOY_VAN_BLIP = create_marker_above_car $DECOY_VAN 
00A5: $SWAT_1 = create_car #ENFORCER at -1005.5 11.0 44.0 
0175: set_car $SWAT_1 z_angle_to 119.0 
00A9: set_car $SWAT_1 to_normal_driver 
0129: $PED_SWAT_1 = create_actor 6 #SWAT in_car $SWAT_1 driverseat 
01B2: give_actor $PED_SWAT_1 weapon 4 ammo 50 
009F: set_actor $PED_SWAT_1 idle 
011C: actor $PED_SWAT_1 clear_objective 
00AF: set_car $SWAT_1 driver_behaviour_to 0 
00A5: $SWAT_2 = create_car #ENFORCER at -1112.375 -46.375 49.0 
0175: set_car $SWAT_2 z_angle_to 212.0 
00A9: set_car $SWAT_2 to_normal_driver 
0129: $PED_SWAT_2 = create_actor 6 #SWAT in_car $SWAT_2 driverseat 
01B2: give_actor $PED_SWAT_2 weapon 4 ammo 50 
009F: set_actor $PED_SWAT_2 idle 
011C: actor $PED_SWAT_2 clear_objective 
00AF: set_car $SWAT_2 driver_behaviour_to 0 
00A5: $SWAT_3 = create_car #ENFORCER at -1118.375 -63.5625 48.6875 
0175: set_car $SWAT_3 z_angle_to 321.0 
00A9: set_car $SWAT_3 to_normal_driver 
0129: $PED_SWAT_3 = create_actor 6 #SWAT in_car $SWAT_3 driverseat 
01B2: give_actor $PED_SWAT_3 weapon 4 ammo 50 
009F: set_actor $PED_SWAT_3 idle 
011C: actor $PED_SWAT_3 clear_objective 
00AF: set_car $SWAT_3 driver_behaviour_to 0 
00A5: $SWAT_4 = create_car #ENFORCER at -963.25 -108.6875 34.6875 
0175: set_car $SWAT_4 z_angle_to 103.0 
00A9: set_car $SWAT_4 to_normal_driver 
0129: $PED_SWAT_4 = create_actor 6 #SWAT in_car $SWAT_4 driverseat 
01B2: give_actor $PED_SWAT_4 weapon 4 ammo 50 
009F: set_actor $PED_SWAT_4 idle 
011C: actor $PED_SWAT_4 clear_objective 
00AF: set_car $SWAT_4 driver_behaviour_to 0 
00A5: $SWAT_5 = create_car #ENFORCER at -957.0 -111.0 34.5 
0175: set_car $SWAT_5 z_angle_to 108.5 
00A9: set_car $SWAT_5 to_normal_driver 
0129: $PED_SWAT_5 = create_actor 6 #SWAT in_car $SWAT_5 driverseat 
01B2: give_actor $PED_SWAT_5 weapon 4 ammo 50 
009F: set_actor $PED_SWAT_5 idle 
011C: actor $PED_SWAT_5 clear_objective 
00AF: set_car $SWAT_5 driver_behaviour_to 0 
00A5: $COP_1 = create_car #POLICE at -983.0 -120.25 33.5625 
0175: set_car $COP_1 z_angle_to 270.0 
00A9: set_car $COP_1 to_normal_driver 
0129: $PED_COP_1 = create_actor 6 #COP in_car $COP_1 driverseat 
01B2: give_actor $PED_COP_1 weapon 2 ammo 100 
009F: set_actor $PED_COP_1 idle 
011C: actor $PED_COP_1 clear_objective 
00AF: set_car $COP_1 driver_behaviour_to 0 
00A5: $COP_2 = create_car #POLICE at -1018.75 4.375 43.6875 
0175: set_car $COP_2 z_angle_to 262.0 
00A9: set_car $COP_2 to_normal_driver 
0129: $PED_COP_2 = create_actor 6 #COP in_car $COP_2 driverseat 
01B2: give_actor $PED_COP_2 weapon 2 ammo 100 
009F: set_actor $PED_COP_2 idle 
011C: actor $PED_COP_2 clear_objective 
00AF: set_car $COP_2 driver_behaviour_to 0 
00A5: $COP_3 = create_car #POLICE at -1114.375 -50.0 48.5625 
0175: set_car $COP_3 z_angle_to 202.0 
00A9: set_car $COP_3 to_normal_driver 
0129: $PED_COP_3 = create_actor 6 #COP in_car $COP_3 driverseat 
01B2: give_actor $PED_COP_3 weapon 2 ammo 100 
009F: set_actor $PED_COP_3 idle 
011C: actor $PED_COP_3 clear_objective 
00AF: set_car $COP_3 driver_behaviour_to 0 
009A: $PED_SWAT_6 = create_actor 6 #SWAT at -1115.688 -63.875 48.75 
0173: set_actor $PED_SWAT_6 z_angle_to 342.0 
01B2: give_actor $PED_SWAT_6 weapon 4 ammo 50 
009F: set_actor $PED_SWAT_6 idle 
011C: actor $PED_SWAT_6 clear_objective 
009A: $PED_SWAT_7 = create_actor 6 #SWAT at -965.25 -111.1875 34.0 
0173: set_actor $PED_SWAT_7 z_angle_to 41.0 
01B2: give_actor $PED_SWAT_7 weapon 4 ammo 50 
009F: set_actor $PED_SWAT_7 idle 
011C: actor $PED_SWAT_7 clear_objective 
009A: $PED_SWAT_8 = create_actor 6 #SWAT at -960.5 -113.0 34.0 
0173: set_actor $PED_SWAT_8 z_angle_to 173.0 
01B2: give_actor $PED_SWAT_8 weapon 4 ammo 50 
009F: set_actor $PED_SWAT_8 idle 
011C: actor $PED_SWAT_8 clear_objective 
009A: $PED_COP_4 = create_actor 6 #COP at -1103.375 -47.75 48.75 
0173: set_actor $PED_COP_4 z_angle_to 255.0 
01B2: give_actor $PED_COP_4 weapon 4 ammo 50 
009F: set_actor $PED_COP_4 idle 
011C: actor $PED_COP_4 clear_objective 
009A: $PED_COP_5 = create_actor 6 #COP at -984.0 -91.1875 36.0 
0173: set_actor $PED_COP_5 z_angle_to 339.0 
01B2: give_actor $PED_COP_5 weapon 4 ammo 50 
009F: set_actor $PED_COP_5 idle 
011C: actor $PED_COP_5 clear_objective 
009A: $PED_COP_6 = create_actor 6 #COP at -1005.0 5.5 43.75 
0173: set_actor $PED_COP_6 z_angle_to 169.0 
01B2: give_actor $PED_COP_6 weapon 4 ammo 50 
009F: set_actor $PED_COP_6 idle 
011C: actor $PED_COP_6 clear_objective 

:LOVE6_1783
if 
80DC:   not player $PLAYER_CHAR in_car $DECOY_VAN 
jf @LOVE6_1836 
wait 0 
if 
0119:   car $DECOY_VAN wrecked 
jf @LOVE6_1829 
jump @LOVE6_2948 

:LOVE6_1829
jump @LOVE6_1783 

:LOVE6_1836
0164: disable_marker $DECOY_VAN_BLIP 
if 
8118:   not actor $PED_SWAT_6 dead 
jf @LOVE6_1870 
01CC: actor $PED_SWAT_6 kill_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $PED_SWAT_6 

:LOVE6_1870
if 
8118:   not actor $PED_SWAT_7 dead 
jf @LOVE6_1899 
01D9: actor $PED_SWAT_7 destroy_car $DECOY_VAN 
01C2: mark_actor_as_no_longer_needed $PED_SWAT_7 

:LOVE6_1899
if 
8118:   not actor $PED_SWAT_8 dead 
jf @LOVE6_1928 
01CC: actor $PED_SWAT_8 kill_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $PED_SWAT_8 

:LOVE6_1928
if 
8118:   not actor $PED_COP_4 dead 
jf @LOVE6_1957 
01D9: actor $PED_COP_4 destroy_car $DECOY_VAN 
01C2: mark_actor_as_no_longer_needed $PED_COP_4 

:LOVE6_1957
if 
8118:   not actor $PED_COP_5 dead 
jf @LOVE6_1986 
01CC: actor $PED_COP_5 kill_player $PLAYER_CHAR 
01C2: mark_actor_as_no_longer_needed $PED_COP_5 

:LOVE6_1986
if 
8118:   not actor $PED_COP_6 dead 
jf @LOVE6_2015 
01D9: actor $PED_COP_6 destroy_car $DECOY_VAN 
01C2: mark_actor_as_no_longer_needed $PED_COP_6 

:LOVE6_2015
if 
8119:   not car $SWAT_1 wrecked 
jf @LOVE6_2059 
00AD: set_car $SWAT_1 max_speed_to 100.0 
00AE: set_vehicle $SWAT_1 traffic_behavior_to 2 
032C: car $SWAT_1 ram $DECOY_VAN 
01C3: mark_car_as_no_longer_needed $SWAT_1 

:LOVE6_2059
if 
8119:   not car $SWAT_2 wrecked 
jf @LOVE6_2103 
00AD: set_car $SWAT_2 max_speed_to 100.0 
00AE: set_vehicle $SWAT_2 traffic_behavior_to 2 
032C: car $SWAT_2 ram $DECOY_VAN 
01C3: mark_car_as_no_longer_needed $SWAT_2 

:LOVE6_2103
if 
8119:   not car $SWAT_3 wrecked 
jf @LOVE6_2147 
00AD: set_car $SWAT_3 max_speed_to 100.0 
00AE: set_vehicle $SWAT_3 traffic_behavior_to 2 
032C: car $SWAT_3 ram $DECOY_VAN 
01C3: mark_car_as_no_longer_needed $SWAT_3 

:LOVE6_2147
if 
8119:   not car $SWAT_4 wrecked 
jf @LOVE6_2191 
00AD: set_car $SWAT_4 max_speed_to 100.0 
00AE: set_vehicle $SWAT_4 traffic_behavior_to 2 
032C: car $SWAT_4 ram $DECOY_VAN 
01C3: mark_car_as_no_longer_needed $SWAT_4 

:LOVE6_2191
if 
8119:   not car $SWAT_5 wrecked 
jf @LOVE6_2235 
00AD: set_car $SWAT_5 max_speed_to 100.0 
00AE: set_vehicle $SWAT_5 traffic_behavior_to 2 
032C: car $SWAT_5 ram $DECOY_VAN 
01C3: mark_car_as_no_longer_needed $SWAT_5 

:LOVE6_2235
if 
8119:   not car $COP_1 wrecked 
jf @LOVE6_2279 
00AD: set_car $COP_1 max_speed_to 100.0 
00AE: set_vehicle $COP_1 traffic_behavior_to 2 
032C: car $COP_1 ram $DECOY_VAN 
01C3: mark_car_as_no_longer_needed $COP_1 

:LOVE6_2279
if 
8119:   not car $COP_2 wrecked 
jf @LOVE6_2323 
00AD: set_car $COP_2 max_speed_to 100.0 
00AE: set_vehicle $COP_2 traffic_behavior_to 2 
032C: car $COP_2 ram $DECOY_VAN 
01C3: mark_car_as_no_longer_needed $COP_2 

:LOVE6_2323
if 
8119:   not car $COP_3 wrecked 
jf @LOVE6_2367 
00AD: set_car $COP_3 max_speed_to 100.0 
00AE: set_vehicle $COP_3 traffic_behavior_to 2 
032C: car $COP_3 ram $DECOY_VAN 
01C3: mark_car_as_no_longer_needed $COP_3 

:LOVE6_2367
010D: set_player $PLAYER_CHAR wanted_level_to 6 
014E: set_timer_to $SURVIVAL_TIME 
00BC: text_highpriority 'LOVE6_1' time 5000 1  // ~g~Now lead the cops away from the warehouse!
if 
03D0:   wav_loaded 
jf @LOVE6_2409 
03D1: play_wav 

:LOVE6_2409
0227: $DECOY_VAN_HEALTH = car $DECOY_VAN health 
$DECOY_VAN_HEALTH -= 250 // $ -= int 
$DECOY_VAN_HEALTH *= 100 // $ *= int 
$DECOY_VAN_HEALTH /= 750 // $ /= int 
0084: $DECOY_VAN_HEALTH2 = $DECOY_VAN_HEALTH // $ = $ int 
$DECOY_VAN_HEALTH = 100 // $ = int 
0060: $DECOY_VAN_HEALTH -= $DECOY_VAN_HEALTH2 // $ -= $ int 
if 
  $DECOY_VAN_HEALTH > 100 // $ > int 
jf @LOVE6_2488 
$DECOY_VAN_HEALTH = 100 // $ = int 

:LOVE6_2488
03C4: set_status_text_to $DECOY_VAN_HEALTH 1 'DAM'  // DAMAGE:

:LOVE6_2503
if 
  $SURVIVAL_TIME > 0 // $ > int 
jf @LOVE6_2889 
wait 0 
if 
0119:   car $DECOY_VAN wrecked 
jf @LOVE6_2548 
jump @LOVE6_2948 

:LOVE6_2548
010D: set_player $PLAYER_CHAR wanted_level_to 6 
0227: $DECOY_VAN_HEALTH = car $DECOY_VAN health 
$DECOY_VAN_HEALTH -= 250 // $ -= int 
$DECOY_VAN_HEALTH *= 100 // $ *= int 
$DECOY_VAN_HEALTH /= 750 // $ /= int 
0084: $DECOY_VAN_HEALTH2 = $DECOY_VAN_HEALTH // $ = $ int 
$DECOY_VAN_HEALTH = 100 // $ = int 
0060: $DECOY_VAN_HEALTH -= $DECOY_VAN_HEALTH2 // $ -= $ int 
if 
  $DECOY_VAN_HEALTH > 100 // $ > int 
jf @LOVE6_2634 
$DECOY_VAN_HEALTH = 100 // $ = int 

:LOVE6_2634
if 
80DC:   not player $PLAYER_CHAR in_car $DECOY_VAN 
jf @LOVE6_2844 
if 
  $GET_IN_VAN == 0 // $ == int 
jf @LOVE6_2733 
01BD: $OUT_OF_CAR_TIMER_START = current_time_in_ms 
if 
  $SURVIVAL_TIME > 15000 // $ > int 
jf @LOVE6_2710 
$OUT_OF_CAR_TIMER = 15000 // $ = int 
jump @LOVE6_2718 

:LOVE6_2710
0084: $OUT_OF_CAR_TIMER = $SURVIVAL_TIME // $ = $ int 

:LOVE6_2718
0186: $DECOY_VAN_BLIP = create_marker_above_car $DECOY_VAN 
$GET_IN_VAN = 1 // $ = int 

:LOVE6_2733
01BD: $OUT_OF_CAR_TIMER_PRESENT = current_time_in_ms 
0084: $OUT_OF_CAR_TIMER_DIFF = $OUT_OF_CAR_TIMER_PRESENT // $ = $ int 
0060: $OUT_OF_CAR_TIMER_DIFF -= $OUT_OF_CAR_TIMER_START // $ -= $ int 
0060: $OUT_OF_CAR_TIMER -= $OUT_OF_CAR_TIMER_DIFF // $ -= $ int 
0084: $OUT_OF_CAR_TIMER_START = $OUT_OF_CAR_TIMER_PRESENT // $ = $ int 
0084: $OUT_OF_CAR_TIMER_SECS = $OUT_OF_CAR_TIMER // $ = $ int 
$OUT_OF_CAR_TIMER_SECS /= 1000 // $ /= int 
01E5: text_1number_highpriority 'LOVE6_3' $OUT_OF_CAR_TIMER_SECS time 200 1  // ~g~You have ~1~ seconds to return to the Securicar before you fail the mission.
if 
  1 > $OUT_OF_CAR_TIMER_SECS // int > $ 
jf @LOVE6_2844 
00BC: text_highpriority 'LOVE6_4' time 3000 1  // ~r~You ditched the Decoy Securicar!
jump @LOVE6_2948 

:LOVE6_2844
if and
00DC:   player $PLAYER_CHAR in_car $DECOY_VAN 
  $GET_IN_VAN == 1 // $ == int 
jf @LOVE6_2882 
0164: disable_marker $DECOY_VAN_BLIP 
$GET_IN_VAN = 0 // $ = int 

:LOVE6_2882
jump @LOVE6_2503 

:LOVE6_2889
if 
00E3:   player $PLAYER_CHAR 0 -1026.5 -73.5 radius 160.0 160.0 
jf @LOVE6_2941 
00BC: text_highpriority 'LOVE6_2' time 5000 1  // ~r~You failed to lead the police far enough away!
jump @LOVE6_2948 

:LOVE6_2941
jump @LOVE6_2965 

:LOVE6_2948
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
return 

:LOVE6_2965
$FLAG_LOVE_MISSION6_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 35000 5000 ms 1  // MISSION PASSED! $~1~
0109: player $PLAYER_CHAR money += 35000 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'LOVE6'  // 'DECOY'
0394: play_music 1 
030C: progress_made += 1 
start_new_script @NONAME_67 
return 

:LOVE6_3035
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 0 // $ = int 
0164: disable_marker $DECOY_VAN_BLIP 
014F: stop_timer $SURVIVAL_TIME 
0151: remove_status_text $DECOY_VAN_HEALTH 
02BC: set_swat_required 0 
0249: release_model #SECURICA 
0249: release_model #POLICE 
0249: release_model #COP 
0249: release_model #ENFORCER 
0249: release_model #SWAT 
mission_cleanup 
return 

//-------------Mission 70---------------
// Originally: Love's Disappearance

:LOVE7
gosub @LOVE7_16 
gosub @LOVE7_384 
terminate_this_script 

:LOVE7_16
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
script_name 'LOVE7' 
0247: request_model #TSHRORCKGRDN 
0247: request_model #TSHRORCKGRDN_ALFAS 
038B: load_requested_models 

:LOVE7_58
if or
8248:   not model #TSHRORCKGRDN_ALFAS available 
8248:   not model #TSHRORCKGRDN available 
jf @LOVE7_90 
wait 0 
jump @LOVE7_58 

:LOVE7_90
02E4: load_cutscene_data 'D7_MLD' 
0244: set_cutscene_pos 85.1875 -1532.875 243.5 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
0395: clear_area 1 at 82.4375 -1548.438 28.0 range 2.0 
0055: put_player $PLAYER_CHAR at 82.4375 -1548.438 28.0 
0171: set_player $PLAYER_CHAR z_angle_to 90.0 
fade 1 1500 
02E7: start_cutscene 
03AD: set_rubbish 0 
02E8: $CS_TIME = cutscenetime 

:LOVE7_187
if 
  15000 > $CS_TIME // int > $ 
jf @LOVE7_222 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @LOVE7_187 

:LOVE7_222
fade 0 1500 

:LOVE7_229
if 
82E9:   not cutscene_reached_end 
jf @LOVE7_253 
wait 0 
jump @LOVE7_229 

:LOVE7_253
03AF: set_streaming 1 
03AD: set_rubbish 1 
00BE: text_clear_all 

:LOVE7_263
if 
  fading 
jf @LOVE7_287 
wait 0 
jump @LOVE7_263 

:LOVE7_287
02EA: end_cutscene 
fade 0 0 
0249: release_model #TSHRORCKGRDN 
0249: release_model #TSHRORCKGRDN_ALFAS 
0373: set_camera_directly_behind_player 
fade 1 1500 

:LOVE7_314
if 
  fading 
jf @LOVE7_338 
wait 0 
jump @LOVE7_314 

:LOVE7_338
jump @LOVE7_347 
return 

:LOVE7_347
$FLAG_LOVE_MISSION7_PASSED = 1 // $ = int 
030C: progress_made += 1 
0164: disable_marker $LOVE_CONTACT_BLIP 
0110: clear_player $PLAYER_CHAR wanted_level 
0394: play_music 1 
0318: set_latest_mission_passed 'LOVE7'  // LOVE'S DISAPPEARANCE
return 

:LOVE7_384
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_LOVE_MISSION = 0 // $ = int 
mission_cleanup 
return 

//-------------Mission 71---------------
// Originally: Bait

:ASUSB1
gosub @ASUSB1_36 
if 
  wasted_or_busted 
jf @ASUSB1_27 
gosub @ASUSB1_5088 

:ASUSB1_27
gosub @ASUSB1_5215 
terminate_this_script 

:ASUSB1_36
increment_mission_attempts 
script_name 'ASUSB1' 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_ASUKA_SUBURBAN_MISSION = 1 // $ = int 
wait 0 
0247: request_model #CSITECUTSCENE 
023C: load_special_actor 1 'ASUKA' 
023C: load_special_actor 2 'MIGUEL' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'ASUKAH' 
02F3: load_object #CUTOBJ03 'WHIP' 
038B: load_requested_models 

:ASUSB1_136
if 
8248:   not model #CSITECUTSCENE available 
jf @ASUSB1_163 
wait 0 
jump @ASUSB1_136 

:ASUSB1_163
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @ASUSB1_193 
wait 0 
jump @ASUSB1_163 

:ASUSB1_193
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @ASUSB1_230 
wait 0 
jump @ASUSB1_193 

:ASUSB1_230
02E4: load_cutscene_data 'A6_BAIT' 
03AF: set_streaming 1 
0244: set_cutscene_pos 369.0 -327.5 18.4375 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_ASUKA = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_ASUKA 'ASUKA' 
02E5: $CS_MIGUEL = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MIGUEL 'MIGUEL' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_ASUKAHEAD from_head #CUTOBJ02 and_body $CS_ASUKA 
02F5: set_head_anim $CS_ASUKAHEAD 'ASUKA' 
02E5: $CS_WHIP = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $CS_WHIP 'WHIP' 
0055: put_player $PLAYER_CHAR at 373.75 -327.25 17.1875 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 1500 
03AD: set_rubbish 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:ASUSB1_424
if 
  3598 > $CS_TIME // int > $ 
jf @ASUSB1_459 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB1_424 

:ASUSB1_459
00BC: text_highpriority 'AS1_A' time 10000 1  // ~w~Miguel seems to think I'm mistreating him.

:ASUSB1_474
if 
  6277 > $CS_TIME // int > $ 
jf @ASUSB1_509 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB1_474 

:ASUSB1_509
00BC: text_highpriority 'AS1_B' time 10000 1  // ~w~Still, he's revealed the extent to which Catalina fears your quest for revenge.

:ASUSB1_524
if 
  12209 > $CS_TIME // int > $ 
jf @ASUSB1_559 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB1_524 

:ASUSB1_559
00BC: text_highpriority 'AS1_C' time 10000 1  // ~w~She has three death squads dotted around Liberty, whose sole job is to hunt you down.

:ASUSB1_574
if 
  17758 > $CS_TIME // int > $ 
jf @ASUSB1_609 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB1_574 

:ASUSB1_609
00BC: text_highpriority 'AS1_D' time 10000 1  // ~w~Act as the bait, and get the death squads to follow you to Pike Creek

:ASUSB1_624
if 
  22581 > $CS_TIME // int > $ 
jf @ASUSB1_659 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB1_624 

:ASUSB1_659
00BC: text_highpriority 'AS1_E' time 10000 1  // ~w~where some of my men will be waiting for them.

:ASUSB1_674
if 
  29000 > $CS_TIME // int > $ 
jf @ASUSB1_709 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB1_674 

:ASUSB1_709
fade 0 1500 

:ASUSB1_716
if 
82E9:   not cutscene_reached_end 
jf @ASUSB1_740 
wait 0 
jump @ASUSB1_716 

:ASUSB1_740
00BE: text_clear_all 

:ASUSB1_742
if 
  fading 
jf @ASUSB1_766 
wait 0 
jump @ASUSB1_742 

:ASUSB1_766
02EA: end_cutscene 
fade 0 0 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CSITECUTSCENE 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
03AD: set_rubbish 1 
03AF: set_streaming 1 
03B7: process_cut_scene_only 1 
$FLAG_YAK1_DEAD = 0 // $ = int 
$FLAG_YAK2_DEAD = 0 // $ = int 
$FLAG_YAK3_DEAD = 0 // $ = int 
$FLAG_YAK4_DEAD = 0 // $ = int 
$FLAG_YAK5_DEAD = 0 // $ = int 
$FLAG_YAK6_DEAD = 0 // $ = int 
$COUNTER_YAKUZA_KILLED_AS1 = 0 // $ = int 
$YAK1_MISSION = 0 // $ = int 
$FLAG_CARTEL_A_CREATED = 0 // $ = int 
$FLAG_CARTEL_B_CREATED = 0 // $ = int 
$FLAG_CARTEL_D_CREATED = 0 // $ = int 
$FLAG_YAKUZA_CREATED_AS1 = 0 // $ = int 
$CARTEL1_AS1_DEAD = 0 // $ = int 
$CARTEL2_AS1_DEAD = 0 // $ = int 
$CARTEL3_AS1_DEAD = 0 // $ = int 
$CARTEL4_AS1_DEAD = 0 // $ = int 
$CARTEL5_AS1_DEAD = 0 // $ = int 
$CARTEL6_AS1_DEAD = 0 // $ = int 
$CARTEL7_AS1_DEAD = 0 // $ = int 
$CARTEL8_AS1_DEAD = 0 // $ = int 
$CARTEL13_AS1_DEAD = 0 // $ = int 
$CARTEL14_AS1_DEAD = 0 // $ = int 
$CARTEL15_AS1_DEAD = 0 // $ = int 
$CARTEL16_AS1_DEAD = 0 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 = 0 // $ = int 
$COUNTER_ASUKAS_REVENGE = 0 // $ = int 
$COUNTER_BAILOUTS = 0 // $ = int 
$FLAG_BAILOUT_A = 0 // $ = int 
$FLAG_BAILOUT_B = 0 // $ = int 
$FLAG_BAILOUT_D = 0 // $ = int 
$YAKS_A_KILLED_BY_PLAYER = 0 // $ = int 
$YAKS_B_KILLED_BY_PLAYER = 0 // $ = int 
$YAKS_KILLED_BY_PLAYER = 0 // $ = int 
$TIMER_AS3_NOW = 0 // $ = int 
$PARTICLE_TIME = 0 // $ = int 
$FLAG_PARTICLE = 0 // $ = int 
$FLAG_A_ATTACK = 0 // $ = int 
$FLAG_B_ATTACK = 0 // $ = int 
$FLAG_D_ATTACK = 0 // $ = int 
$FLAG_WELLYBOB = 0 // $ = int 
$KILLZONE_CENT_X = -1185.0 // $ = float 
$KILLZONE_CENT_Y = 105.0 // $ = float 
$KILLZONE_MIN_X = -1254.0 // $ = float 
$KILLZONE_MIN_Y = 85.0 // $ = float 
$KILLZONE_MAX_X = -1178.0 // $ = float 
$KILLZONE_MAX_Y = 160.0 // $ = float 
$CARTEL_A_X = -996.8125 // $ = float 
$CARTEL_A_Y = -247.5 // $ = float 
$CARTEL_B_X = -877.0 // $ = float 
$CARTEL_B_Y = 562.0 // $ = float 
$CARTEL_D_X = -459.0 // $ = float 
$CARTEL_D_Y = 251.5 // $ = float 
$YAK1_X = -1168.0 // $ = float 
$YAK1_Y = 110.25 // $ = float 
$YAK2_X = -1185.0 // $ = float 
$YAK2_Y = 90.375 // $ = float 
$YAK3_X = -1205.188 // $ = float 
$YAK3_Y = 94.0625 // $ = float 
$YAK4_X = -1160.0 // $ = float 
$YAK4_Y = 119.5625 // $ = float 
$YAK5_X = -1173.25 // $ = float 
$YAK5_Y = 95.5 // $ = float 
$YAK6_X = -1184.5 // $ = float 
$YAK6_Y = 122.5625 // $ = float 
$CAR_A_AS1_X = 0.0 // $ = float 
$CAR_A_AS1_Y = 0.0 // $ = float 
$CAR_A_AS1_Z = 0.0 // $ = float 
$CAR_B_AS1_X = 0.0 // $ = float 
$CAR_B_AS1_Y = 0.0 // $ = float 
$CAR_B_AS1_Z = 0.0 // $ = float 
$CAR_D_AS1_X = 0.0 // $ = float 
$CAR_D_AS1_Y = 0.0 // $ = float 
$CAR_D_AS1_Z = 0.0 // $ = float 
018A: $BLIP_CARTEL_A_AS1 = create_checkpoint_at $CARTEL_A_X $CARTEL_A_Y -100.0 
018A: $BLIP_CARTEL_B_AS1 = create_checkpoint_at $CARTEL_B_X $CARTEL_B_Y -100.0 
018A: $BLIP_CARTEL_D_AS1 = create_checkpoint_at $CARTEL_D_X $CARTEL_D_Y -100.0 
018A: $BLIP_KILLZONE = create_checkpoint_at $KILLZONE_CENT_X $KILLZONE_CENT_Y -100.0 
0165: set_marker $BLIP_KILLZONE color_to 4 
03C4: set_status_text_to $COUNTER_CARTELS_KILLED_AS1 0 'KILLS'  // KILLS:
01E8: create_forbidden_for_cars_cube $KILLZONE_MIN_X $KILLZONE_MIN_Y 65.0 -1170.0 $KILLZONE_MAX_Y 85.0 
0247: request_model #GANG07 

:ASUSB1_1474
if 
8248:   not model #GANG07 available 
jf @ASUSB1_1500 
wait 0 
jump @ASUSB1_1474 

:ASUSB1_1500
0247: request_model #GANG08 

:ASUSB1_1504
if 
8248:   not model #GANG08 available 
jf @ASUSB1_1530 
wait 0 
jump @ASUSB1_1504 

:ASUSB1_1530
0247: request_model #GANG11 

:ASUSB1_1534
if 
8248:   not model #GANG11 available 
jf @ASUSB1_1560 
wait 0 
jump @ASUSB1_1534 

:ASUSB1_1560
0247: request_model #GANG12 

:ASUSB1_1564
if 
8248:   not model #GANG12 available 
jf @ASUSB1_1590 
wait 0 
jump @ASUSB1_1564 

:ASUSB1_1590
0247: request_model #SENTINEL 

:ASUSB1_1594
if 
8248:   not model #SENTINEL available 
jf @ASUSB1_1620 
wait 0 
jump @ASUSB1_1594 

:ASUSB1_1620
0297: clear_rampage_kills 

:ASUSB1_1622
if 
  12 > $COUNTER_CARTELS_KILLED_AS1 // int > $ 
jf @ASUSB1_5041 
wait 0 
0054: store_player $PLAYER_CHAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 
if 
00F5:   player $PLAYER_CHAR 0 $KILLZONE_MIN_X $KILLZONE_MIN_Y 65.0 radius $KILLZONE_MAX_X $KILLZONE_MAX_Y 75.0 
jf @ASUSB1_1708 
$FLAG_WELLYBOB = 1 // $ = int 
jump @ASUSB1_1715 

:ASUSB1_1708
$FLAG_WELLYBOB = 0 // $ = int 

:ASUSB1_1715
gosub @ASUSB1_5315 
if 
001C:   $COUNTER_BAILOUTS > $COUNTER_ASUKAS_REVENGE // $ > $ int 
jf @ASUSB1_1763 
00BC: text_highpriority 'AS1_H' time 3000 1  // ~r~You failed to lead the Deathsquad into the Yakuza trap!!
jump @ASUSB1_5088 

:ASUSB1_1763
if 
  $COUNTER_YAKUZA_KILLED_AS1 > 5 // $ > int 
jf @ASUSB1_1803 
00BC: text_highpriority 'AS1_G' time 3000 1  // ~r~All the Yakuza are dead!!
jump @ASUSB1_5088 

:ASUSB1_1803
gosub @ASUSB1_7495 
gosub @ASUSB1_9789 
gosub @ASUSB1_10225 
if 
  $FLAG_YAKUZA_CREATED_AS1 == 0 // $ == int 
jf @ASUSB1_2435 
if or
0121:   player $PLAYER_CHAR in_zone 'SUB_IND'  // Pike Creek
0121:   player $PLAYER_CHAR in_zone 'BIG_DAM'  // Cochrane Dam
jf @ASUSB1_2435 
if 
03C6:   current_island == 3 
jf @ASUSB1_2435 
if 
  $FLAG_YAK1_DEAD == 0 // $ == int 
jf @ASUSB1_1982 
009A: $YAKUZA1_AS1 = create_actor 10 #GANG07 at $YAK1_X $YAK1_Y 70.0 
0173: set_actor $YAKUZA1_AS1 z_angle_to 130.0 
01ED: reset_actor $YAKUZA1_AS1 threat_search 
011A: set_actor $YAKUZA1_AS1 search_threat 4096 
011A: set_actor $YAKUZA1_AS1 search_threat 64 
035F: set_actor $YAKUZA1_AS1 armour_to 100 
01B2: give_actor $YAKUZA1_AS1 weapon 5 ammo 999 
0350: set_actor $YAKUZA1_AS1 maintain_position_when_attacked 1 

:ASUSB1_1982
if 
  $FLAG_YAK2_DEAD == 0 // $ == int 
jf @ASUSB1_2070 
009A: $YAKUZA2_AS1 = create_actor 10 #GANG08 at $YAK2_X $YAK2_Y 72.0 
0173: set_actor $YAKUZA2_AS1 z_angle_to 45.0 
01ED: reset_actor $YAKUZA2_AS1 threat_search 
011A: set_actor $YAKUZA2_AS1 search_threat 4096 
011A: set_actor $YAKUZA2_AS1 search_threat 64 
035F: set_actor $YAKUZA2_AS1 armour_to 100 
01B2: give_actor $YAKUZA2_AS1 weapon 4 ammo 999 
0350: set_actor $YAKUZA2_AS1 maintain_position_when_attacked 1 

:ASUSB1_2070
if 
  $FLAG_YAK3_DEAD == 0 // $ == int 
jf @ASUSB1_2158 
009A: $YAKUZA3_AS1 = create_actor 10 #GANG08 at $YAK3_X $YAK3_Y 72.0 
0173: set_actor $YAKUZA3_AS1 z_angle_to 295.0 
01ED: reset_actor $YAKUZA3_AS1 threat_search 
011A: set_actor $YAKUZA3_AS1 search_threat 4096 
011A: set_actor $YAKUZA3_AS1 search_threat 64 
035F: set_actor $YAKUZA3_AS1 armour_to 100 
01B2: give_actor $YAKUZA3_AS1 weapon 5 ammo 999 
0350: set_actor $YAKUZA3_AS1 maintain_position_when_attacked 1 

:ASUSB1_2158
if 
  $FLAG_YAK4_DEAD == 0 // $ == int 
jf @ASUSB1_2246 
009A: $YAKUZA4_AS1 = create_actor 10 #GANG07 at $YAK4_X $YAK4_Y 72.0 
0173: set_actor $YAKUZA4_AS1 z_angle_to 130.0 
01ED: reset_actor $YAKUZA4_AS1 threat_search 
011A: set_actor $YAKUZA4_AS1 search_threat 4096 
011A: set_actor $YAKUZA4_AS1 search_threat 64 
035F: set_actor $YAKUZA4_AS1 armour_to 100 
01B2: give_actor $YAKUZA4_AS1 weapon 5 ammo 999 
0350: set_actor $YAKUZA4_AS1 maintain_position_when_attacked 1 

:ASUSB1_2246
if 
  $FLAG_YAK5_DEAD == 0 // $ == int 
jf @ASUSB1_2337 
009A: $YAKUZA5_AS1 = create_actor 10 #GANG07 at $YAK5_X $YAK5_Y 72.4375 
0173: set_actor $YAKUZA5_AS1 z_angle_to 60.0 
01ED: reset_actor $YAKUZA5_AS1 threat_search 
011A: set_actor $YAKUZA5_AS1 search_threat 4096 
011A: set_actor $YAKUZA5_AS1 search_threat 2097152 
035F: set_actor $YAKUZA5_AS1 armour_to 100 
01B2: give_actor $YAKUZA5_AS1 weapon 5 ammo 999 
0350: set_actor $YAKUZA5_AS1 maintain_position_when_attacked 1 

:ASUSB1_2337
if 
  $FLAG_YAK6_DEAD == 0 // $ == int 
jf @ASUSB1_2428 
009A: $YAKUZA6_AS1 = create_actor 10 #GANG08 at $YAK6_X $YAK6_Y 68.75 
0173: set_actor $YAKUZA6_AS1 z_angle_to 180.0 
01ED: reset_actor $YAKUZA6_AS1 threat_search 
011A: set_actor $YAKUZA6_AS1 search_threat 4096 
011A: set_actor $YAKUZA6_AS1 search_threat 2097152 
035F: set_actor $YAKUZA6_AS1 armour_to 100 
01B2: give_actor $YAKUZA6_AS1 weapon 4 ammo 999 
0350: set_actor $YAKUZA6_AS1 maintain_position_when_attacked 1 

:ASUSB1_2428
$FLAG_YAKUZA_CREATED_AS1 = 1 // $ = int 

:ASUSB1_2435
if 
  $FLAG_YAKUZA_CREATED_AS1 == 1 // $ == int 
jf @ASUSB1_2505 
if 
83C6:   not current_island == 3 
jf @ASUSB1_2505 
009B: destroy_actor_instantly $YAKUZA1_AS1 
009B: destroy_actor_instantly $YAKUZA2_AS1 
009B: destroy_actor_instantly $YAKUZA3_AS1 
009B: destroy_actor_instantly $YAKUZA4_AS1 
009B: destroy_actor_instantly $YAKUZA5_AS1 
009B: destroy_actor_instantly $YAKUZA6_AS1 
$FLAG_YAKUZA_CREATED_AS1 = 0 // $ = int 

:ASUSB1_2505
if 
  $FLAG_CARTEL_A_CREATED == 0 // $ == int 
jf @ASUSB1_2657 
if or
0121:   player $PLAYER_CHAR in_zone 'SUB_IND'  // Pike Creek
0121:   player $PLAYER_CHAR in_zone 'AIRPORT'  // Francis Intl. Airport
jf @ASUSB1_2657 
00A5: $CARTEL_CAR_A_AS1 = create_car #SENTINEL at $CARTEL_A_X $CARTEL_A_Y 34.0 
0175: set_car $CARTEL_CAR_A_AS1 z_angle_to 270.0 
03ED: set_car $CARTEL_CAR_A_AS1 not_damaged_when_upside_down 1 
0129: $CARTEL1_AS1 = create_actor 12 #GANG12 in_car $CARTEL_CAR_A_AS1 driverseat 
01C8: $CARTEL2_AS1 = create_actor 12 #GANG12 in_car $CARTEL_CAR_A_AS1 passenger_seat 0 
01C8: $CARTEL3_AS1 = create_actor 12 #GANG12 in_car $CARTEL_CAR_A_AS1 passenger_seat 1 
01C8: $CARTEL4_AS1 = create_actor 12 #GANG12 in_car $CARTEL_CAR_A_AS1 passenger_seat 2 
00A9: set_car $CARTEL_CAR_A_AS1 to_normal_driver 
$FLAG_CARTEL_A_CREATED = 1 // $ = int 

:ASUSB1_2657
if 
  $FLAG_CARTEL_A_CREATED == 1 // $ == int 
jf @ASUSB1_3349 
if 
  $FLAG_A_ATTACK == 0 // $ == int 
jf @ASUSB1_2837 
if 
00E3:   player $PLAYER_CHAR 0 $CARTEL_A_X $CARTEL_A_Y radius 30.0 30.0 
jf @ASUSB1_2816 
if 
8119:   not car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_2809 
03AB: set_car $CARTEL_CAR_A_AS1 strong 1 
020A: set_car $CARTEL_CAR_A_AS1 door_status_to 2 
02AA: set_car $CARTEL_CAR_A_AS1 immune_to_nonplayer 1 
0164: disable_marker $BLIP_CARTEL_A_AS1 
00AD: set_car $CARTEL_CAR_A_AS1 max_speed_to 50.0 
00AF: set_car $CARTEL_CAR_A_AS1 driver_behaviour_to 2 
00AE: set_vehicle $CARTEL_CAR_A_AS1 traffic_behavior_to 2 
0186: $BLIP_CARTELCAR_A = create_marker_above_car $CARTEL_CAR_A_AS1 
03FB: car $CARTEL_CAR_A_AS1 bind_to_current_island 0 
$FLAG_A_ATTACK = 1 // $ = int 

:ASUSB1_2809
jump @ASUSB1_2837 

:ASUSB1_2816
if 
0119:   car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_2837 
0164: disable_marker $BLIP_CARTEL_A_AS1 

:ASUSB1_2837
if and
0119:   car $CARTEL_CAR_A_AS1 wrecked 
  $FLAG_A_ATTACK == 0 // $ == int 
jf @ASUSB1_2882 
00BC: text_highpriority 'AS1_H' time 3000 1  // ~r~You failed to lead the Deathsquad into the Yakuza trap!!
jump @ASUSB1_5088 

:ASUSB1_2882
if 
8119:   not car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_3185 
if and
  $FLAG_BAILOUT_A == 0 // $ == int 
  $FLAG_A_ATTACK == 1 // $ == int 
jf @ASUSB1_3185 
if 
81AD:   not car $CARTEL_CAR_A_AS1 0 $PLAYER_X $PLAYER_Y 40.0 40.0 
jf @ASUSB1_2968 
00AD: set_car $CARTEL_CAR_A_AS1 max_speed_to 30.0 
jump @ASUSB1_2976 

:ASUSB1_2968
00AD: set_car $CARTEL_CAR_A_AS1 max_speed_to 60.0 

:ASUSB1_2976
if 
8185:   not car $CARTEL_CAR_A_AS1 health > 250 
jf @ASUSB1_3002 
gosub @ASUSB1_5809 

:ASUSB1_3002
if and
80E0:   not player $PLAYER_CHAR in_any_car 
  $FLAG_BAILOUT_A == 0 // $ == int 
8119:   not car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_3105 
if 
  $FLAG_WELLYBOB == 0 // $ == int 
jf @ASUSB1_3105 
0054: store_player $PLAYER_CHAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 
if 
01AF:   car $CARTEL_CAR_A_AS1 0 $PLAYER_X $PLAYER_Y $PLAYER_Z radius 10.0 10.0 5.0 
jf @ASUSB1_3105 
gosub @ASUSB1_5809 

:ASUSB1_3105
if 
8119:   not car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_3185 
if and
01AF:   car $CARTEL_CAR_A_AS1 0 $KILLZONE_CENT_X $KILLZONE_CENT_Y 70.0 radius 17.0 30.0 3.0 
  $FLAG_BAILOUT_A == 0 // $ == int 
jf @ASUSB1_3185 
02AA: set_car $CARTEL_CAR_A_AS1 immune_to_nonplayer 0 
$COUNTER_ASUKAS_REVENGE += 1 // $ += int 
gosub @ASUSB1_5809 

:ASUSB1_3185
if 
  $FLAG_BAILOUT_A == 1 // $ == int 
jf @ASUSB1_3349 
if 
8118:   not actor $CARTEL1_AS1 dead 
jf @ASUSB1_3227 
01CC: actor $CARTEL1_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_3227
if 
8118:   not actor $CARTEL2_AS1 dead 
jf @ASUSB1_3251 
01CC: actor $CARTEL2_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_3251
if 
8118:   not actor $CARTEL3_AS1 dead 
jf @ASUSB1_3275 
01CC: actor $CARTEL3_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_3275
if 
8118:   not actor $CARTEL4_AS1 dead 
jf @ASUSB1_3349 
if and
00ED:   actor $CARTEL4_AS1 0 $KILLZONE_CENT_X $KILLZONE_CENT_Y radius 15.0 15.0 
8118:   not actor $YAKUZA1_AS1 dead 
jf @ASUSB1_3341 
01CB: actor $CARTEL4_AS1 kill_actor $YAKUZA1_AS1 
jump @ASUSB1_3349 

:ASUSB1_3341
01CC: actor $CARTEL4_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_3349
if 
  $FLAG_CARTEL_B_CREATED == 0 // $ == int 
jf @ASUSB1_3488 
if 
0121:   player $PLAYER_CHAR in_zone 'BIG_DAM'  // Cochrane Dam
jf @ASUSB1_3488 
00A5: $CARTEL_CAR_B_AS1 = create_car #SENTINEL at $CARTEL_B_X $CARTEL_B_Y 74.1875 
03ED: set_car $CARTEL_CAR_B_AS1 not_damaged_when_upside_down 1 
0175: set_car $CARTEL_CAR_B_AS1 z_angle_to 180.0 
0129: $CARTEL5_AS1 = create_actor 12 #GANG11 in_car $CARTEL_CAR_B_AS1 driverseat 
01C8: $CARTEL6_AS1 = create_actor 12 #GANG12 in_car $CARTEL_CAR_B_AS1 passenger_seat 0 
01C8: $CARTEL7_AS1 = create_actor 12 #GANG11 in_car $CARTEL_CAR_B_AS1 passenger_seat 1 
01C8: $CARTEL8_AS1 = create_actor 12 #GANG12 in_car $CARTEL_CAR_B_AS1 passenger_seat 2 
00A9: set_car $CARTEL_CAR_B_AS1 to_normal_driver 
$FLAG_CARTEL_B_CREATED = 1 // $ = int 

:ASUSB1_3488
if 
  $FLAG_CARTEL_B_CREATED == 1 // $ == int 
jf @ASUSB1_4180 
if 
  $FLAG_B_ATTACK == 0 // $ == int 
jf @ASUSB1_3668 
if 
00E3:   player $PLAYER_CHAR 0 $CARTEL_B_X $CARTEL_B_Y radius 40.0 40.0 
jf @ASUSB1_3647 
if 
8119:   not car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_3640 
03AB: set_car $CARTEL_CAR_B_AS1 strong 1 
020A: set_car $CARTEL_CAR_B_AS1 door_status_to 2 
02AA: set_car $CARTEL_CAR_B_AS1 immune_to_nonplayer 1 
0164: disable_marker $BLIP_CARTEL_B_AS1 
00AD: set_car $CARTEL_CAR_B_AS1 max_speed_to 50.0 
00AF: set_car $CARTEL_CAR_B_AS1 driver_behaviour_to 2 
00AE: set_vehicle $CARTEL_CAR_B_AS1 traffic_behavior_to 2 
0186: $BLIP_CARTELCAR_B = create_marker_above_car $CARTEL_CAR_B_AS1 
03FB: car $CARTEL_CAR_B_AS1 bind_to_current_island 0 
$FLAG_B_ATTACK = 1 // $ = int 

:ASUSB1_3640
jump @ASUSB1_3668 

:ASUSB1_3647
if 
0119:   car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_3668 
0164: disable_marker $BLIP_CARTEL_B_AS1 

:ASUSB1_3668
if and
0119:   car $CARTEL_CAR_B_AS1 wrecked 
  $FLAG_B_ATTACK == 0 // $ == int 
jf @ASUSB1_3713 
00BC: text_highpriority 'AS1_H' time 3000 1  // ~r~You failed to lead the Deathsquad into the Yakuza trap!!
jump @ASUSB1_5088 

:ASUSB1_3713
if 
8119:   not car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_4016 
if and
  $FLAG_BAILOUT_B == 0 // $ == int 
  $FLAG_B_ATTACK == 1 // $ == int 
jf @ASUSB1_4016 
if 
81AD:   not car $CARTEL_CAR_B_AS1 0 $PLAYER_X $PLAYER_Y 40.0 40.0 
jf @ASUSB1_3799 
00AD: set_car $CARTEL_CAR_B_AS1 max_speed_to 30.0 
jump @ASUSB1_3807 

:ASUSB1_3799
00AD: set_car $CARTEL_CAR_B_AS1 max_speed_to 60.0 

:ASUSB1_3807
if 
8185:   not car $CARTEL_CAR_B_AS1 health > 250 
jf @ASUSB1_3833 
gosub @ASUSB1_6371 

:ASUSB1_3833
if and
80E0:   not player $PLAYER_CHAR in_any_car 
  $FLAG_BAILOUT_B == 0 // $ == int 
8119:   not car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_3936 
if 
  $FLAG_WELLYBOB == 0 // $ == int 
jf @ASUSB1_3936 
0054: store_player $PLAYER_CHAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 
if 
01AF:   car $CARTEL_CAR_B_AS1 0 $PLAYER_X $PLAYER_Y $PLAYER_Z radius 10.0 10.0 5.0 
jf @ASUSB1_3936 
gosub @ASUSB1_6371 

:ASUSB1_3936
if 
8119:   not car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_4016 
if and
01AF:   car $CARTEL_CAR_B_AS1 0 $KILLZONE_CENT_X $KILLZONE_CENT_Y 70.0 radius 17.0 30.0 3.0 
  $FLAG_BAILOUT_B == 0 // $ == int 
jf @ASUSB1_4016 
02AA: set_car $CARTEL_CAR_B_AS1 immune_to_nonplayer 0 
$COUNTER_ASUKAS_REVENGE += 1 // $ += int 
gosub @ASUSB1_6371 

:ASUSB1_4016
if 
  $FLAG_BAILOUT_B == 1 // $ == int 
jf @ASUSB1_4180 
if 
8118:   not actor $CARTEL5_AS1 dead 
jf @ASUSB1_4058 
01CC: actor $CARTEL5_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_4058
if 
8118:   not actor $CARTEL6_AS1 dead 
jf @ASUSB1_4082 
01CC: actor $CARTEL6_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_4082
if 
8118:   not actor $CARTEL7_AS1 dead 
jf @ASUSB1_4106 
01CC: actor $CARTEL7_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_4106
if 
8118:   not actor $CARTEL8_AS1 dead 
jf @ASUSB1_4180 
if and
00ED:   actor $CARTEL8_AS1 0 $KILLZONE_CENT_X $KILLZONE_CENT_Y radius 15.0 15.0 
8118:   not actor $YAKUZA4_AS1 dead 
jf @ASUSB1_4172 
01CB: actor $CARTEL8_AS1 kill_actor $YAKUZA4_AS1 
jump @ASUSB1_4180 

:ASUSB1_4172
01CC: actor $CARTEL8_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_4180
if 
  $FLAG_CARTEL_D_CREATED == 0 // $ == int 
jf @ASUSB1_4336 
if 
00F5:   player $PLAYER_CHAR 0 $CARTEL_D_X $CARTEL_D_Y 70.0 radius 70.0 70.0 20.0 
jf @ASUSB1_4336 
00A5: $CARTEL_CAR_D_AS1 = create_car #SENTINEL at $CARTEL_D_X $CARTEL_D_Y 70.0 
03ED: set_car $CARTEL_CAR_D_AS1 not_damaged_when_upside_down 1 
0175: set_car $CARTEL_CAR_D_AS1 z_angle_to 180.0 
00A9: set_car $CARTEL_CAR_D_AS1 to_normal_driver 
0129: $CARTEL13_AS1 = create_actor 12 #GANG11 in_car $CARTEL_CAR_D_AS1 driverseat 
01C8: $CARTEL14_AS1 = create_actor 12 #GANG12 in_car $CARTEL_CAR_D_AS1 passenger_seat 0 
01C8: $CARTEL15_AS1 = create_actor 12 #GANG11 in_car $CARTEL_CAR_D_AS1 passenger_seat 1 
01C8: $CARTEL16_AS1 = create_actor 12 #GANG12 in_car $CARTEL_CAR_D_AS1 passenger_seat 2 
00A9: set_car $CARTEL_CAR_D_AS1 to_normal_driver 
$FLAG_CARTEL_D_CREATED = 1 // $ = int 

:ASUSB1_4336
if 
  $FLAG_CARTEL_D_CREATED == 1 // $ == int 
jf @ASUSB1_5034 
if 
  $FLAG_D_ATTACK == 0 // $ == int 
jf @ASUSB1_4522 
if 
00F5:   player $PLAYER_CHAR 0 $CARTEL_D_X $CARTEL_D_Y 70.0 radius 30.0 30.0 20.0 
jf @ASUSB1_4501 
if 
8119:   not car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_4494 
03AB: set_car $CARTEL_CAR_D_AS1 strong 1 
020A: set_car $CARTEL_CAR_D_AS1 door_status_to 2 
02AA: set_car $CARTEL_CAR_D_AS1 immune_to_nonplayer 1 
0164: disable_marker $BLIP_CARTEL_D_AS1 
00AD: set_car $CARTEL_CAR_D_AS1 max_speed_to 50.0 
00AF: set_car $CARTEL_CAR_D_AS1 driver_behaviour_to 2 
00AE: set_vehicle $CARTEL_CAR_D_AS1 traffic_behavior_to 2 
0186: $BLIP_CARTELCAR_D = create_marker_above_car $CARTEL_CAR_D_AS1 
03FB: car $CARTEL_CAR_D_AS1 bind_to_current_island 0 
$FLAG_D_ATTACK = 1 // $ = int 

:ASUSB1_4494
jump @ASUSB1_4522 

:ASUSB1_4501
if 
0119:   car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_4522 
0164: disable_marker $BLIP_CARTEL_D_AS1 

:ASUSB1_4522
if and
0119:   car $CARTEL_CAR_D_AS1 wrecked 
  $FLAG_D_ATTACK == 0 // $ == int 
jf @ASUSB1_4567 
00BC: text_highpriority 'AS1_H' time 3000 1  // ~r~You failed to lead the Deathsquad into the Yakuza trap!!
jump @ASUSB1_5088 

:ASUSB1_4567
if 
8119:   not car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_4870 
if and
  $FLAG_BAILOUT_D == 0 // $ == int 
  $FLAG_D_ATTACK == 1 // $ == int 
jf @ASUSB1_4870 
if 
81AD:   not car $CARTEL_CAR_D_AS1 0 $PLAYER_X $PLAYER_Y 40.0 40.0 
jf @ASUSB1_4653 
00AD: set_car $CARTEL_CAR_D_AS1 max_speed_to 30.0 
jump @ASUSB1_4661 

:ASUSB1_4653
00AD: set_car $CARTEL_CAR_D_AS1 max_speed_to 60.0 

:ASUSB1_4661
if 
8185:   not car $CARTEL_CAR_D_AS1 health > 250 
jf @ASUSB1_4687 
gosub @ASUSB1_6933 

:ASUSB1_4687
if and
80E0:   not player $PLAYER_CHAR in_any_car 
  $FLAG_BAILOUT_D == 0 // $ == int 
8119:   not car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_4790 
if 
  $FLAG_WELLYBOB == 0 // $ == int 
jf @ASUSB1_4790 
0054: store_player $PLAYER_CHAR position_to $PLAYER_X $PLAYER_Y $PLAYER_Z 
if 
01AF:   car $CARTEL_CAR_D_AS1 0 $PLAYER_X $PLAYER_Y $PLAYER_Z radius 10.0 10.0 5.0 
jf @ASUSB1_4790 
gosub @ASUSB1_6933 

:ASUSB1_4790
if 
8119:   not car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_4870 
if and
01AF:   car $CARTEL_CAR_D_AS1 0 $KILLZONE_CENT_X $KILLZONE_CENT_Y 70.0 radius 17.0 30.0 3.0 
  $FLAG_BAILOUT_D == 0 // $ == int 
jf @ASUSB1_4870 
02AA: set_car $CARTEL_CAR_D_AS1 immune_to_nonplayer 0 
$COUNTER_ASUKAS_REVENGE += 1 // $ += int 
gosub @ASUSB1_6933 

:ASUSB1_4870
if 
  $FLAG_BAILOUT_D == 1 // $ == int 
jf @ASUSB1_5034 
if 
8118:   not actor $CARTEL13_AS1 dead 
jf @ASUSB1_4912 
01CC: actor $CARTEL13_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_4912
if 
8118:   not actor $CARTEL14_AS1 dead 
jf @ASUSB1_4936 
01CC: actor $CARTEL14_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_4936
if 
8118:   not actor $CARTEL15_AS1 dead 
jf @ASUSB1_4960 
01CC: actor $CARTEL15_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_4960
if 
8118:   not actor $CARTEL16_AS1 dead 
jf @ASUSB1_5034 
if and
00ED:   actor $CARTEL16_AS1 0 $KILLZONE_CENT_X $KILLZONE_CENT_Y radius 15.0 15.0 
8118:   not actor $YAKUZA4_AS1 dead 
jf @ASUSB1_5026 
01CB: actor $CARTEL16_AS1 kill_actor $YAKUZA4_AS1 
jump @ASUSB1_5034 

:ASUSB1_5026
01CC: actor $CARTEL16_AS1 kill_player $PLAYER_CHAR 

:ASUSB1_5034
jump @ASUSB1_1622 

:ASUSB1_5041
if 
  $COUNTER_ASUKAS_REVENGE > 2 // $ > int 
jf @ASUSB1_5073 
jump @ASUSB1_5145 
jump @ASUSB1_5088 

:ASUSB1_5073
00BC: text_highpriority 'AS1_H' time 3000 1  // ~r~You failed to lead the Deathsquad into the Yakuza trap!!

:ASUSB1_5088
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
if 
0130:   player $PLAYER_CHAR busted 
jf @ASUSB1_5123 
0420: override_police_station 2 

:ASUSB1_5123
if 
0117:   player $PLAYER_CHAR wasted 
jf @ASUSB1_5143 
041F: override_hospital 2 

:ASUSB1_5143
return 

:ASUSB1_5145
$FLAG_ASUKA_SUBURBAN_MISSION1_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 35000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 35000 
0318: set_latest_mission_passed 'AS1'  // 'BAIT'
030C: progress_made += 1 
start_new_script @NONAME_69 
return 

:ASUSB1_5215
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_ASUKA_SUBURBAN_MISSION = 0 // $ = int 
0151: remove_status_text $COUNTER_CARTELS_KILLED_AS1 
gosub @ASUSB1_10025 
0164: disable_marker $BLIP_CARTEL_A_AS1 
0164: disable_marker $BLIP_CARTEL_B_AS1 
0164: disable_marker $BLIP_CARTEL_D_AS1 
0164: disable_marker $BLIP_KILLZONE 
0164: disable_marker $BLIP_CARTELCAR_A 
0164: disable_marker $BLIP_CARTELCAR_B 
0164: disable_marker $BLIP_CARTELCAR_D 
01C3: mark_car_as_no_longer_needed $CARTEL_CAR_A_AS1 
01C3: mark_car_as_no_longer_needed $CARTEL_CAR_B_AS1 
01C3: mark_car_as_no_longer_needed $CARTEL_CAR_D_AS1 
0249: release_model #GANG07 
0249: release_model #GANG08 
0249: release_model #GANG11 
0249: release_model #GANG12 
0249: release_model #SENTINEL 
mission_cleanup 
return 

:ASUSB1_5315
if 
  $FLAG_YAKUZA_CREATED_AS1 == 1 // $ == int 
jf @ASUSB1_5807 
if 
0118:   actor $YAKUZA1_AS1 dead 
jf @ASUSB1_5381 
if 
  $FLAG_YAK1_DEAD == 0 // $ == int 
jf @ASUSB1_5381 
$COUNTER_YAKUZA_KILLED_AS1 += 1 // $ += int 
$FLAG_YAK1_DEAD = 1 // $ = int 

:ASUSB1_5381
if 
0118:   actor $YAKUZA2_AS1 dead 
jf @ASUSB1_5429 
if 
  $FLAG_YAK2_DEAD == 0 // $ == int 
jf @ASUSB1_5429 
$COUNTER_YAKUZA_KILLED_AS1 += 1 // $ += int 
$FLAG_YAK2_DEAD = 1 // $ = int 

:ASUSB1_5429
if 
0118:   actor $YAKUZA3_AS1 dead 
jf @ASUSB1_5477 
if 
  $FLAG_YAK3_DEAD == 0 // $ == int 
jf @ASUSB1_5477 
$COUNTER_YAKUZA_KILLED_AS1 += 1 // $ += int 
$FLAG_YAK3_DEAD = 1 // $ = int 

:ASUSB1_5477
if 
0118:   actor $YAKUZA4_AS1 dead 
jf @ASUSB1_5525 
if 
  $FLAG_YAK4_DEAD == 0 // $ == int 
jf @ASUSB1_5525 
$COUNTER_YAKUZA_KILLED_AS1 += 1 // $ += int 
$FLAG_YAK4_DEAD = 1 // $ = int 

:ASUSB1_5525
if 
0118:   actor $YAKUZA5_AS1 dead 
jf @ASUSB1_5573 
if 
  $FLAG_YAK5_DEAD == 0 // $ == int 
jf @ASUSB1_5573 
$COUNTER_YAKUZA_KILLED_AS1 += 1 // $ += int 
$FLAG_YAK5_DEAD = 1 // $ = int 

:ASUSB1_5573
if 
0118:   actor $YAKUZA6_AS1 dead 
jf @ASUSB1_5621 
if 
  $FLAG_YAK6_DEAD == 0 // $ == int 
jf @ASUSB1_5621 
$COUNTER_YAKUZA_KILLED_AS1 += 1 // $ += int 
$FLAG_YAK6_DEAD = 1 // $ = int 

:ASUSB1_5621
0298: $YAKS_A_KILLED_BY_PLAYER = rampage_kills #GANG07 
0298: $YAKS_B_KILLED_BY_PLAYER = rampage_kills #GANG08 
0084: $YAKS_KILLED_BY_PLAYER = $YAKS_A_KILLED_BY_PLAYER // $ = $ int 
0058: $YAKS_KILLED_BY_PLAYER += $YAKS_B_KILLED_BY_PLAYER // $ += $ int 
if 
  $YAKS_KILLED_BY_PLAYER > 2 // $ > int 
jf @ASUSB1_5807 
if 
8118:   not actor $YAKUZA1_AS1 dead 
jf @ASUSB1_5692 
011A: set_actor $YAKUZA1_AS1 search_threat 1 

:ASUSB1_5692
if 
8118:   not actor $YAKUZA2_AS1 dead 
jf @ASUSB1_5715 
011A: set_actor $YAKUZA2_AS1 search_threat 1 

:ASUSB1_5715
if 
8118:   not actor $YAKUZA3_AS1 dead 
jf @ASUSB1_5738 
011A: set_actor $YAKUZA3_AS1 search_threat 1 

:ASUSB1_5738
if 
8118:   not actor $YAKUZA4_AS1 dead 
jf @ASUSB1_5761 
011A: set_actor $YAKUZA4_AS1 search_threat 1 

:ASUSB1_5761
if 
8118:   not actor $YAKUZA5_AS1 dead 
jf @ASUSB1_5784 
011A: set_actor $YAKUZA5_AS1 search_threat 1 

:ASUSB1_5784
if 
8118:   not actor $YAKUZA6_AS1 dead 
jf @ASUSB1_5807 
011A: set_actor $YAKUZA6_AS1 search_threat 1 

:ASUSB1_5807
return 

:ASUSB1_5809
if 
  $FLAG_BAILOUT_A == 0 // $ == int 
jf @ASUSB1_6369 
$FLAG_BAILOUT_A = 1 // $ = int 
$COUNTER_BAILOUTS += 1 // $ += int 
0164: disable_marker $BLIP_CARTELCAR_A 
020A: set_car $CARTEL_CAR_A_AS1 door_status_to 1 
if and
8118:   not actor $CARTEL1_AS1 dead 
8119:   not car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_5982 
01D3: actor $CARTEL1_AS1 leave_car $CARTEL_CAR_A_AS1 

:ASUSB1_5882
if 
00DB:   actor $CARTEL1_AS1 in_car $CARTEL_CAR_A_AS1 
jf @ASUSB1_5958 
wait 0 
if 
0118:   actor $CARTEL1_AS1 dead 
jf @ASUSB1_5928 
jump @ASUSB1_5982 

:ASUSB1_5928
if 
0119:   car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_5951 
jump @ASUSB1_5982 

:ASUSB1_5951
jump @ASUSB1_5882 

:ASUSB1_5958
011A: set_actor $CARTEL1_AS1 search_threat 1 
01B2: give_actor $CARTEL1_AS1 weapon 6 ammo 100 
0187: $BLIP_CARTEL1 = create_marker_above_actor $CARTEL1_AS1 

:ASUSB1_5982
if and
8118:   not actor $CARTEL2_AS1 dead 
8119:   not car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_6111 
01D3: actor $CARTEL2_AS1 leave_car $CARTEL_CAR_A_AS1 

:ASUSB1_6011
if 
00DB:   actor $CARTEL2_AS1 in_car $CARTEL_CAR_A_AS1 
jf @ASUSB1_6087 
wait 0 
if 
0118:   actor $CARTEL2_AS1 dead 
jf @ASUSB1_6057 
jump @ASUSB1_6111 

:ASUSB1_6057
if 
0119:   car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_6080 
jump @ASUSB1_6111 

:ASUSB1_6080
jump @ASUSB1_6011 

:ASUSB1_6087
011A: set_actor $CARTEL2_AS1 search_threat 1 
01B2: give_actor $CARTEL2_AS1 weapon 6 ammo 100 
0187: $BLIP_CARTEL2 = create_marker_above_actor $CARTEL2_AS1 

:ASUSB1_6111
if and
8118:   not actor $CARTEL3_AS1 dead 
8119:   not car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_6240 
01D3: actor $CARTEL3_AS1 leave_car $CARTEL_CAR_A_AS1 

:ASUSB1_6140
if 
00DB:   actor $CARTEL3_AS1 in_car $CARTEL_CAR_A_AS1 
jf @ASUSB1_6216 
wait 0 
if 
0118:   actor $CARTEL3_AS1 dead 
jf @ASUSB1_6186 
jump @ASUSB1_6240 

:ASUSB1_6186
if 
0119:   car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_6209 
jump @ASUSB1_6240 

:ASUSB1_6209
jump @ASUSB1_6140 

:ASUSB1_6216
011A: set_actor $CARTEL3_AS1 search_threat 1 
01B2: give_actor $CARTEL3_AS1 weapon 4 ammo 15 
0187: $BLIP_CARTEL3 = create_marker_above_actor $CARTEL3_AS1 

:ASUSB1_6240
if and
8118:   not actor $CARTEL4_AS1 dead 
8119:   not car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_6369 
01D3: actor $CARTEL4_AS1 leave_car $CARTEL_CAR_A_AS1 

:ASUSB1_6269
if 
00DB:   actor $CARTEL4_AS1 in_car $CARTEL_CAR_A_AS1 
jf @ASUSB1_6345 
wait 0 
if 
0118:   actor $CARTEL4_AS1 dead 
jf @ASUSB1_6315 
jump @ASUSB1_6369 

:ASUSB1_6315
if 
0119:   car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_6338 
jump @ASUSB1_6369 

:ASUSB1_6338
jump @ASUSB1_6269 

:ASUSB1_6345
011A: set_actor $CARTEL4_AS1 search_threat 1 
01B2: give_actor $CARTEL4_AS1 weapon 4 ammo 15 
0187: $BLIP_CARTEL4 = create_marker_above_actor $CARTEL4_AS1 

:ASUSB1_6369
return 

:ASUSB1_6371
if 
  $FLAG_BAILOUT_B == 0 // $ == int 
jf @ASUSB1_6931 
$FLAG_BAILOUT_B = 1 // $ = int 
$COUNTER_BAILOUTS += 1 // $ += int 
0164: disable_marker $BLIP_CARTELCAR_B 
020A: set_car $CARTEL_CAR_B_AS1 door_status_to 1 
if and
8118:   not actor $CARTEL5_AS1 dead 
8119:   not car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_6544 
01D3: actor $CARTEL5_AS1 leave_car $CARTEL_CAR_B_AS1 

:ASUSB1_6444
if 
00DB:   actor $CARTEL5_AS1 in_car $CARTEL_CAR_B_AS1 
jf @ASUSB1_6520 
wait 0 
if 
0118:   actor $CARTEL5_AS1 dead 
jf @ASUSB1_6490 
jump @ASUSB1_6544 

:ASUSB1_6490
if 
0119:   car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_6513 
jump @ASUSB1_6544 

:ASUSB1_6513
jump @ASUSB1_6444 

:ASUSB1_6520
011A: set_actor $CARTEL5_AS1 search_threat 1 
01B2: give_actor $CARTEL5_AS1 weapon 3 ammo 90 
0187: $BLIP_CARTEL5 = create_marker_above_actor $CARTEL5_AS1 

:ASUSB1_6544
if and
8118:   not actor $CARTEL6_AS1 dead 
8119:   not car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_6673 
01D3: actor $CARTEL6_AS1 leave_car $CARTEL_CAR_B_AS1 

:ASUSB1_6573
if 
00DB:   actor $CARTEL6_AS1 in_car $CARTEL_CAR_B_AS1 
jf @ASUSB1_6649 
wait 0 
if 
0118:   actor $CARTEL6_AS1 dead 
jf @ASUSB1_6619 
jump @ASUSB1_6673 

:ASUSB1_6619
if 
0119:   car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_6642 
jump @ASUSB1_6673 

:ASUSB1_6642
jump @ASUSB1_6573 

:ASUSB1_6649
011A: set_actor $CARTEL6_AS1 search_threat 1 
01B2: give_actor $CARTEL6_AS1 weapon 3 ammo 90 
0187: $BLIP_CARTEL6 = create_marker_above_actor $CARTEL6_AS1 

:ASUSB1_6673
if and
8118:   not actor $CARTEL7_AS1 dead 
8119:   not car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_6802 
01D3: actor $CARTEL7_AS1 leave_car $CARTEL_CAR_B_AS1 

:ASUSB1_6702
if 
00DB:   actor $CARTEL7_AS1 in_car $CARTEL_CAR_B_AS1 
jf @ASUSB1_6778 
wait 0 
if 
0118:   actor $CARTEL7_AS1 dead 
jf @ASUSB1_6748 
jump @ASUSB1_6802 

:ASUSB1_6748
if 
0119:   car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_6771 
jump @ASUSB1_6802 

:ASUSB1_6771
jump @ASUSB1_6702 

:ASUSB1_6778
011A: set_actor $CARTEL7_AS1 search_threat 1 
01B2: give_actor $CARTEL7_AS1 weapon 3 ammo 90 
0187: $BLIP_CARTEL7 = create_marker_above_actor $CARTEL7_AS1 

:ASUSB1_6802
if and
8118:   not actor $CARTEL8_AS1 dead 
8119:   not car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_6931 
01D3: actor $CARTEL8_AS1 leave_car $CARTEL_CAR_B_AS1 

:ASUSB1_6831
if 
00DB:   actor $CARTEL8_AS1 in_car $CARTEL_CAR_B_AS1 
jf @ASUSB1_6907 
wait 0 
if 
0118:   actor $CARTEL8_AS1 dead 
jf @ASUSB1_6877 
jump @ASUSB1_6931 

:ASUSB1_6877
if 
0119:   car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_6900 
jump @ASUSB1_6931 

:ASUSB1_6900
jump @ASUSB1_6831 

:ASUSB1_6907
011A: set_actor $CARTEL8_AS1 search_threat 1 
01B2: give_actor $CARTEL8_AS1 weapon 6 ammo 100 
0187: $BLIP_CARTEL8 = create_marker_above_actor $CARTEL8_AS1 

:ASUSB1_6931
return 

:ASUSB1_6933
if 
  $FLAG_BAILOUT_D == 0 // $ == int 
jf @ASUSB1_7493 
$FLAG_BAILOUT_D = 1 // $ = int 
$COUNTER_BAILOUTS += 1 // $ += int 
0164: disable_marker $BLIP_CARTELCAR_D 
020A: set_car $CARTEL_CAR_D_AS1 door_status_to 1 
if and
8118:   not actor $CARTEL13_AS1 dead 
8119:   not car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_7106 
01D3: actor $CARTEL13_AS1 leave_car $CARTEL_CAR_D_AS1 

:ASUSB1_7006
if 
00DB:   actor $CARTEL13_AS1 in_car $CARTEL_CAR_D_AS1 
jf @ASUSB1_7082 
wait 0 
if 
0118:   actor $CARTEL13_AS1 dead 
jf @ASUSB1_7052 
jump @ASUSB1_7106 

:ASUSB1_7052
if 
0119:   car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_7075 
jump @ASUSB1_7106 

:ASUSB1_7075
jump @ASUSB1_7006 

:ASUSB1_7082
011A: set_actor $CARTEL13_AS1 search_threat 1 
01B2: give_actor $CARTEL13_AS1 weapon 6 ammo 100 
0187: $BLIP_CARTEL13 = create_marker_above_actor $CARTEL13_AS1 

:ASUSB1_7106
if and
8118:   not actor $CARTEL14_AS1 dead 
8119:   not car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_7235 
01D3: actor $CARTEL14_AS1 leave_car $CARTEL_CAR_D_AS1 

:ASUSB1_7135
if 
00DB:   actor $CARTEL14_AS1 in_car $CARTEL_CAR_D_AS1 
jf @ASUSB1_7211 
wait 0 
if 
0118:   actor $CARTEL14_AS1 dead 
jf @ASUSB1_7181 
jump @ASUSB1_7235 

:ASUSB1_7181
if 
0119:   car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_7204 
jump @ASUSB1_7235 

:ASUSB1_7204
jump @ASUSB1_7135 

:ASUSB1_7211
011A: set_actor $CARTEL14_AS1 search_threat 1 
01B2: give_actor $CARTEL14_AS1 weapon 6 ammo 100 
0187: $BLIP_CARTEL14 = create_marker_above_actor $CARTEL14_AS1 

:ASUSB1_7235
if and
8118:   not actor $CARTEL15_AS1 dead 
8119:   not car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_7364 
01D3: actor $CARTEL15_AS1 leave_car $CARTEL_CAR_D_AS1 

:ASUSB1_7264
if 
00DB:   actor $CARTEL15_AS1 in_car $CARTEL_CAR_D_AS1 
jf @ASUSB1_7340 
wait 0 
if 
0118:   actor $CARTEL15_AS1 dead 
jf @ASUSB1_7310 
jump @ASUSB1_7364 

:ASUSB1_7310
if 
0119:   car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_7333 
jump @ASUSB1_7364 

:ASUSB1_7333
jump @ASUSB1_7264 

:ASUSB1_7340
011A: set_actor $CARTEL15_AS1 search_threat 1 
01B2: give_actor $CARTEL15_AS1 weapon 4 ammo 15 
0187: $BLIP_CARTEL15 = create_marker_above_actor $CARTEL15_AS1 

:ASUSB1_7364
if and
8118:   not actor $CARTEL16_AS1 dead 
8119:   not car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_7493 
01D3: actor $CARTEL16_AS1 leave_car $CARTEL_CAR_D_AS1 

:ASUSB1_7393
if 
00DB:   actor $CARTEL16_AS1 in_car $CARTEL_CAR_D_AS1 
jf @ASUSB1_7469 
wait 0 
if 
0118:   actor $CARTEL16_AS1 dead 
jf @ASUSB1_7439 
jump @ASUSB1_7493 

:ASUSB1_7439
if 
0119:   car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_7462 
jump @ASUSB1_7493 

:ASUSB1_7462
jump @ASUSB1_7393 

:ASUSB1_7469
011A: set_actor $CARTEL16_AS1 search_threat 1 
01B2: give_actor $CARTEL16_AS1 weapon 6 ammo 100 
0187: $BLIP_CARTEL16 = create_marker_above_actor $CARTEL16_AS1 

:ASUSB1_7493
return 

:ASUSB1_7495
if 
  $FLAG_CARTEL_A_CREATED == 1 // $ == int 
jf @ASUSB1_7926 
if 
  $CARTEL1_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_7584 
if 
0118:   actor $CARTEL1_AS1 dead 
jf @ASUSB1_7584 
if 
  $CARTEL1_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_7584 
$CARTEL1_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL1 

:ASUSB1_7584
if 
  $CARTEL2_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_7655 
if 
0118:   actor $CARTEL2_AS1 dead 
jf @ASUSB1_7655 
if 
  $CARTEL2_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_7655 
$CARTEL2_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL2 

:ASUSB1_7655
if 
  $CARTEL3_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_7751 
if 
0118:   actor $CARTEL3_AS1 dead 
jf @ASUSB1_7751 
if 
  $CARTEL3_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_7751 
$CARTEL3_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL3 
if 
  $YAK1_MISSION == 1 // $ == int 
jf @ASUSB1_7751 
$YAK1_MISSION = 0 // $ = int 

:ASUSB1_7751
if 
  $CARTEL4_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_7822 
if 
0118:   actor $CARTEL4_AS1 dead 
jf @ASUSB1_7822 
if 
  $CARTEL4_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_7822 
$CARTEL4_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL4 

:ASUSB1_7822
if 
  $CARTEL4_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_7926 
if 
  $CARTEL3_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_7926 
if 
  $CARTEL2_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_7926 
if 
  $CARTEL1_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_7926 
if 
  $FLAG_BAILOUT_A == 0 // $ == int 
jf @ASUSB1_7926 
$COUNTER_BAILOUTS += 1 // $ += int 
$FLAG_BAILOUT_A = 1 // $ = int 

:ASUSB1_7926
if 
  $FLAG_CARTEL_B_CREATED == 1 // $ == int 
jf @ASUSB1_8357 
if 
  $CARTEL5_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8015 
if 
0118:   actor $CARTEL5_AS1 dead 
jf @ASUSB1_8015 
if 
  $CARTEL5_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8015 
$CARTEL5_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL5 

:ASUSB1_8015
if 
  $CARTEL6_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8086 
if 
0118:   actor $CARTEL6_AS1 dead 
jf @ASUSB1_8086 
if 
  $CARTEL6_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8086 
$CARTEL6_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL6 

:ASUSB1_8086
if 
  $CARTEL7_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8157 
if 
0118:   actor $CARTEL7_AS1 dead 
jf @ASUSB1_8157 
if 
  $CARTEL7_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8157 
$CARTEL7_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL7 

:ASUSB1_8157
if 
  $CARTEL8_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8253 
if 
0118:   actor $CARTEL8_AS1 dead 
jf @ASUSB1_8253 
if 
  $CARTEL8_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8253 
$CARTEL8_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL8 
if 
  $YAK1_MISSION == 2 // $ == int 
jf @ASUSB1_8253 
$YAK1_MISSION = 0 // $ = int 

:ASUSB1_8253
if 
  $CARTEL8_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_8357 
if 
  $CARTEL7_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_8357 
if 
  $CARTEL6_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_8357 
if 
  $CARTEL5_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_8357 
if 
  $FLAG_BAILOUT_B == 0 // $ == int 
jf @ASUSB1_8357 
$COUNTER_BAILOUTS += 1 // $ += int 
$FLAG_BAILOUT_B = 1 // $ = int 

:ASUSB1_8357
if 
  $FLAG_CARTEL_D_CREATED == 1 // $ == int 
jf @ASUSB1_8788 
if 
  $CARTEL13_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8446 
if 
0118:   actor $CARTEL13_AS1 dead 
jf @ASUSB1_8446 
if 
  $CARTEL13_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8446 
$CARTEL13_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL13 

:ASUSB1_8446
if 
  $CARTEL14_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8517 
if 
0118:   actor $CARTEL14_AS1 dead 
jf @ASUSB1_8517 
if 
  $CARTEL14_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8517 
$CARTEL14_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL14 

:ASUSB1_8517
if 
  $CARTEL15_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8588 
if 
0118:   actor $CARTEL15_AS1 dead 
jf @ASUSB1_8588 
if 
  $CARTEL15_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8588 
$CARTEL15_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL15 

:ASUSB1_8588
if 
  $CARTEL16_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8684 
if 
0118:   actor $CARTEL16_AS1 dead 
jf @ASUSB1_8684 
if 
  $CARTEL16_AS1_DEAD == 0 // $ == int 
jf @ASUSB1_8684 
$CARTEL16_AS1_DEAD = 1 // $ = int 
$COUNTER_CARTELS_KILLED_AS1 += 1 // $ += int 
0164: disable_marker $BLIP_CARTEL16 
if 
  $YAK1_MISSION == 7 // $ == int 
jf @ASUSB1_8684 
$YAK1_MISSION = 0 // $ = int 

:ASUSB1_8684
if 
  $CARTEL16_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_8788 
if 
  $CARTEL15_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_8788 
if 
  $CARTEL14_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_8788 
if 
  $CARTEL13_AS1_DEAD == 1 // $ == int 
jf @ASUSB1_8788 
if 
  $FLAG_BAILOUT_D == 0 // $ == int 
jf @ASUSB1_8788 
$COUNTER_BAILOUTS += 1 // $ += int 
$FLAG_BAILOUT_D = 1 // $ = int 

:ASUSB1_8788
return 

:ASUSB1_8790
if 
8119:   not car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_9116 
if and
01F4:   car $CARTEL_CAR_A_AS1 flipped 
01C1:   car $CARTEL_CAR_A_AS1 stopped 
jf @ASUSB1_8946 
if 
82CA:   not car $CARTEL_CAR_A_AS1 bounding_sphere_visible 
jf @ASUSB1_8939 
00AA: store_car $CARTEL_CAR_A_AS1 position_to $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z 
03D3: point $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z get_nearby_vector $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z $CARTEL_HEADING 
if 
80C2:   not sphere_onscreen $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z 3.0 
jf @ASUSB1_8932 
00AB: put_car $CARTEL_CAR_A_AS1 at $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z 
0175: set_car $CARTEL_CAR_A_AS1 z_angle_to $CARTEL_HEADING 
0450: car $CARTEL_CAR_A_AS1 warp_to_player 

:ASUSB1_8932
jump @ASUSB1_8946 

:ASUSB1_8939
gosub @ASUSB1_5809 

:ASUSB1_8946
if 
02BF:   car $CARTEL_CAR_A_AS1 sunk 
jf @ASUSB1_9109 
if 
82CA:   not car $CARTEL_CAR_A_AS1 bounding_sphere_visible 
jf @ASUSB1_9074 
00AA: store_car $CARTEL_CAR_A_AS1 position_to $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z 
03D3: point $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z get_nearby_vector $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z $CARTEL_HEADING 
if 
80C2:   not sphere_onscreen $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z 3.0 
jf @ASUSB1_9067 
00AB: put_car $CARTEL_CAR_A_AS1 at $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z 
0175: set_car $CARTEL_CAR_A_AS1 z_angle_to $CARTEL_HEADING 
0450: car $CARTEL_CAR_A_AS1 warp_to_player 

:ASUSB1_9067
jump @ASUSB1_9109 

:ASUSB1_9074
$FLAG_BAILOUT_A = 1 // $ = int 
$COUNTER_BAILOUTS += 1 // $ += int 
0164: disable_marker $BLIP_CARTELCAR_A 
039C: set_car $CARTEL_CAR_A_AS1 watertight 0 
gosub @ASUSB1_7495 
return 

:ASUSB1_9109
jump @ASUSB1_9121 

:ASUSB1_9116
0164: disable_marker $BLIP_CARTELCAR_A 

:ASUSB1_9121
return 

:ASUSB1_9123
if 
8119:   not car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_9449 
if and
01F4:   car $CARTEL_CAR_B_AS1 flipped 
01C1:   car $CARTEL_CAR_B_AS1 stopped 
jf @ASUSB1_9279 
if 
82CA:   not car $CARTEL_CAR_B_AS1 bounding_sphere_visible 
jf @ASUSB1_9272 
00AA: store_car $CARTEL_CAR_B_AS1 position_to $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z 
03D3: point $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z get_nearby_vector $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z $CARTEL_HEADING 
if 
80C2:   not sphere_onscreen $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z 3.0 
jf @ASUSB1_9265 
00AB: put_car $CARTEL_CAR_B_AS1 at $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z 
0175: set_car $CARTEL_CAR_B_AS1 z_angle_to $CARTEL_HEADING 
0450: car $CARTEL_CAR_B_AS1 warp_to_player 

:ASUSB1_9265
jump @ASUSB1_9279 

:ASUSB1_9272
gosub @ASUSB1_6371 

:ASUSB1_9279
if 
02BF:   car $CARTEL_CAR_B_AS1 sunk 
jf @ASUSB1_9442 
if 
82CA:   not car $CARTEL_CAR_B_AS1 bounding_sphere_visible 
jf @ASUSB1_9407 
00AA: store_car $CARTEL_CAR_B_AS1 position_to $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z 
03D3: point $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z get_nearby_vector $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z $CARTEL_HEADING 
if 
80C2:   not sphere_onscreen $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z 3.0 
jf @ASUSB1_9400 
00AB: put_car $CARTEL_CAR_B_AS1 at $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z 
0175: set_car $CARTEL_CAR_B_AS1 z_angle_to $CARTEL_HEADING 
0450: car $CARTEL_CAR_B_AS1 warp_to_player 

:ASUSB1_9400
jump @ASUSB1_9442 

:ASUSB1_9407
$FLAG_BAILOUT_B = 1 // $ = int 
039C: set_car $CARTEL_CAR_B_AS1 watertight 0 
$COUNTER_BAILOUTS += 1 // $ += int 
0164: disable_marker $BLIP_CARTELCAR_B 
gosub @ASUSB1_7495 
return 

:ASUSB1_9442
jump @ASUSB1_9454 

:ASUSB1_9449
0164: disable_marker $BLIP_CARTELCAR_B 

:ASUSB1_9454
return 

:ASUSB1_9456
if 
8119:   not car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_9782 
if and
01F4:   car $CARTEL_CAR_D_AS1 flipped 
01C1:   car $CARTEL_CAR_D_AS1 stopped 
jf @ASUSB1_9612 
if 
82CA:   not car $CARTEL_CAR_D_AS1 bounding_sphere_visible 
jf @ASUSB1_9605 
00AA: store_car $CARTEL_CAR_D_AS1 position_to $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z 
03D3: point $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z get_nearby_vector $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z $CARTEL_HEADING 
if 
80C2:   not sphere_onscreen $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z 3.0 
jf @ASUSB1_9598 
00AB: put_car $CARTEL_CAR_D_AS1 at $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z 
0175: set_car $CARTEL_CAR_D_AS1 z_angle_to $CARTEL_HEADING 
0450: car $CARTEL_CAR_D_AS1 warp_to_player 

:ASUSB1_9598
jump @ASUSB1_9612 

:ASUSB1_9605
gosub @ASUSB1_6933 

:ASUSB1_9612
if 
02BF:   car $CARTEL_CAR_D_AS1 sunk 
jf @ASUSB1_9775 
if 
82CA:   not car $CARTEL_CAR_D_AS1 bounding_sphere_visible 
jf @ASUSB1_9740 
00AA: store_car $CARTEL_CAR_D_AS1 position_to $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z 
03D3: point $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z get_nearby_vector $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z $CARTEL_HEADING 
if 
80C2:   not sphere_onscreen $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z 3.0 
jf @ASUSB1_9733 
00AB: put_car $CARTEL_CAR_D_AS1 at $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z 
0175: set_car $CARTEL_CAR_D_AS1 z_angle_to $CARTEL_HEADING 
0450: car $CARTEL_CAR_D_AS1 warp_to_player 

:ASUSB1_9733
jump @ASUSB1_9775 

:ASUSB1_9740
$FLAG_BAILOUT_D = 1 // $ = int 
039C: set_car $CARTEL_CAR_D_AS1 watertight 0 
$COUNTER_BAILOUTS += 1 // $ += int 
0164: disable_marker $BLIP_CARTELCAR_D 
gosub @ASUSB1_7495 
return 

:ASUSB1_9775
jump @ASUSB1_9787 

:ASUSB1_9782
0164: disable_marker $BLIP_CARTELCAR_D 

:ASUSB1_9787
return 

:ASUSB1_9789
if 
  $FLAG_CARTEL_A_CREATED == 1 // $ == int 
jf @ASUSB1_9867 
if 
8119:   not car $CARTEL_CAR_A_AS1 wrecked 
jf @ASUSB1_9862 
if and
  $FLAG_BAILOUT_A == 0 // $ == int 
  $FLAG_A_ATTACK == 1 // $ == int 
jf @ASUSB1_9855 
gosub @ASUSB1_8790 

:ASUSB1_9855
jump @ASUSB1_9867 

:ASUSB1_9862
0164: disable_marker $BLIP_CARTELCAR_A 

:ASUSB1_9867
if 
  $FLAG_CARTEL_B_CREATED == 1 // $ == int 
jf @ASUSB1_9945 
if 
8119:   not car $CARTEL_CAR_B_AS1 wrecked 
jf @ASUSB1_9940 
if and
  $FLAG_BAILOUT_B == 0 // $ == int 
  $FLAG_B_ATTACK == 1 // $ == int 
jf @ASUSB1_9933 
gosub @ASUSB1_9123 

:ASUSB1_9933
jump @ASUSB1_9945 

:ASUSB1_9940
0164: disable_marker $BLIP_CARTELCAR_B 

:ASUSB1_9945
if 
  $FLAG_CARTEL_D_CREATED == 1 // $ == int 
jf @ASUSB1_10023 
if 
8119:   not car $CARTEL_CAR_D_AS1 wrecked 
jf @ASUSB1_10018 
if and
  $FLAG_BAILOUT_D == 0 // $ == int 
  $FLAG_D_ATTACK == 1 // $ == int 
jf @ASUSB1_10011 
gosub @ASUSB1_9456 

:ASUSB1_10011
jump @ASUSB1_10023 

:ASUSB1_10018
0164: disable_marker $BLIP_CARTELCAR_D 

:ASUSB1_10023
return 

:ASUSB1_10025
0164: disable_marker $BLIP_CARTEL1 
0164: disable_marker $BLIP_CARTEL2 
0164: disable_marker $BLIP_CARTEL3 
0164: disable_marker $BLIP_CARTEL4 
0164: disable_marker $BLIP_CARTEL5 
0164: disable_marker $BLIP_CARTEL6 
0164: disable_marker $BLIP_CARTEL7 
0164: disable_marker $BLIP_CARTEL8 
0164: disable_marker $BLIP_CARTEL13 
0164: disable_marker $BLIP_CARTEL14 
0164: disable_marker $BLIP_CARTEL15 
0164: disable_marker $BLIP_CARTEL16 
if 
  $FLAG_YAK1_DEAD == 0 // $ == int 
jf @ASUSB1_10108 
01C2: mark_actor_as_no_longer_needed $YAKUZA1_AS1 

:ASUSB1_10108
if 
  $FLAG_YAK2_DEAD == 0 // $ == int 
jf @ASUSB1_10131 
01C2: mark_actor_as_no_longer_needed $YAKUZA2_AS1 

:ASUSB1_10131
if 
  $FLAG_YAK3_DEAD == 0 // $ == int 
jf @ASUSB1_10154 
01C2: mark_actor_as_no_longer_needed $YAKUZA3_AS1 

:ASUSB1_10154
if 
  $FLAG_YAK4_DEAD == 0 // $ == int 
jf @ASUSB1_10177 
01C2: mark_actor_as_no_longer_needed $YAKUZA4_AS1 

:ASUSB1_10177
if 
  $FLAG_YAK5_DEAD == 0 // $ == int 
jf @ASUSB1_10200 
01C2: mark_actor_as_no_longer_needed $YAKUZA5_AS1 

:ASUSB1_10200
if 
  $FLAG_YAK6_DEAD == 0 // $ == int 
jf @ASUSB1_10223 
01C2: mark_actor_as_no_longer_needed $YAKUZA6_AS1 

:ASUSB1_10223
return 

:ASUSB1_10225
01BD: $TIMER_AS3_NOW = current_time_in_ms 
if 
001C:   $TIMER_AS3_NOW > $PARTICLE_TIME // $ > $ int 
jf @ASUSB1_10272 
0084: $PARTICLE_TIME = $TIMER_AS3_NOW // $ = $ int 
$PARTICLE_TIME += 6000 // $ += int 
$FLAG_PARTICLE = 1 // $ = int 

:ASUSB1_10272
if 
  $FLAG_PARTICLE == 1 // $ == int 
jf @ASUSB1_10864 
if and
8119:   not car $CARTEL_CAR_A_AS1 wrecked 
  $FLAG_A_ATTACK == 1 // $ == int 
  $FLAG_BAILOUT_A == 0 // $ == int 
jf @ASUSB1_10479 
0086: $CAR_A_X_OLD = $CAR_A_AS1_X // $ = $ float 
0086: $CAR_A_Y_OLD = $CAR_A_AS1_Y // $ = $ float 
0086: $CAR_A_Z_OLD = $CAR_A_AS1_Z // $ = $ float 
00AA: store_car $CARTEL_CAR_A_AS1 position_to $CAR_A_AS1_X $CAR_A_AS1_Y $CAR_A_AS1_Z 
if 
01AD:   car $CARTEL_CAR_A_AS1 0 $CAR_A_X_OLD $CAR_A_Y_OLD 3.0 3.0 
jf @ASUSB1_10479 
if 
82CA:   not car $CARTEL_CAR_A_AS1 bounding_sphere_visible 
jf @ASUSB1_10479 
03D3: point $CAR_A_AS1_X $CAR_A_AS1_Y $CAR_A_AS1_Z get_nearby_vector $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z $CARTEL_HEADING 
if 
80C2:   not sphere_onscreen $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z 3.0 
jf @ASUSB1_10479 
00AB: put_car $CARTEL_CAR_A_AS1 at $CARTEL_CAR_A_AS1_X $CARTEL_CAR_A_AS1_Y $CARTEL_CAR_A_AS1_Z 
0175: set_car $CARTEL_CAR_A_AS1 z_angle_to $CARTEL_HEADING 
0450: car $CARTEL_CAR_A_AS1 warp_to_player 

:ASUSB1_10479
if and
8119:   not car $CARTEL_CAR_B_AS1 wrecked 
  $FLAG_B_ATTACK == 1 // $ == int 
  $FLAG_BAILOUT_B == 0 // $ == int 
jf @ASUSB1_10668 
0086: $CAR_B_X_OLD = $CAR_B_AS1_X // $ = $ float 
0086: $CAR_B_Y_OLD = $CAR_B_AS1_Y // $ = $ float 
0086: $CAR_B_Z_OLD = $CAR_B_AS1_Z // $ = $ float 
00AA: store_car $CARTEL_CAR_B_AS1 position_to $CAR_B_AS1_X $CAR_B_AS1_Y $CAR_B_AS1_Z 
if 
01AD:   car $CARTEL_CAR_B_AS1 0 $CAR_B_X_OLD $CAR_B_Y_OLD 3.0 3.0 
jf @ASUSB1_10668 
if 
82CA:   not car $CARTEL_CAR_B_AS1 bounding_sphere_visible 
jf @ASUSB1_10668 
03D3: point $CAR_B_AS1_X $CAR_B_AS1_Y $CAR_B_AS1_Z get_nearby_vector $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z $CARTEL_HEADING 
if 
80C2:   not sphere_onscreen $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z 3.0 
jf @ASUSB1_10668 
00AB: put_car $CARTEL_CAR_B_AS1 at $CARTEL_CAR_B_AS1_X $CARTEL_CAR_B_AS1_Y $CARTEL_CAR_B_AS1_Z 
0175: set_car $CARTEL_CAR_B_AS1 z_angle_to $CARTEL_HEADING 
0450: car $CARTEL_CAR_B_AS1 warp_to_player 

:ASUSB1_10668
if and
8119:   not car $CARTEL_CAR_D_AS1 wrecked 
  $FLAG_D_ATTACK == 1 // $ == int 
  $FLAG_BAILOUT_D == 0 // $ == int 
jf @ASUSB1_10857 
0086: $CAR_D_X_OLD = $CAR_D_AS1_X // $ = $ float 
0086: $CAR_D_Y_OLD = $CAR_D_AS1_Y // $ = $ float 
0086: $CAR_D_Z_OLD = $CAR_D_AS1_Z // $ = $ float 
00AA: store_car $CARTEL_CAR_D_AS1 position_to $CAR_D_AS1_X $CAR_D_AS1_Y $CAR_D_AS1_Z 
if 
01AD:   car $CARTEL_CAR_D_AS1 0 $CAR_D_X_OLD $CAR_D_Y_OLD 3.0 3.0 
jf @ASUSB1_10857 
if 
82CA:   not car $CARTEL_CAR_D_AS1 bounding_sphere_visible 
jf @ASUSB1_10857 
03D3: point $CAR_D_AS1_X $CAR_D_AS1_Y $CAR_D_AS1_Z get_nearby_vector $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z $CARTEL_HEADING 
if 
80C2:   not sphere_onscreen $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z 3.0 
jf @ASUSB1_10857 
00AB: put_car $CARTEL_CAR_D_AS1 at $CARTEL_CAR_D_AS1_X $CARTEL_CAR_D_AS1_Y $CARTEL_CAR_D_AS1_Z 
0175: set_car $CARTEL_CAR_D_AS1 z_angle_to $CARTEL_HEADING 
0450: car $CARTEL_CAR_D_AS1 warp_to_player 

:ASUSB1_10857
$FLAG_PARTICLE = 0 // $ = int 

:ASUSB1_10864
return 

//-------------Mission 72---------------
// Originally: Espresso-2-Go!

:ASUSB2
gosub @ASUSB2_36 
if 
  wasted_or_busted 
jf @ASUSB2_27 
gosub @ASUSB2_7305 

:ASUSB2_27
gosub @ASUSB2_7432 
terminate_this_script 

:ASUSB2_36
increment_mission_attempts 
script_name 'ASUSB2' 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_ASUKA_SUBURBAN_MISSION = 1 // $ = int 
wait 0 
$FLAG_KAPPA1_DEAD = 0 // $ = int 
$FLAG_KAPPA2_DEAD = 0 // $ = int 
$FLAG_KAPPA3_DEAD = 0 // $ = int 
$FLAG_KAPPA4_DEAD = 0 // $ = int 
$FLAG_KAPPA5_DEAD = 0 // $ = int 
$FLAG_KAPPA6_DEAD = 0 // $ = int 
$FLAG_KAPPA7_DEAD = 0 // $ = int 
$FLAG_KAPPA8_DEAD = 0 // $ = int 
$FLAG_KAPPA9_DEAD = 0 // $ = int 
$FLAG_KAPPA10_DEAD = 0 // $ = int 
$FLAG_KAPPA11_DEAD = 0 // $ = int 
$FLAG_KAPPA12_DEAD = 0 // $ = int 
$FLAG_KAPPA1_CREATED = 0 // $ = int 
$FLAG_KAPPA2_CREATED = 0 // $ = int 
$FLAG_KAPPA3_CREATED = 0 // $ = int 
$FLAG_KAPPA4_CREATED = 0 // $ = int 
$FLAG_KAPPA5_CREATED = 0 // $ = int 
$FLAG_KAPPA6_CREATED = 0 // $ = int 
$FLAG_KAPPA7_CREATED = 0 // $ = int 
$FLAG_KAPPA8_CREATED = 0 // $ = int 
$FLAG_KAPPA9_CREATED = 0 // $ = int 
$FLAG_KAPPA10_CREATED = 0 // $ = int 
$FLAG_KAPPA11_CREATED = 0 // $ = int 
$FLAG_KAPPA12_CREATED = 0 // $ = int 
$BLIP_KAPPA1_CREATED = 0 // $ = int 
$BLIP_KAPPA2_CREATED = 0 // $ = int 
$BLIP_KAPPA3_CREATED = 0 // $ = int 
$BLIP_KAPPA4_CREATED = 0 // $ = int 
$BLIP_KAPPA5_CREATED = 0 // $ = int 
$BLIP_KAPPA6_CREATED = 0 // $ = int 
$BLIP_KAPPA7_CREATED = 0 // $ = int 
$BLIP_KAPPA8_CREATED = 0 // $ = int 
$BLIP_KAPPA9_CREATED = 0 // $ = int 
$BLIP_KAPPA10_CREATED = 0 // $ = int 
$BLIP_KAPPA11_CREATED = 0 // $ = int 
$BLIP_KAPPA12_CREATED = 0 // $ = int 
$COUNTER_KAPPA_DEAD = 0 // $ = int 
$PARTICLE_TIME_AS2 = 0 // $ = int 
$COUNTER_KAPPA_DEAD_IND = 0 // $ = int 
$COUNTER_KAPPA_DEAD_COM = 0 // $ = int 
$COUNTER_KAPPA_DEAD_SUB = 0 // $ = int 
$FLAG_AS2_1 = 0 // $ = int 
$FLAG_AS2_2 = 0 // $ = int 
$FLAG_AS2_3 = 0 // $ = int 
$FLAG_PARTICLE_AS2 = 0 // $ = int 
$FLAG_GUARD1_CREATED = 0 // $ = int 
$KAPPA_TIME = 470000 // $ = int 
$FLAG_TIMER_STARTED = 0 // $ = int 
$KAPPA1_X = 1342.0 // $ = float 
$KAPPA1_Y = -821.0 // $ = float 
$KAPPA2_X = 1024.063 // $ = float 
$KAPPA2_Y = -465.5625 // $ = float 
$KAPPA3_X = 1351.188 // $ = float 
$KAPPA3_Y = -259.5 // $ = float 
$KAPPA4_X = 286.375 // $ = float 
$KAPPA4_Y = -667.75 // $ = float 
$KAPPA5_X = 28.0 // $ = float 
$KAPPA5_Y = -850.0 // $ = float 
$KAPPA6_X = 14.125 // $ = float 
$KAPPA6_Y = -1140.0 // $ = float 
$KAPPA7_X = 73.125 // $ = float 
$KAPPA7_Y = -1359.75 // $ = float 
$KAPPA8_X = -221.0 // $ = float 
$KAPPA8_Y = -197.0 // $ = float 
$KAPPA9_X = 282.75 // $ = float 
$KAPPA9_Y = -1492.375 // $ = float 
$KAPPA10_X = -644.0 // $ = float 
$KAPPA10_Y = -721.5 // $ = float 
$KAPPA11_X = -212.0 // $ = float 
$KAPPA11_Y = 310.0 // $ = float 
$KAPPA12_X = -1255.0 // $ = float 
$KAPPA12_Y = -113.0 // $ = float 
0247: request_model #CSITECUTSCENE 
023C: load_special_actor 1 'ASUKA' 
023C: load_special_actor 2 'MIGUEL' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'ASUKAH' 
02F3: load_object #CUTOBJ03 'WHIP' 
038B: load_requested_models 

:ASUSB2_667
if 
8248:   not model #CSITECUTSCENE available 
jf @ASUSB2_694 
wait 0 
jump @ASUSB2_667 

:ASUSB2_694
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
jf @ASUSB2_724 
wait 0 
jump @ASUSB2_694 

:ASUSB2_724
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ03 available 
jf @ASUSB2_761 
wait 0 
jump @ASUSB2_724 

:ASUSB2_761
02E4: load_cutscene_data 'A7_ETG' 
03AF: set_streaming 1 
0244: set_cutscene_pos 369.0 -327.5 18.4375 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_ASUKA = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_ASUKA 'ASUKA' 
02E5: $CS_MIGUEL = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MIGUEL 'MIGUEL' 
02E5: $CS_WHIP = create_cutscene_object #CUTOBJ03 
02E6: set_cutscene_anim $CS_WHIP 'WHIP' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_ASUKAHEAD from_head #CUTOBJ02 and_body $CS_ASUKA 
02F5: set_head_anim $CS_ASUKAHEAD 'ASUKA' 
0055: put_player $PLAYER_CHAR at 373.75 -327.25 17.1875 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 250 
03AD: set_rubbish 0 
03AF: set_streaming 0 
03B7: process_cut_scene_only 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:ASUSB2_963
if 
  3445 > $CS_TIME // int > $ 
jf @ASUSB2_998 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB2_963 

:ASUSB2_998
00BC: text_highpriority 'AS2_A1' time 10000 1  // ~w~Miguel certainly has some of that famous Latin stamina.

:ASUSB2_1013
if 
  7961 > $CS_TIME // int > $ 
jf @ASUSB2_1048 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB2_1013 

:ASUSB2_1048
00BC: text_highpriority 'AS2_A2' time 10000 1  // ~w~I'm quite exhausted.

:ASUSB2_1063
if 
  9836 > $CS_TIME // int > $ 
jf @ASUSB2_1098 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB2_1063 

:ASUSB2_1098
00BC: text_highpriority 'AS2_A' time 10000 1  // ~w~We underestimated Catalina's plans for SPANK.

:ASUSB2_1113
if 
  13013 > $CS_TIME // int > $ 
jf @ASUSB2_1148 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB2_1113 

:ASUSB2_1148
00BC: text_highpriority 'AS2_B' time 10000 1  // ~w~It reaches far beyond the Yardies selling it on the street corners.

:ASUSB2_1163
if 
  16802 > $CS_TIME // int > $ 
jf @ASUSB2_1198 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB2_1163 

:ASUSB2_1198
00BC: text_highpriority 'AS2_C' time 10000 1  // ~w~The Cartel have a front company, The Kappa Coffee House.

:ASUSB2_1213
if 
  20591 > $CS_TIME // int > $ 
jf @ASUSB2_1248 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB2_1213 

:ASUSB2_1248
00BC: text_highpriority 'AS2_D' time 10000 1  // ~w~They've been selling SPANK through the street stalls.

:ASUSB2_1263
if 
  23499 > $CS_TIME // int > $ 
jf @ASUSB2_1298 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB2_1263 

:ASUSB2_1298
00BC: text_highpriority 'AS2_E' time 10000 1  // ~w~We have no choice but to put these drug stands out of operation.

:ASUSB2_1313
if 
  27594 > $CS_TIME // int > $ 
jf @ASUSB2_1348 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB2_1313 

:ASUSB2_1348
00BC: text_highpriority 'AS2_F' time 10000 1  // ~w~Smash them to splinters!!

:ASUSB2_1363
if 
  30000 > $CS_TIME // int > $ 
jf @ASUSB2_1398 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB2_1363 

:ASUSB2_1398
fade 0 1500 

:ASUSB2_1405
if 
82E9:   not cutscene_reached_end 
jf @ASUSB2_1429 
wait 0 
jump @ASUSB2_1405 

:ASUSB2_1429
00BE: text_clear_all 

:ASUSB2_1431
if 
  fading 
jf @ASUSB2_1455 
wait 0 
jump @ASUSB2_1431 

:ASUSB2_1455
02EA: end_cutscene 
fade 0 0 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CSITECUTSCENE 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
03AD: set_rubbish 1 
03AF: set_streaming 1 
03B7: process_cut_scene_only 1 
03C4: set_status_text_to $COUNTER_KAPPA_DEAD 0 'KILLS'  // KILLS:
01BD: $TIMER_AS2_START = current_time_in_ms 
00BC: text_highpriority 'AS2_12' time 5000 1  // ~g~Cruise Liberty's districts to find ~b~Espresso-2-Go stalls!
00BD: text_mediumpriority 'AS2_12A' time 5000 1  // ~g~After you trash the first stall, you will have 8 minutes before the Cartel warn their pushers!
0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 3 
0247: request_model #COFFEE 

:ASUSB2_1580
if 
8248:   not model #COFFEE available 
jf @ASUSB2_1607 
wait 0 
jump @ASUSB2_1580 

:ASUSB2_1607
0247: request_model #COLUMB 

:ASUSB2_1612
if 
8248:   not model #COLUMB available 
jf @ASUSB2_1639 
wait 0 
jump @ASUSB2_1612 

:ASUSB2_1639
0247: request_model #GANG11 

:ASUSB2_1643
if 
8248:   not model #GANG11 available 
jf @ASUSB2_1669 
wait 0 
jump @ASUSB2_1643 

:ASUSB2_1669
0247: request_model #GANG12 

:ASUSB2_1673
if 
8248:   not model #GANG12 available 
jf @ASUSB2_1699 
wait 0 
jump @ASUSB2_1673 

:ASUSB2_1699
if 
  9 > $COUNTER_KAPPA_DEAD // int > $ 
jf @ASUSB2_7298 
wait 0 
if 
03C6:   current_island == 1 
jf @ASUSB2_2074 
if 
  $FLAG_KAPPA1_CREATED == 0 // $ == int 
jf @ASUSB2_1904 
if 
00E3:   player $PLAYER_CHAR 0 $KAPPA1_X $KAPPA1_Y radius 150.0 150.0 
jf @ASUSB2_1904 
009A: $KAPPA_CARTEL1 = create_actor 12 #GANG11 at $KAPPA1_X $KAPPA1_Y -100.0 
011A: set_actor $KAPPA_CARTEL1 search_threat 1 
01B2: give_actor $KAPPA_CARTEL1 weapon 3 ammo 60 
0350: set_actor $KAPPA_CARTEL1 maintain_position_when_attacked 1 
0107: $KAPPA_1 = create_object #COFFEE at $KAPPA1_X $KAPPA1_Y -100.0 
0177: set_object $KAPPA_1 z_angle_to 180.0 
0382: set_object $KAPPA_1 collision_detection 1 
0392: object $KAPPA_1 toggle_in_moving_list 0 
if 
  $BLIP_KAPPA1_CREATED == 0 // $ == int 
jf @ASUSB2_1897 
0188: $BLIP_KAPPA1 = create_marker_above_object $KAPPA_1 
$BLIP_KAPPA1_CREATED = 1 // $ = int 

:ASUSB2_1897
$FLAG_KAPPA1_CREATED = 1 // $ = int 

:ASUSB2_1904
if 
  $FLAG_KAPPA3_CREATED == 0 // $ == int 
jf @ASUSB2_2074 
if 
0121:   player $PLAYER_CHAR in_zone 'LITTLEI'  // Saint Mark's
jf @ASUSB2_2074 
009A: $KAPPA_CARTEL3 = create_actor 12 #GANG11 at $KAPPA3_X $KAPPA3_Y -100.0 
0173: set_actor $KAPPA_CARTEL3 z_angle_to 270.0 
011A: set_actor $KAPPA_CARTEL3 search_threat 1 
01B2: give_actor $KAPPA_CARTEL3 weapon 4 ammo 10 
0350: set_actor $KAPPA_CARTEL3 maintain_position_when_attacked 1 
0107: $KAPPA_3 = create_object #COFFEE at $KAPPA3_X $KAPPA3_Y -100.0 
0177: set_object $KAPPA_3 z_angle_to 180.0 
0382: set_object $KAPPA_3 collision_detection 1 
0392: object $KAPPA_3 toggle_in_moving_list 0 
if 
  $BLIP_KAPPA3_CREATED == 0 // $ == int 
jf @ASUSB2_2067 
0188: $BLIP_KAPPA3 = create_marker_above_object $KAPPA_3 
$BLIP_KAPPA3_CREATED = 1 // $ = int 

:ASUSB2_2067
$FLAG_KAPPA3_CREATED = 1 // $ = int 

:ASUSB2_2074
if 
03C6:   current_island == 2 
jf @ASUSB2_2882 
if 
  $FLAG_KAPPA4_CREATED == 0 // $ == int 
jf @ASUSB2_2242 
009A: $KAPPA_CARTEL4 = create_actor 12 #GANG12 at $KAPPA4_X $KAPPA4_Y -100.0 
0173: set_actor $KAPPA_CARTEL4 z_angle_to 360.0 
011A: set_actor $KAPPA_CARTEL4 search_threat 1 
01B2: give_actor $KAPPA_CARTEL4 weapon 3 ammo 60 
0350: set_actor $KAPPA_CARTEL4 maintain_position_when_attacked 1 
035F: set_actor $KAPPA_CARTEL4 armour_to 100 
0107: $KAPPA_4 = create_object #COFFEE at $KAPPA4_X $KAPPA4_Y -100.0 
0177: set_object $KAPPA_4 z_angle_to 270.0 
0382: set_object $KAPPA_4 collision_detection 1 
0392: object $KAPPA_4 toggle_in_moving_list 0 
if 
  $BLIP_KAPPA4_CREATED == 0 // $ == int 
jf @ASUSB2_2235 
0188: $BLIP_KAPPA4 = create_marker_above_object $KAPPA_4 
$BLIP_KAPPA4_CREATED = 1 // $ = int 

:ASUSB2_2235
$FLAG_KAPPA4_CREATED = 1 // $ = int 

:ASUSB2_2242
if 
  $FLAG_KAPPA5_CREATED == 0 // $ == int 
jf @ASUSB2_2396 
if 
0121:   player $PLAYER_CHAR in_zone 'PARK'  // Belleville Park
jf @ASUSB2_2396 
009A: $KAPPA_CARTEL5 = create_actor 12 #GANG11 at $KAPPA5_X $KAPPA5_Y -100.0 
011A: set_actor $KAPPA_CARTEL5 search_threat 1 
01B2: give_actor $KAPPA_CARTEL5 weapon 3 ammo 60 
0350: set_actor $KAPPA_CARTEL5 maintain_position_when_attacked 1 
0107: $KAPPA_5 = create_object #COFFEE at $KAPPA5_X $KAPPA5_Y -100.0 
0382: set_object $KAPPA_5 collision_detection 1 
0392: object $KAPPA_5 toggle_in_moving_list 0 
if 
  $BLIP_KAPPA5_CREATED == 0 // $ == int 
jf @ASUSB2_2389 
0188: $BLIP_KAPPA5 = create_marker_above_object $KAPPA_5 
$BLIP_KAPPA5_CREATED = 1 // $ = int 

:ASUSB2_2389
$FLAG_KAPPA5_CREATED = 1 // $ = int 

:ASUSB2_2396
if 
  $FLAG_KAPPA6_CREATED == 0 // $ == int 
jf @ASUSB2_2566 
if 
0121:   player $PLAYER_CHAR in_zone 'SHOPING'  // Bedford Point
jf @ASUSB2_2566 
009A: $KAPPA_CARTEL6 = create_actor 12 #GANG12 at $KAPPA6_X $KAPPA6_Y -100.0 
0173: set_actor $KAPPA_CARTEL6 z_angle_to 190.0 
011A: set_actor $KAPPA_CARTEL6 search_threat 1 
01B2: give_actor $KAPPA_CARTEL6 weapon 3 ammo 60 
0350: set_actor $KAPPA_CARTEL6 maintain_position_when_attacked 1 
0107: $KAPPA_6 = create_object #COFFEE at $KAPPA6_X $KAPPA6_Y -100.0 
0177: set_object $KAPPA_6 z_angle_to 145.0 
0382: set_object $KAPPA_6 collision_detection 1 
0392: object $KAPPA_6 toggle_in_moving_list 0 
if 
  $BLIP_KAPPA6_CREATED == 0 // $ == int 
jf @ASUSB2_2559 
0188: $BLIP_KAPPA6 = create_marker_above_object $KAPPA_6 
$BLIP_KAPPA6_CREATED = 1 // $ = int 

:ASUSB2_2559
$FLAG_KAPPA6_CREATED = 1 // $ = int 

:ASUSB2_2566
if 
  $FLAG_KAPPA7_CREATED == 0 // $ == int 
jf @ASUSB2_2720 
if 
0121:   player $PLAYER_CHAR in_zone 'SHOPING'  // Bedford Point
jf @ASUSB2_2720 
009A: $KAPPA_CARTEL7 = create_actor 12 #GANG11 at $KAPPA7_X $KAPPA7_Y -100.0 
011A: set_actor $KAPPA_CARTEL7 search_threat 1 
01B2: give_actor $KAPPA_CARTEL7 weapon 3 ammo 60 
0350: set_actor $KAPPA_CARTEL7 maintain_position_when_attacked 1 
0107: $KAPPA_7 = create_object #COFFEE at $KAPPA7_X $KAPPA7_Y -100.0 
0382: set_object $KAPPA_7 collision_detection 1 
0392: object $KAPPA_7 toggle_in_moving_list 0 
if 
  $BLIP_KAPPA7_CREATED == 0 // $ == int 
jf @ASUSB2_2713 
0188: $BLIP_KAPPA7 = create_marker_above_object $KAPPA_7 
$BLIP_KAPPA7_CREATED = 1 // $ = int 

:ASUSB2_2713
$FLAG_KAPPA7_CREATED = 1 // $ = int 

:ASUSB2_2720
if 
  $FLAG_KAPPA9_CREATED == 0 // $ == int 
jf @ASUSB2_2882 
if 
0121:   player $PLAYER_CHAR in_zone 'YAKUSA'  // Torrington
jf @ASUSB2_2882 
009A: $KAPPA_CARTEL9 = create_actor 12 #GANG11 at $KAPPA9_X $KAPPA9_Y 23.6875 
011A: set_actor $KAPPA_CARTEL9 search_threat 1 
01B2: give_actor $KAPPA_CARTEL9 weapon 4 ammo 10 
0350: set_actor $KAPPA_CARTEL9 maintain_position_when_attacked 1 
0107: $KAPPA_9 = create_object #COFFEE at $KAPPA9_X $KAPPA9_Y -100.0 
0177: set_object $KAPPA_9 z_angle_to 270.0 
0382: set_object $KAPPA_9 collision_detection 1 
0392: object $KAPPA_9 toggle_in_moving_list 0 
if 
  $BLIP_KAPPA9_CREATED == 0 // $ == int 
jf @ASUSB2_2875 
0188: $BLIP_KAPPA9 = create_marker_above_object $KAPPA_9 
$BLIP_KAPPA9_CREATED = 1 // $ = int 

:ASUSB2_2875
$FLAG_KAPPA9_CREATED = 1 // $ = int 

:ASUSB2_2882
if 
03C6:   current_island == 3 
jf @ASUSB2_3309 
if 
  $FLAG_KAPPA10_CREATED == 0 // $ == int 
jf @ASUSB2_3059 
if 
0121:   player $PLAYER_CHAR in_zone 'AIRPORT'  // Francis Intl. Airport
jf @ASUSB2_3059 
009A: $KAPPA_CARTEL10 = create_actor 12 #GANG12 at $KAPPA10_X $KAPPA10_Y 18.875 
0173: set_actor $KAPPA_CARTEL10 z_angle_to 50.0 
011A: set_actor $KAPPA_CARTEL10 search_threat 1 
01B2: give_actor $KAPPA_CARTEL10 weapon 3 ammo 60 
0350: set_actor $KAPPA_CARTEL10 maintain_position_when_attacked 1 
0107: $KAPPA_10 = create_object #COFFEE at $KAPPA10_X $KAPPA10_Y -100.0 
0382: set_object $KAPPA_10 collision_detection 1 
0392: object $KAPPA_10 toggle_in_moving_list 0 
if 
  $BLIP_KAPPA10_CREATED == 0 // $ == int 
jf @ASUSB2_3052 
0188: $BLIP_KAPPA10 = create_marker_above_object $KAPPA_10 
$BLIP_KAPPA10_CREATED = 1 // $ = int 

:ASUSB2_3052
$FLAG_KAPPA10_CREATED = 1 // $ = int 

:ASUSB2_3059
if 
  $FLAG_KAPPA12_CREATED == 0 // $ == int 
jf @ASUSB2_3213 
if 
0121:   player $PLAYER_CHAR in_zone 'SUB_IND'  // Pike Creek
jf @ASUSB2_3213 
009A: $KAPPA_CARTEL12 = create_actor 12 #GANG12 at $KAPPA12_X $KAPPA12_Y -100.0 
011A: set_actor $KAPPA_CARTEL12 search_threat 1 
01B2: give_actor $KAPPA_CARTEL12 weapon 3 ammo 60 
0107: $KAPPA_12 = create_object #COFFEE at $KAPPA12_X $KAPPA12_Y -100.0 
0350: set_actor $KAPPA_CARTEL12 maintain_position_when_attacked 1 
0382: set_object $KAPPA_12 collision_detection 1 
0392: object $KAPPA_12 toggle_in_moving_list 0 
if 
  $BLIP_KAPPA12_CREATED == 0 // $ == int 
jf @ASUSB2_3206 
0188: $BLIP_KAPPA12 = create_marker_above_object $KAPPA_12 
$BLIP_KAPPA12_CREATED = 1 // $ = int 

:ASUSB2_3206
$FLAG_KAPPA12_CREATED = 1 // $ = int 

:ASUSB2_3213
if or
  $FLAG_KAPPA10_CREATED == 1 // $ == int 
  $FLAG_KAPPA12_CREATED == 1 // $ == int 
jf @ASUSB2_3309 
if 
  $FLAG_GUARD1_CREATED == 0 // $ == int 
jf @ASUSB2_3309 
00A5: $PATRIOT_1 = create_car #COLUMB at -706.25 -285.6875 18.25 
0129: $VARMINT_1 = create_actor 12 #GANG11 in_car $PATRIOT_1 driverseat 
01B2: give_actor $VARMINT_1 weapon 3 ammo 60 
01CC: actor $VARMINT_1 kill_player $PLAYER_CHAR 
$FLAG_GUARD1_CREATED = 1 // $ = int 

:ASUSB2_3309
if and
  $FLAG_KAPPA1_DEAD == 0 // $ == int 
  $FLAG_KAPPA1_CREATED == 1 // $ == int 
jf @ASUSB2_3450 
if 
0366:   object $KAPPA_1 damaged 
jf @ASUSB2_3426 
$FLAG_KAPPA1_DEAD = 1 // $ = int 
$COUNTER_KAPPA_DEAD += 1 // $ += int 
$COUNTER_KAPPA_DEAD_IND += 1 // $ += int 
01E3: text_1number_styled 'AS2_11' $COUNTER_KAPPA_DEAD 2000 ms 1  // ~g~~1~ OF 9!
0164: disable_marker $BLIP_KAPPA1 
if 
8118:   not actor $KAPPA_CARTEL1 dead 
jf @ASUSB2_3426 
01ED: reset_actor $KAPPA_CARTEL1 threat_search 
0239: actor $KAPPA_CARTEL1 run_to 1335.5 -820.5 

:ASUSB2_3426
if 
8118:   not actor $KAPPA_CARTEL1 dead 
jf @ASUSB2_3450 
020F: actor $KAPPA_CARTEL1 look_at_player $PLAYER_CHAR 

:ASUSB2_3450
if 
  $FLAG_KAPPA1_DEAD > 0 // $ > int 
jf @ASUSB2_3522 
if 
8118:   not actor $KAPPA_CARTEL1 dead 
jf @ASUSB2_3522 
if 
0126:   actor $KAPPA_CARTEL1 objective_passed 
jf @ASUSB2_3522 
020F: actor $KAPPA_CARTEL1 look_at_player $PLAYER_CHAR 
0350: set_actor $KAPPA_CARTEL1 maintain_position_when_attacked 0 
011A: set_actor $KAPPA_CARTEL1 search_threat 1 

:ASUSB2_3522
if and
  $FLAG_KAPPA3_DEAD == 0 // $ == int 
  $FLAG_KAPPA3_CREATED == 1 // $ == int 
jf @ASUSB2_3663 
if 
0366:   object $KAPPA_3 damaged 
jf @ASUSB2_3639 
$FLAG_KAPPA3_DEAD = 1 // $ = int 
$COUNTER_KAPPA_DEAD += 1 // $ += int 
$COUNTER_KAPPA_DEAD_IND += 1 // $ += int 
01E3: text_1number_styled 'AS2_11' $COUNTER_KAPPA_DEAD 2000 ms 1  // ~g~~1~ OF 9!
0164: disable_marker $BLIP_KAPPA3 
if 
8118:   not actor $KAPPA_CARTEL3 dead 
jf @ASUSB2_3639 
01ED: reset_actor $KAPPA_CARTEL3 threat_search 
0239: actor $KAPPA_CARTEL3 run_to 1342.688 -259.0 

:ASUSB2_3639
if 
8118:   not actor $KAPPA_CARTEL3 dead 
jf @ASUSB2_3663 
020F: actor $KAPPA_CARTEL3 look_at_player $PLAYER_CHAR 

:ASUSB2_3663
if 
  $FLAG_KAPPA3_DEAD > 0 // $ > int 
jf @ASUSB2_3735 
if 
8118:   not actor $KAPPA_CARTEL3 dead 
jf @ASUSB2_3735 
if 
0126:   actor $KAPPA_CARTEL3 objective_passed 
jf @ASUSB2_3735 
020F: actor $KAPPA_CARTEL3 look_at_player $PLAYER_CHAR 
0350: set_actor $KAPPA_CARTEL3 maintain_position_when_attacked 0 
011A: set_actor $KAPPA_CARTEL3 search_threat 1 

:ASUSB2_3735
if and
  $FLAG_KAPPA4_DEAD == 0 // $ == int 
  $FLAG_KAPPA4_CREATED == 1 // $ == int 
jf @ASUSB2_3876 
if 
0366:   object $KAPPA_4 damaged 
jf @ASUSB2_3852 
$FLAG_KAPPA4_DEAD = 1 // $ = int 
$COUNTER_KAPPA_DEAD += 1 // $ += int 
$COUNTER_KAPPA_DEAD_COM += 1 // $ += int 
01E3: text_1number_styled 'AS2_11' $COUNTER_KAPPA_DEAD 2000 ms 1  // ~g~~1~ OF 9!
0164: disable_marker $BLIP_KAPPA4 
if 
8118:   not actor $KAPPA_CARTEL4 dead 
jf @ASUSB2_3852 
01ED: reset_actor $KAPPA_CARTEL4 threat_search 
0239: actor $KAPPA_CARTEL4 run_to 280.0 -676.5 

:ASUSB2_3852
if 
8118:   not actor $KAPPA_CARTEL4 dead 
jf @ASUSB2_3876 
020F: actor $KAPPA_CARTEL4 look_at_player $PLAYER_CHAR 

:ASUSB2_3876
if 
  $FLAG_KAPPA4_DEAD > 0 // $ > int 
jf @ASUSB2_3948 
if 
8118:   not actor $KAPPA_CARTEL4 dead 
jf @ASUSB2_3948 
if 
0126:   actor $KAPPA_CARTEL4 objective_passed 
jf @ASUSB2_3948 
020F: actor $KAPPA_CARTEL4 look_at_player $PLAYER_CHAR 
0350: set_actor $KAPPA_CARTEL4 maintain_position_when_attacked 0 
011A: set_actor $KAPPA_CARTEL4 search_threat 1 

:ASUSB2_3948
if and
  $FLAG_KAPPA5_DEAD == 0 // $ == int 
  $FLAG_KAPPA5_CREATED == 1 // $ == int 
jf @ASUSB2_4089 
if 
0366:   object $KAPPA_5 damaged 
jf @ASUSB2_4065 
$FLAG_KAPPA5_DEAD = 1 // $ = int 
$COUNTER_KAPPA_DEAD += 1 // $ += int 
$COUNTER_KAPPA_DEAD_COM += 1 // $ += int 
01E3: text_1number_styled 'AS2_11' $COUNTER_KAPPA_DEAD 2000 ms 1  // ~g~~1~ OF 9!
0164: disable_marker $BLIP_KAPPA5 
if 
8118:   not actor $KAPPA_CARTEL5 dead 
jf @ASUSB2_4065 
01ED: reset_actor $KAPPA_CARTEL5 threat_search 
0239: actor $KAPPA_CARTEL5 run_to 34.5 -850.0 

:ASUSB2_4065
if 
8118:   not actor $KAPPA_CARTEL5 dead 
jf @ASUSB2_4089 
020F: actor $KAPPA_CARTEL5 look_at_player $PLAYER_CHAR 

:ASUSB2_4089
if 
  $FLAG_KAPPA5_DEAD > 0 // $ > int 
jf @ASUSB2_4161 
if 
8118:   not actor $KAPPA_CARTEL5 dead 
jf @ASUSB2_4161 
if 
0126:   actor $KAPPA_CARTEL5 objective_passed 
jf @ASUSB2_4161 
020F: actor $KAPPA_CARTEL5 look_at_player $PLAYER_CHAR 
0350: set_actor $KAPPA_CARTEL5 maintain_position_when_attacked 0 
011A: set_actor $KAPPA_CARTEL5 search_threat 1 

:ASUSB2_4161
if and
  $FLAG_KAPPA6_DEAD == 0 // $ == int 
  $FLAG_KAPPA6_CREATED == 1 // $ == int 
jf @ASUSB2_4302 
if 
0366:   object $KAPPA_6 damaged 
jf @ASUSB2_4278 
$FLAG_KAPPA6_DEAD = 1 // $ = int 
$COUNTER_KAPPA_DEAD += 1 // $ += int 
$COUNTER_KAPPA_DEAD_COM += 1 // $ += int 
01E3: text_1number_styled 'AS2_11' $COUNTER_KAPPA_DEAD 2000 ms 1  // ~g~~1~ OF 9!
0164: disable_marker $BLIP_KAPPA6 
if 
8118:   not actor $KAPPA_CARTEL6 dead 
jf @ASUSB2_4278 
01ED: reset_actor $KAPPA_CARTEL6 threat_search 
0239: actor $KAPPA_CARTEL6 run_to 13.6875 -1135.25 

:ASUSB2_4278
if 
8118:   not actor $KAPPA_CARTEL6 dead 
jf @ASUSB2_4302 
020F: actor $KAPPA_CARTEL6 look_at_player $PLAYER_CHAR 

:ASUSB2_4302
if 
  $FLAG_KAPPA6_DEAD > 0 // $ > int 
jf @ASUSB2_4374 
if 
8118:   not actor $KAPPA_CARTEL6 dead 
jf @ASUSB2_4374 
if 
0126:   actor $KAPPA_CARTEL6 objective_passed 
jf @ASUSB2_4374 
020F: actor $KAPPA_CARTEL6 look_at_player $PLAYER_CHAR 
0350: set_actor $KAPPA_CARTEL6 maintain_position_when_attacked 0 
011A: set_actor $KAPPA_CARTEL6 search_threat 1 

:ASUSB2_4374
if and
  $FLAG_KAPPA7_DEAD == 0 // $ == int 
  $FLAG_KAPPA7_CREATED == 1 // $ == int 
jf @ASUSB2_4515 
if 
0366:   object $KAPPA_7 damaged 
jf @ASUSB2_4491 
$FLAG_KAPPA7_DEAD = 1 // $ = int 
$COUNTER_KAPPA_DEAD += 1 // $ += int 
$COUNTER_KAPPA_DEAD_COM += 1 // $ += int 
01E3: text_1number_styled 'AS2_11' $COUNTER_KAPPA_DEAD 2000 ms 1  // ~g~~1~ OF 9!
0164: disable_marker $BLIP_KAPPA7 
if 
8118:   not actor $KAPPA_CARTEL7 dead 
jf @ASUSB2_4491 
01ED: reset_actor $KAPPA_CARTEL7 threat_search 
0239: actor $KAPPA_CARTEL7 run_to 79.0 -1361.0 

:ASUSB2_4491
if 
8118:   not actor $KAPPA_CARTEL7 dead 
jf @ASUSB2_4515 
020F: actor $KAPPA_CARTEL7 look_at_player $PLAYER_CHAR 

:ASUSB2_4515
if 
  $FLAG_KAPPA7_DEAD > 0 // $ > int 
jf @ASUSB2_4587 
if 
8118:   not actor $KAPPA_CARTEL7 dead 
jf @ASUSB2_4587 
if 
0126:   actor $KAPPA_CARTEL7 objective_passed 
jf @ASUSB2_4587 
020F: actor $KAPPA_CARTEL7 look_at_player $PLAYER_CHAR 
0350: set_actor $KAPPA_CARTEL7 maintain_position_when_attacked 0 
011A: set_actor $KAPPA_CARTEL7 search_threat 1 

:ASUSB2_4587
if and
  $FLAG_KAPPA9_DEAD == 0 // $ == int 
  $FLAG_KAPPA9_CREATED == 1 // $ == int 
jf @ASUSB2_4728 
if 
0366:   object $KAPPA_9 damaged 
jf @ASUSB2_4704 
$FLAG_KAPPA9_DEAD = 1 // $ = int 
$COUNTER_KAPPA_DEAD += 1 // $ += int 
$COUNTER_KAPPA_DEAD_COM += 1 // $ += int 
01E3: text_1number_styled 'AS2_11' $COUNTER_KAPPA_DEAD 2000 ms 1  // ~g~~1~ OF 9!
0164: disable_marker $BLIP_KAPPA9 
if 
8118:   not actor $KAPPA_CARTEL9 dead 
jf @ASUSB2_4704 
01ED: reset_actor $KAPPA_CARTEL9 threat_search 
0239: actor $KAPPA_CARTEL9 run_to 282.5 -1501.0 

:ASUSB2_4704
if 
8118:   not actor $KAPPA_CARTEL9 dead 
jf @ASUSB2_4728 
020F: actor $KAPPA_CARTEL9 look_at_player $PLAYER_CHAR 

:ASUSB2_4728
if 
  $FLAG_KAPPA9_DEAD > 0 // $ > int 
jf @ASUSB2_4800 
if 
8118:   not actor $KAPPA_CARTEL9 dead 
jf @ASUSB2_4800 
if 
0126:   actor $KAPPA_CARTEL9 objective_passed 
jf @ASUSB2_4800 
020F: actor $KAPPA_CARTEL9 look_at_player $PLAYER_CHAR 
0350: set_actor $KAPPA_CARTEL9 maintain_position_when_attacked 0 
011A: set_actor $KAPPA_CARTEL9 search_threat 1 

:ASUSB2_4800
if and
  $FLAG_KAPPA10_DEAD == 0 // $ == int 
  $FLAG_KAPPA10_CREATED == 1 // $ == int 
jf @ASUSB2_4941 
if 
0366:   object $KAPPA_10 damaged 
jf @ASUSB2_4917 
$FLAG_KAPPA10_DEAD = 1 // $ = int 
$COUNTER_KAPPA_DEAD += 1 // $ += int 
$COUNTER_KAPPA_DEAD_SUB += 1 // $ += int 
01E3: text_1number_styled 'AS2_11' $COUNTER_KAPPA_DEAD 2000 ms 1  // ~g~~1~ OF 9!
0164: disable_marker $BLIP_KAPPA10 
if 
8118:   not actor $KAPPA_CARTEL10 dead 
jf @ASUSB2_4917 
01ED: reset_actor $KAPPA_CARTEL10 threat_search 
0239: actor $KAPPA_CARTEL10 run_to -638.75 -721.5625 

:ASUSB2_4917
if 
8118:   not actor $KAPPA_CARTEL10 dead 
jf @ASUSB2_4941 
020F: actor $KAPPA_CARTEL10 look_at_player $PLAYER_CHAR 

:ASUSB2_4941
if 
  $FLAG_KAPPA10_DEAD > 0 // $ > int 
jf @ASUSB2_5013 
if 
8118:   not actor $KAPPA_CARTEL10 dead 
jf @ASUSB2_5013 
if 
0126:   actor $KAPPA_CARTEL10 objective_passed 
jf @ASUSB2_5013 
020F: actor $KAPPA_CARTEL10 look_at_player $PLAYER_CHAR 
0350: set_actor $KAPPA_CARTEL10 maintain_position_when_attacked 0 
011A: set_actor $KAPPA_CARTEL10 search_threat 1 

:ASUSB2_5013
if and
  $FLAG_KAPPA12_DEAD == 0 // $ == int 
  $FLAG_KAPPA12_CREATED == 1 // $ == int 
jf @ASUSB2_5154 
if 
0366:   object $KAPPA_12 damaged 
jf @ASUSB2_5130 
$FLAG_KAPPA12_DEAD = 1 // $ = int 
$COUNTER_KAPPA_DEAD += 1 // $ += int 
$COUNTER_KAPPA_DEAD_SUB += 1 // $ += int 
01E3: text_1number_styled 'AS2_11' $COUNTER_KAPPA_DEAD 2000 ms 1  // ~g~~1~ OF 9!
0164: disable_marker $BLIP_KAPPA12 
if 
8118:   not actor $KAPPA_CARTEL12 dead 
jf @ASUSB2_5130 
01ED: reset_actor $KAPPA_CARTEL12 threat_search 
0239: actor $KAPPA_CARTEL12 run_to -1251.0 -114.5 

:ASUSB2_5130
if 
8118:   not actor $KAPPA_CARTEL12 dead 
jf @ASUSB2_5154 
020F: actor $KAPPA_CARTEL12 look_at_player $PLAYER_CHAR 

:ASUSB2_5154
if 
  $FLAG_KAPPA12_DEAD > 0 // $ > int 
jf @ASUSB2_5226 
if 
8118:   not actor $KAPPA_CARTEL12 dead 
jf @ASUSB2_5226 
if 
0126:   actor $KAPPA_CARTEL12 objective_passed 
jf @ASUSB2_5226 
020F: actor $KAPPA_CARTEL12 look_at_player $PLAYER_CHAR 
0350: set_actor $KAPPA_CARTEL12 maintain_position_when_attacked 0 
011A: set_actor $KAPPA_CARTEL12 search_threat 1 

:ASUSB2_5226
01BD: $TIMER_AS2_NOW = current_time_in_ms 
0084: $TIMER_AS2_DIF = $TIMER_AS2_NOW // $ = $ int 
0060: $TIMER_AS2_DIF -= $TIMER_AS2_START // $ -= $ int 
if 
001C:   $TIMER_AS2_DIF > $PARTICLE_TIME_AS2 // $ > $ int 
jf @ASUSB2_5280 
$PARTICLE_TIME_AS2 += 50 // $ += int 
$FLAG_PARTICLE_AS2 = 1 // $ = int 

:ASUSB2_5280
if 
  $FLAG_PARTICLE_AS2 == 1 // $ == int 
jf @ASUSB2_6653 
if and
  $FLAG_KAPPA1_DEAD == 0 // $ == int 
  $FLAG_KAPPA1_CREATED == 1 // $ == int 
jf @ASUSB2_5378 
01BB: store_object $KAPPA_1 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y -= 1.0 // $ -= float 
039D: scatter_particles 12 0.25 0 0 0 50 at $STEAM_X $STEAM_Y $STEAM_Z 0.0 0.0 0.0 

:ASUSB2_5378
if and
  $FLAG_KAPPA1_DEAD == 1 // $ == int 
  $FLAG_KAPPA1_CREATED == 1 // $ == int 
jf @ASUSB2_5446 
01BB: store_object $KAPPA_1 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y -= 1.0 // $ -= float 
02CF: $KAPPA_1_FIRE = create_fire_at $STEAM_X $STEAM_Y $STEAM_Z 
$FLAG_KAPPA1_DEAD = 2 // $ = int 

:ASUSB2_5446
if and
  $FLAG_KAPPA3_DEAD == 0 // $ == int 
  $FLAG_KAPPA3_CREATED == 1 // $ == int 
jf @ASUSB2_5526 
01BB: store_object $KAPPA_3 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y -= 1.0 // $ -= float 
039D: scatter_particles 12 0.25 0 0 0 50 at $STEAM_X $STEAM_Y $STEAM_Z 0.0 0.0 0.0 

:ASUSB2_5526
if and
  $FLAG_KAPPA3_DEAD == 1 // $ == int 
  $FLAG_KAPPA3_CREATED == 1 // $ == int 
jf @ASUSB2_5594 
01BB: store_object $KAPPA_3 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y -= 1.0 // $ -= float 
02CF: $KAPPA_3_FIRE = create_fire_at $STEAM_X $STEAM_Y $STEAM_Z 
$FLAG_KAPPA3_DEAD = 2 // $ = int 

:ASUSB2_5594
if and
  $FLAG_KAPPA4_DEAD == 0 // $ == int 
  $FLAG_KAPPA4_CREATED == 1 // $ == int 
jf @ASUSB2_5674 
01BB: store_object $KAPPA_4 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_X += 1.0 // $ += float 
039D: scatter_particles 12 0.25 0 0 0 50 at $STEAM_X $STEAM_Y $STEAM_Z 0.0 0.0 0.0 

:ASUSB2_5674
if and
  $FLAG_KAPPA4_DEAD == 1 // $ == int 
  $FLAG_KAPPA4_CREATED == 1 // $ == int 
jf @ASUSB2_5742 
01BB: store_object $KAPPA_4 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_X += 1.0 // $ += float 
02CF: $KAPPA_4_FIRE = create_fire_at $STEAM_X $STEAM_Y $STEAM_Z 
$FLAG_KAPPA4_DEAD = 2 // $ = int 

:ASUSB2_5742
if and
  $FLAG_KAPPA5_DEAD == 0 // $ == int 
  $FLAG_KAPPA5_CREATED == 1 // $ == int 
jf @ASUSB2_5822 
01BB: store_object $KAPPA_5 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y += 1.0 // $ += float 
039D: scatter_particles 12 0.25 0 0 0 50 at $STEAM_X $STEAM_Y $STEAM_Z 0.0 0.0 0.0 

:ASUSB2_5822
if and
  $FLAG_KAPPA5_DEAD == 1 // $ == int 
  $FLAG_KAPPA5_CREATED == 1 // $ == int 
jf @ASUSB2_5890 
01BB: store_object $KAPPA_5 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y += 1.0 // $ += float 
02CF: $KAPPA_5_FIRE = create_fire_at $STEAM_X $STEAM_Y $STEAM_Z 
$FLAG_KAPPA5_DEAD = 2 // $ = int 

:ASUSB2_5890
if and
  $FLAG_KAPPA6_DEAD == 0 // $ == int 
  $FLAG_KAPPA6_CREATED == 1 // $ == int 
jf @ASUSB2_5978 
01BB: store_object $KAPPA_6 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_X -= 1.0 // $ -= float 
$STEAM_Y -= 1.0 // $ -= float 
039D: scatter_particles 12 0.25 0 0 0 50 at $STEAM_X $STEAM_Y $STEAM_Z 0.0 0.0 0.0 

:ASUSB2_5978
if and
  $FLAG_KAPPA6_DEAD == 1 // $ == int 
  $FLAG_KAPPA6_CREATED == 1 // $ == int 
jf @ASUSB2_6054 
01BB: store_object $KAPPA_6 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_X -= 1.0 // $ -= float 
$STEAM_Y -= 1.0 // $ -= float 
02CF: $KAPPA_6_FIRE = create_fire_at $STEAM_X $STEAM_Y $STEAM_Z 
$FLAG_KAPPA6_DEAD = 2 // $ = int 

:ASUSB2_6054
if and
  $FLAG_KAPPA7_DEAD == 0 // $ == int 
  $FLAG_KAPPA7_CREATED == 1 // $ == int 
jf @ASUSB2_6134 
01BB: store_object $KAPPA_7 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y += 1.0 // $ += float 
039D: scatter_particles 12 0.25 0 0 0 50 at $STEAM_X $STEAM_Y $STEAM_Z 0.0 0.0 0.0 

:ASUSB2_6134
if and
  $FLAG_KAPPA7_DEAD == 1 // $ == int 
  $FLAG_KAPPA7_CREATED == 1 // $ == int 
jf @ASUSB2_6202 
01BB: store_object $KAPPA_7 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y += 1.0 // $ += float 
02CF: $KAPPA_7_FIRE = create_fire_at $STEAM_X $STEAM_Y $STEAM_Z 
$FLAG_KAPPA7_DEAD = 2 // $ = int 

:ASUSB2_6202
if and
  $FLAG_KAPPA9_DEAD == 0 // $ == int 
  $FLAG_KAPPA9_CREATED == 1 // $ == int 
jf @ASUSB2_6282 
01BB: store_object $KAPPA_9 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_X += 1.0 // $ += float 
039D: scatter_particles 12 0.25 0 0 0 50 at $STEAM_X $STEAM_Y $STEAM_Z 0.0 0.0 0.0 

:ASUSB2_6282
if and
  $FLAG_KAPPA9_DEAD == 1 // $ == int 
  $FLAG_KAPPA9_CREATED == 1 // $ == int 
jf @ASUSB2_6350 
01BB: store_object $KAPPA_9 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_X += 1.0 // $ += float 
02CF: $KAPPA_9_FIRE = create_fire_at $STEAM_X $STEAM_Y $STEAM_Z 
$FLAG_KAPPA9_DEAD = 2 // $ = int 

:ASUSB2_6350
if and
  $FLAG_KAPPA10_DEAD == 0 // $ == int 
  $FLAG_KAPPA10_CREATED == 1 // $ == int 
jf @ASUSB2_6430 
01BB: store_object $KAPPA_10 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y += 1.0 // $ += float 
039D: scatter_particles 12 0.25 0 0 0 50 at $STEAM_X $STEAM_Y $STEAM_Z 0.0 0.0 0.0 

:ASUSB2_6430
if and
  $FLAG_KAPPA10_DEAD == 1 // $ == int 
  $FLAG_KAPPA10_CREATED == 1 // $ == int 
jf @ASUSB2_6498 
01BB: store_object $KAPPA_10 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y += 1.0 // $ += float 
02CF: $KAPPA_10_FIRE = create_fire_at $STEAM_X $STEAM_Y $STEAM_Z 
$FLAG_KAPPA10_DEAD = 2 // $ = int 

:ASUSB2_6498
if and
  $FLAG_KAPPA12_DEAD == 0 // $ == int 
  $FLAG_KAPPA12_CREATED == 1 // $ == int 
jf @ASUSB2_6578 
01BB: store_object $KAPPA_12 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y += 1.0 // $ += float 
039D: scatter_particles 12 0.25 0 0 0 50 at $STEAM_X $STEAM_Y $STEAM_Z 0.0 0.0 0.0 

:ASUSB2_6578
if and
  $FLAG_KAPPA12_DEAD == 1 // $ == int 
  $FLAG_KAPPA12_CREATED == 1 // $ == int 
jf @ASUSB2_6646 
01BB: store_object $KAPPA_12 position_to $STEAM_X $STEAM_Y $STEAM_Z 
$STEAM_Y += 1.0 // $ += float 
02CF: $KAPPA_12_FIRE = create_fire_at $STEAM_X $STEAM_Y $STEAM_Z 
$FLAG_KAPPA12_DEAD = 2 // $ = int 

:ASUSB2_6646
$FLAG_PARTICLE_AS2 = 0 // $ = int 

:ASUSB2_6653
if 
  1 > $KAPPA_TIME // int > $ 
jf @ASUSB2_6693 
00BC: text_highpriority 'AS2_4' time 3000 1  // ~r~The Cartel have warned their pushers!!
jump @ASUSB2_7305 

:ASUSB2_6693
if and
  $COUNTER_KAPPA_DEAD == 1 // $ == int 
  $FLAG_TIMER_STARTED == 0 // $ == int 
jf @ASUSB2_6730 
014E: set_timer_to $KAPPA_TIME 
$FLAG_TIMER_STARTED = 1 // $ = int 

:ASUSB2_6730
if and
  $COUNTER_KAPPA_DEAD_IND == 2 // $ == int 
  $FLAG_AS2_1 == 0 // $ == int 
jf @ASUSB2_6917 
00BC: text_highpriority 'AS2_1' time 3000 1  // ~g~All espresso stalls in Portland wrecked!!
wait 3000 
$FLAG_AS2_1 = 1 // $ = int 
if and
  $FLAG_AS2_2 == 0 // $ == int 
  $FLAG_AS2_3 == 0 // $ == int 
jf @ASUSB2_6827 
00BC: text_highpriority 'AS2_5' time 4000 1  // ~g~There are still espresso stalls in Shoreside Vale and on Staunton Island!
wait 3000 

:ASUSB2_6827
if and
  $FLAG_AS2_2 == 1 // $ == int 
  $FLAG_AS2_3 == 0 // $ == int 
jf @ASUSB2_6872 
00BC: text_highpriority 'AS2_6' time 4000 1  // ~g~There are still espresso stalls in Shoreside Vale!
wait 3000 

:ASUSB2_6872
if and
  $FLAG_AS2_2 == 0 // $ == int 
  $FLAG_AS2_3 == 1 // $ == int 
jf @ASUSB2_6917 
00BC: text_highpriority 'AS2_7' time 4000 1  // ~g~There are still espresso stalls on Staunton Island!
wait 3000 

:ASUSB2_6917
if and
  $COUNTER_KAPPA_DEAD_COM == 5 // $ == int 
  $FLAG_AS2_2 == 0 // $ == int 
jf @ASUSB2_7104 
00BC: text_highpriority 'AS2_2' time 3000 1  // ~g~All espresso stalls in Staunton Island wrecked!!
wait 3000 
$FLAG_AS2_2 = 1 // $ = int 
if and
  $FLAG_AS2_1 == 0 // $ == int 
  $FLAG_AS2_3 == 0 // $ == int 
jf @ASUSB2_7014 
00BC: text_highpriority 'AS2_9' time 4000 1  // ~g~There are still espresso stalls in Portland and Shoreside Vale!
wait 3000 

:ASUSB2_7014
if and
  $FLAG_AS2_1 == 1 // $ == int 
  $FLAG_AS2_3 == 0 // $ == int 
jf @ASUSB2_7059 
00BC: text_highpriority 'AS2_6' time 4000 1  // ~g~There are still espresso stalls in Shoreside Vale!
wait 3000 

:ASUSB2_7059
if and
  $FLAG_AS2_1 == 0 // $ == int 
  $FLAG_AS2_3 == 1 // $ == int 
jf @ASUSB2_7104 
00BC: text_highpriority 'AS2_8' time 4000 1  // ~g~There are still espresso stalls in Portland!
wait 3000 

:ASUSB2_7104
if and
  $COUNTER_KAPPA_DEAD_SUB == 2 // $ == int 
  $FLAG_AS2_3 == 0 // $ == int 
jf @ASUSB2_7291 
00BC: text_highpriority 'AS2_3' time 3000 1  // ~g~All espresso stalls in Shoreside Vale wrecked!!
wait 3000 
$FLAG_AS2_3 = 1 // $ = int 
if and
  $FLAG_AS2_1 == 0 // $ == int 
  $FLAG_AS2_2 == 0 // $ == int 
jf @ASUSB2_7201 
00BC: text_highpriority 'AS2_10' time 4000 1  // ~g~There are still espresso stalls in Portland and on Staunton Island
wait 3000 

:ASUSB2_7201
if and
  $FLAG_AS2_1 == 1 // $ == int 
  $FLAG_AS2_2 == 0 // $ == int 
jf @ASUSB2_7246 
00BC: text_highpriority 'AS2_7' time 4000 1  // ~g~There are still espresso stalls on Staunton Island!
wait 3000 

:ASUSB2_7246
if and
  $FLAG_AS2_1 == 0 // $ == int 
  $FLAG_AS2_2 == 1 // $ == int 
jf @ASUSB2_7291 
00BC: text_highpriority 'AS2_8' time 4000 1  // ~g~There are still espresso stalls in Portland!
wait 3000 

:ASUSB2_7291
jump @ASUSB2_1699 

:ASUSB2_7298
jump @ASUSB2_7362 

:ASUSB2_7305
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
if 
0130:   player $PLAYER_CHAR busted 
jf @ASUSB2_7340 
0420: override_police_station 2 

:ASUSB2_7340
if 
0117:   player $PLAYER_CHAR wasted 
jf @ASUSB2_7360 
041F: override_hospital 2 

:ASUSB2_7360
return 

:ASUSB2_7362
$FLAG_ASUKA_SUBURBAN_MISSION2_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 40000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 40000 
0318: set_latest_mission_passed 'AS2'  // 'ESPRESSO-2-GO!'
030C: progress_made += 1 
start_new_script @NONAME_70 
return 

:ASUSB2_7432
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_ASUKA_SUBURBAN_MISSION = 0 // $ = int 
014F: stop_timer $KAPPA_TIME 
0151: remove_status_text $COUNTER_KAPPA_DEAD 
0237: set_gang 0 primary_weapon_to 2 secondary_weapon_to 4 
if and
  $FLAG_KAPPA1_DEAD == 0 // $ == int 
  $FLAG_KAPPA1_CREATED == 1 // $ == int 
jf @ASUSB2_7494 
0164: disable_marker $BLIP_KAPPA1 

:ASUSB2_7494
if and
  $FLAG_KAPPA3_DEAD == 0 // $ == int 
  $FLAG_KAPPA3_CREATED == 1 // $ == int 
jf @ASUSB2_7524 
0164: disable_marker $BLIP_KAPPA3 

:ASUSB2_7524
if and
  $FLAG_KAPPA4_DEAD == 0 // $ == int 
  $FLAG_KAPPA4_CREATED == 1 // $ == int 
jf @ASUSB2_7554 
0164: disable_marker $BLIP_KAPPA4 

:ASUSB2_7554
if and
  $FLAG_KAPPA5_DEAD == 0 // $ == int 
  $FLAG_KAPPA5_CREATED == 1 // $ == int 
jf @ASUSB2_7584 
0164: disable_marker $BLIP_KAPPA5 

:ASUSB2_7584
if and
  $FLAG_KAPPA6_DEAD == 0 // $ == int 
  $FLAG_KAPPA6_CREATED == 1 // $ == int 
jf @ASUSB2_7614 
0164: disable_marker $BLIP_KAPPA6 

:ASUSB2_7614
if and
  $FLAG_KAPPA7_DEAD == 0 // $ == int 
  $FLAG_KAPPA7_CREATED == 1 // $ == int 
jf @ASUSB2_7644 
0164: disable_marker $BLIP_KAPPA7 

:ASUSB2_7644
if and
  $FLAG_KAPPA9_DEAD == 0 // $ == int 
  $FLAG_KAPPA9_CREATED == 1 // $ == int 
jf @ASUSB2_7674 
0164: disable_marker $BLIP_KAPPA9 

:ASUSB2_7674
if and
  $FLAG_KAPPA10_DEAD == 0 // $ == int 
  $FLAG_KAPPA10_CREATED == 1 // $ == int 
jf @ASUSB2_7704 
0164: disable_marker $BLIP_KAPPA10 

:ASUSB2_7704
if and
  $FLAG_KAPPA12_DEAD == 0 // $ == int 
  $FLAG_KAPPA12_CREATED == 1 // $ == int 
jf @ASUSB2_7734 
0164: disable_marker $BLIP_KAPPA12 

:ASUSB2_7734
031A: remove_all_fires 
01C4: mark_object_as_no_longer_needed $KAPPA_1 
01C4: mark_object_as_no_longer_needed $KAPPA_3 
01C4: mark_object_as_no_longer_needed $KAPPA_4 
01C4: mark_object_as_no_longer_needed $KAPPA_5 
01C4: mark_object_as_no_longer_needed $KAPPA_6 
01C4: mark_object_as_no_longer_needed $KAPPA_7 
01C4: mark_object_as_no_longer_needed $KAPPA_9 
01C4: mark_object_as_no_longer_needed $KAPPA_10 
01C4: mark_object_as_no_longer_needed $KAPPA_12 
0249: release_model #COLUMB 
0249: release_model #COFFEE 
0249: release_model #GANG11 
0249: release_model #GANG12 
mission_cleanup 
return 

//-------------Mission 73---------------
// Originally: S.A.M.

:ASUSB3
gosub @ASUSB3_36 
if 
  wasted_or_busted 
jf @ASUSB3_27 
gosub @ASUSB3_8144 

:ASUSB3_27
gosub @ASUSB3_8297 
terminate_this_script 

:ASUSB3_36
increment_mission_attempts 
script_name 'ASUSB3' 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_ASUKA_MISSION = 1 // $ = int 
wait 0 
$TIMER_AS3 = 210000 // $ = int 
$COUNTER_CHARLIE = 0 // $ = int 
$FLAG_COMMENCE_APPROACH = 0 // $ = int 
$FLAG_COUNTER_MESSAGE = 0 // $ = int 
$FLAG_RUNWAY_BLIP = 0 // $ = int 
$FLAG_BOAT_BLIP = 0 // $ = int 
$FLAG_BOUY_BLIP = 0 // $ = int 
$PARTICLE_TIME = 0 // $ = int 
$FLAG_PARTICLE = 0 // $ = int 
$FLAG_CHARLIE_1 = 0 // $ = int 
$FLAG_CHARLIE_2 = 0 // $ = int 
$FLAG_CHARLIE_3 = 0 // $ = int 
$FLAG_CHARLIE_4 = 0 // $ = int 
$FLAG_CHARLIE_5 = 0 // $ = int 
$FLAG_CHARLIE_6 = 0 // $ = int 
$FLAG_CHARLIE_7 = 0 // $ = int 
$FLAG_CHARLIE_8 = 0 // $ = int 
$FLAG_MESSAGES = 0 // $ = int 
$FLAG_CREATED_BADDIES = 0 // $ = int 
$FLAG_MISSION_AS3_FAILED = 0 // $ = int 
$FLAG_BOAT_MESSAGE = 0 // $ = int 
$PLATFORM_X = -805.0 // $ = float 
$PLATFORM_Y = -1310.0 // $ = float 
$KILLZONE_MIN_X = -1460.0 // $ = float 
$KILLZONE_MIN_Y = -1050.0 // $ = float 
$KILLZONE_MAX_X = -1450.0 // $ = float 
$KILLZONE_MAX_Y = -1040.0 // $ = float 
0247: request_model #CSITECUTSCENE 
023C: load_special_actor 1 'ASUKA' 
023C: load_special_actor 2 'MIGUEL' 
023C: load_special_actor 3 'MARIA' 
02F3: load_object #CUTOBJ01 'PLAYERH' 
02F3: load_object #CUTOBJ02 'ASUKAH' 
02F3: load_object #CUTOBJ03 'MARIAH' 
02F3: load_object #CUTOBJ04 'WHIP' 
038B: load_requested_models 

:ASUSB3_359
if 
8248:   not model #CSITECUTSCENE available 
jf @ASUSB3_386 
wait 0 
jump @ASUSB3_359 

:ASUSB3_386
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 3 loaded 
jf @ASUSB3_420 
wait 0 
jump @ASUSB3_386 

:ASUSB3_420
if or
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ03 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CUTOBJ04 available 
jf @ASUSB3_462 
wait 0 
jump @ASUSB3_420 

:ASUSB3_462
02E4: load_cutscene_data 'A8_PS' 
03AF: set_streaming 1 
0244: set_cutscene_pos 369.0 -327.5 18.4375 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_ASUKA = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_ASUKA 'ASUKA' 
02E5: $CS_MIGUEL = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MIGUEL 'MIGUEL' 
02E5: $CS_MARIA = create_cutscene_object #SPECIAL03 
02E6: set_cutscene_anim $CS_MARIA 'MARIA' 
02E5: $CS_WHIP = create_cutscene_object #CUTOBJ04 
02E6: set_cutscene_anim $CS_WHIP 'WHIP' 
02F4: create_cutscene_actor $CS_PLAYERHEAD from_head #CUTOBJ01 and_body $CS_PLAYER 
02F5: set_head_anim $CS_PLAYERHEAD 'PLAYER' 
02F4: create_cutscene_actor $CS_MARIAHEAD from_head #CUTOBJ03 and_body $CS_MARIA 
02F5: set_head_anim $CS_MARIAHEAD 'MARIA' 
02F4: create_cutscene_actor $CS_ASUKAHEAD from_head #CUTOBJ02 and_body $CS_ASUKA 
02F5: set_head_anim $CS_ASUKAHEAD 'ASUKA' 
0055: put_player $PLAYER_CHAR at 373.75 -327.25 17.1875 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 250 
03AD: set_rubbish 0 
03AF: set_streaming 0 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:ASUSB3_704
if 
  459 > $CS_TIME // int > $ 
jf @ASUSB3_739 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_704 

:ASUSB3_739
00BC: text_highpriority 'AS3_A' time 5000 1  // ~W~Do we tighten it some more now, or just wait for it to turn black and fall off?

:ASUSB3_754
if 
  4401 > $CS_TIME // int > $ 
jf @ASUSB3_789 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_754 

:ASUSB3_789
00BC: text_highpriority 'AS3_B' time 3000 1  // ~w~Give it a quick prod...

:ASUSB3_804
if 
  7348 > $CS_TIME // int > $ 
jf @ASUSB3_839 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_804 

:ASUSB3_839
00BC: text_highpriority 'AS3_C' time 5000 1  // ~w~Eeeeeeyoooo! What IS that gooey yellow stuff?

:ASUSB3_854
if 
  10448 > $CS_TIME // int > $ 
jf @ASUSB3_889 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_854 

:ASUSB3_889
00BC: text_highpriority 'AS3_C1' time 5000 1  // ~w~Oh hi Babe.

:ASUSB3_904
if 
  11597 > $CS_TIME // int > $ 
jf @ASUSB3_939 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_904 

:ASUSB3_939
00BC: text_highpriority 'AS3_D' time 2000 1  // ~w~My Handyman!

:ASUSB3_954
if 
  13625 > $CS_TIME // int > $ 
jf @ASUSB3_989 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_954 

:ASUSB3_989
00BC: text_highpriority 'AS3_E' time 3000 1  // ~w~I was bored so I came over to keep Asuka company.

:ASUSB3_1004
if 
  16457 > $CS_TIME // int > $ 
jf @ASUSB3_1039 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_1004 

:ASUSB3_1039
00BC: text_highpriority 'AS3_F' time 5000 1  // ~w~She's got the makings of a natural this girl.

:ASUSB3_1054
if 
  19021 > $CS_TIME // int > $ 
jf @ASUSB3_1089 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_1054 

:ASUSB3_1089
00BC: text_highpriority 'AS3_F1' time 5000 1  // ~w~She's managed to extract this little gem from our guest.

:ASUSB3_1104
if 
  22389 > $CS_TIME // int > $ 
jf @ASUSB3_1139 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_1104 

:ASUSB3_1139
00BC: text_highpriority 'AS3_G' time 5000 1  // ~w~There is a plane coming into Francis International in 2 hours time.

:ASUSB3_1154
if 
  26064 > $CS_TIME // int > $ 
jf @ASUSB3_1189 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_1154 

:ASUSB3_1189
00BC: text_highpriority 'AS3_G1' time 5000 1  // ~w~It is full of Catalina's poison.

:ASUSB3_1204
if 
  28628 > $CS_TIME // int > $ 
jf @ASUSB3_1239 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_1204 

:ASUSB3_1239
00BC: text_highpriority 'AS3_H' time 5000 1  // ~w~You can avoid airport security by getting a boat out to the runway-light buoys

:ASUSB3_1254
if 
  33182 > $CS_TIME // int > $ 
jf @ASUSB3_1291 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_1254 

:ASUSB3_1291
00BC: text_highpriority 'AS3_H1' time 5000 1  // and shooting the plane down on its approach.

:ASUSB3_1306
if 
  35785 > $CS_TIME // int > $ 
jf @ASUSB3_1343 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_1306 

:ASUSB3_1343
00BC: text_highpriority 'AS3_I' time 3000 1  // ~w~Collect the cargo from the debris and stash it!

:ASUSB3_1358
if 
  39765 > $CS_TIME // int > $ 
jf @ASUSB3_1395 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_1358 

:ASUSB3_1395
00BC: text_highpriority 'AS3_J' time 3000 1  // ~w~Oh you be careful now, OK baby?

:ASUSB3_1410
if 
  42026 > $CS_TIME // int > $ 
jf @ASUSB3_1447 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_1410 

:ASUSB3_1447
00BC: text_highpriority 'AS3_K' time 3000 1  // ~w~Now try the chilli oil.....

:ASUSB3_1462
if 
  44333 > $CS_TIME // int > $ 
jf @ASUSB3_1499 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_1462 

:ASUSB3_1499
fade 0 1500 

:ASUSB3_1506
if 
82E9:   not cutscene_reached_end 
jf @ASUSB3_1530 
wait 0 
jump @ASUSB3_1506 

:ASUSB3_1530
00BE: text_clear_all 

:ASUSB3_1532
if 
  fading 
jf @ASUSB3_1556 
wait 0 
jump @ASUSB3_1532 

:ASUSB3_1556
02EA: end_cutscene 
fade 0 0 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1000 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0249: release_model #CSITECUTSCENE 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CUTOBJ03 
0249: release_model #CUTOBJ04 
03AF: set_streaming 1 
03AD: set_rubbish 1 
014E: set_timer_to $TIMER_AS3 
0247: request_model #REEFER 

:ASUSB3_1633
if 
8248:   not model #REEFER available 
jf @ASUSB3_1660 
wait 0 
jump @ASUSB3_1633 

:ASUSB3_1660
00A5: $PLAYER_AS3_BOAT = create_car #REEFER at -330.5 -1462.375 0.0 
0175: set_car $PLAYER_AS3_BOAT z_angle_to 95.0 
0186: $BLIP_AS3_BOAT = create_marker_above_car $PLAYER_AS3_BOAT 
$FLAG_BOAT_BLIP = 1 // $ = int 
0213: $ROCKET_AS3 = create_pickup #ROCKET type 3 at -279.5625 -1473.75 6.1875 
0247: request_model #DEADDODO 

:ASUSB3_1724
if 
8248:   not model #DEADDODO available 
jf @ASUSB3_1751 
wait 0 
jump @ASUSB3_1724 

:ASUSB3_1751
0247: request_model #PACKAGELARGE 

:ASUSB3_1756
if 
8248:   not model #PACKAGELARGE available 
jf @ASUSB3_1783 
wait 0 
jump @ASUSB3_1756 

:ASUSB3_1783
0247: request_model #BOUY 

:ASUSB3_1788
if 
8248:   not model #BOUY available 
jf @ASUSB3_1815 
wait 0 
jump @ASUSB3_1788 

:ASUSB3_1815
0247: request_model #DODO 

:ASUSB3_1819
if 
8248:   not model #DODO available 
jf @ASUSB3_1845 
wait 0 
jump @ASUSB3_1819 

:ASUSB3_1845
0107: $BOUY_1_AS3 = create_object #BOUY at -825.0 -1360.0 2.0 
0107: $BOUY_3_AS3 = create_object #BOUY at -705.0 -1410.0 2.0 
0107: $BOUY_5_AS3 = create_object #BOUY at -585.0 -1460.0 2.0 
0107: $BOUY_6_AS3 = create_object #BOUY at -785.0 -1260.0 2.0 
0107: $BOUY_8_AS3 = create_object #BOUY at -665.0 -1310.0 2.0 
0107: $BOUY_10_AS3 = create_object #BOUY at -545.0 -1360.0 2.0 
0107: $BOUY_2_AS3 = create_object #BOUY at -765.0 -1385.0 2.0 
0107: $BOUY_4_AS3 = create_object #BOUY at -645.0 -1435.0 2.0 
0107: $BOUY_7_AS3 = create_object #BOUY at -725.0 -1285.0 2.0 
0107: $BOUY_9_AS3 = create_object #BOUY at -605.0 -1335.0 2.0 
0107: $BOUY_POINT = create_object #BOUY at $PLATFORM_X $PLATFORM_Y 2.0 
0382: set_object $BOUY_1_AS3 collision_detection 1 
0392: object $BOUY_1_AS3 toggle_in_moving_list 1 
0382: set_object $BOUY_2_AS3 collision_detection 1 
0392: object $BOUY_2_AS3 toggle_in_moving_list 1 
0382: set_object $BOUY_3_AS3 collision_detection 1 
0392: object $BOUY_3_AS3 toggle_in_moving_list 1 
0382: set_object $BOUY_4_AS3 collision_detection 1 
0392: object $BOUY_4_AS3 toggle_in_moving_list 1 
0382: set_object $BOUY_5_AS3 collision_detection 1 
0392: object $BOUY_5_AS3 toggle_in_moving_list 1 
0382: set_object $BOUY_6_AS3 collision_detection 1 
0392: object $BOUY_6_AS3 toggle_in_moving_list 1 
0382: set_object $BOUY_7_AS3 collision_detection 1 
0392: object $BOUY_7_AS3 toggle_in_moving_list 1 
0382: set_object $BOUY_8_AS3 collision_detection 1 
0392: object $BOUY_8_AS3 toggle_in_moving_list 1 
0382: set_object $BOUY_9_AS3 collision_detection 1 
0392: object $BOUY_9_AS3 toggle_in_moving_list 1 
0382: set_object $BOUY_10_AS3 collision_detection 1 
0392: object $BOUY_10_AS3 toggle_in_moving_list 1 
0382: set_object $BOUY_POINT collision_detection 1 
0392: object $BOUY_POINT toggle_in_moving_list 1 
0247: request_model #GANG11 

:ASUSB3_2190
if 
8248:   not model #GANG11 available 
jf @ASUSB3_2216 
wait 0 
jump @ASUSB3_2190 

:ASUSB3_2216
0247: request_model #GANG12 

:ASUSB3_2220
if 
8248:   not model #GANG12 available 
jf @ASUSB3_2246 
wait 0 
jump @ASUSB3_2220 

:ASUSB3_2246
0247: request_model #COLUMB 

:ASUSB3_2251
if 
8248:   not model #COLUMB available 
jf @ASUSB3_2278 
wait 0 
jump @ASUSB3_2251 

:ASUSB3_2278
gosub @ASUSB3_8398 

:ASUSB3_2285
wait 0 
if 
  $FLAG_MESSAGES == 0 // $ == int 
jf @ASUSB3_2354 
if 
  $FLAG_BOAT_MESSAGE == 0 // $ == int 
jf @ASUSB3_2354 
00BC: text_highpriority 'AS3_1' time 4000 1  // ~g~Find the ~r~boat~g~ and get to the ~b~marker buoy!
$FLAG_BOAT_MESSAGE = 1 // $ = int 
$FLAG_MESSAGES = 1 // $ = int 

:ASUSB3_2354
if 
  $FLAG_MESSAGES == 0 // $ == int 
jf @ASUSB3_2419 
if 
  $FLAG_BOAT_MESSAGE == 1 // $ == int 
jf @ASUSB3_2419 
00BC: text_highpriority 'AS3_1A' time 4000 1  // ~g~Now get to the ~b~marker buoy!
$FLAG_BOAT_MESSAGE = 2 // $ = int 
$FLAG_MESSAGES = 1 // $ = int 

:ASUSB3_2419
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #REEFER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PREDATOR 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPEEDER 
jf @ASUSB3_2523 
if 
  $FLAG_BOAT_BLIP == 1 // $ == int 
jf @ASUSB3_2483 
0164: disable_marker $BLIP_AS3_BOAT 
$FLAG_BOAT_BLIP = 0 // $ = int 

:ASUSB3_2483
if 
  $FLAG_BOUY_BLIP == 0 // $ == int 
jf @ASUSB3_2523 
0188: $BLIP_AS3_BOUY = create_marker_above_object $BOUY_POINT 
$FLAG_BOUY_BLIP = 1 // $ = int 
$FLAG_MESSAGES = 0 // $ = int 

:ASUSB3_2523
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #REEFER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PREDATOR 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SPEEDER 
jf @ASUSB3_2632 
if and
  $FLAG_BOAT_BLIP == 0 // $ == int 
8119:   not car $PLAYER_AS3_BOAT wrecked 
jf @ASUSB3_2595 
0186: $BLIP_AS3_BOAT = create_marker_above_car $PLAYER_AS3_BOAT 
$FLAG_BOAT_BLIP = 1 // $ = int 

:ASUSB3_2595
if 
  $FLAG_BOUY_BLIP == 1 // $ == int 
jf @ASUSB3_2632 
0164: disable_marker $BLIP_AS3_BOUY 
$FLAG_BOUY_BLIP = 0 // $ = int 
$FLAG_MESSAGES = 0 // $ = int 

:ASUSB3_2632
if 
00E3:   player $PLAYER_CHAR 0 $PLATFORM_X $PLATFORM_Y radius 160.0 160.0 
jf @ASUSB3_2681 
if 
83C6:   not current_island == 3 
jf @ASUSB3_2681 
044C: change_to_island 3 

:ASUSB3_2681
if 
00E3:   player $PLAYER_CHAR 0 $PLATFORM_X $PLATFORM_Y radius 15.0 15.0 
jf @ASUSB3_2732 
0164: disable_marker $BLIP_AS3_BOUY 
00BE: text_clear_all 
$FLAG_MESSAGES = 0 // $ = int 
jump @ASUSB3_3494 

:ASUSB3_2732
if 
  91000 > $TIMER_AS3 // int > $ 
jf @ASUSB3_2832 
if 
  $FLAG_COMMENCE_APPROACH == 0 // $ == int 
jf @ASUSB3_2816 
033A: create_incoming_cessna 
$FLAG_COMMENCE_APPROACH = 1 // $ = int 
03A6: get_drug_plane_coords $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0167: $BLIP_AS3_DODO = create_marker_at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z color 4 display 2 
0168: set_marker $BLIP_AS3_DODO size 2 

:ASUSB3_2816
00BE: text_clear_all 
$FLAG_MESSAGES = 0 // $ = int 
jump @ASUSB3_2869 

:ASUSB3_2832
if 
  1 > $TIMER_AS3 // int > $ 
jf @ASUSB3_2855 
014F: stop_timer $TIMER_AS3 

:ASUSB3_2855
gosub @ASUSB3_8398 
jump @ASUSB3_2285 

:ASUSB3_2869
wait 0 
0164: disable_marker $BLIP_AS3_DODO 
if 
  $FLAG_MESSAGES == 0 // $ == int 
jf @ASUSB3_2943 
if 
  $FLAG_BOAT_MESSAGE == 0 // $ == int 
jf @ASUSB3_2943 
00BC: text_highpriority 'AS3_1' time 4000 1  // ~g~Find the ~r~boat~g~ and get to the ~b~marker buoy!
$FLAG_BOAT_MESSAGE = 1 // $ = int 
$FLAG_MESSAGES = 1 // $ = int 

:ASUSB3_2943
if 
  $FLAG_MESSAGES == 0 // $ == int 
jf @ASUSB3_3008 
if 
  $FLAG_BOAT_MESSAGE == 1 // $ == int 
jf @ASUSB3_3008 
00BC: text_highpriority 'AS3_2' time 4000 1  // ~b~Get to the runway marker buoys! ~y~The plane is on its final approach!!
$FLAG_BOAT_MESSAGE = 2 // $ = int 
$FLAG_MESSAGES = 1 // $ = int 

:ASUSB3_3008
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #REEFER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PREDATOR 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPEEDER 
jf @ASUSB3_3119 
if 
  $FLAG_BOAT_BLIP == 1 // $ == int 
jf @ASUSB3_3072 
0164: disable_marker $BLIP_AS3_BOAT 
$FLAG_BOAT_BLIP = 0 // $ = int 

:ASUSB3_3072
if 
  $FLAG_BOUY_BLIP == 0 // $ == int 
jf @ASUSB3_3119 
0188: $BLIP_AS3_BOUY = create_marker_above_object $BOUY_POINT 
$FLAG_BOUY_BLIP = 1 // $ = int 
$FLAG_MESSAGES = 0 // $ = int 
$FLAG_BOAT_MESSAGE = 1 // $ = int 

:ASUSB3_3119
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #REEFER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PREDATOR 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SPEEDER 
jf @ASUSB3_3235 
if and
  $FLAG_BOAT_BLIP == 0 // $ == int 
8119:   not car $PLAYER_AS3_BOAT wrecked 
jf @ASUSB3_3191 
0186: $BLIP_AS3_BOAT = create_marker_above_car $PLAYER_AS3_BOAT 
$FLAG_BOAT_BLIP = 1 // $ = int 

:ASUSB3_3191
if 
  $FLAG_BOUY_BLIP == 1 // $ == int 
jf @ASUSB3_3235 
0164: disable_marker $BLIP_AS3_BOUY 
$FLAG_BOUY_BLIP = 0 // $ = int 
$FLAG_MESSAGES = 0 // $ = int 
$FLAG_BOAT_MESSAGE = 1 // $ = int 

:ASUSB3_3235
if 
00E3:   player $PLAYER_CHAR 0 $PLATFORM_X $PLATFORM_Y radius 160.0 160.0 
jf @ASUSB3_3284 
if 
83C6:   not current_island == 3 
jf @ASUSB3_3284 
044C: change_to_island 3 

:ASUSB3_3284
if 
00E3:   player $PLAYER_CHAR 0 $PLATFORM_X $PLATFORM_Y radius 15.0 15.0 
jf @ASUSB3_3335 
0164: disable_marker $BLIP_AS3_BOUY 
00BE: text_clear_all 
$FLAG_MESSAGES = 0 // $ = int 
jump @ASUSB3_3888 

:ASUSB3_3335
if 
033B:   incoming_cessna_landed 
jf @ASUSB3_3355 
jump @ASUSB3_8144 

:ASUSB3_3355
if 
033C:   incoming_cessna_destroyed 
jf @ASUSB3_3389 
00BE: text_clear_all 
014F: stop_timer $TIMER_AS3 
$FLAG_MESSAGES = 0 // $ = int 
jump @ASUSB3_4198 

:ASUSB3_3389
if 
  1 > $TIMER_AS3 // int > $ 
jf @ASUSB3_3412 
014F: stop_timer $TIMER_AS3 

:ASUSB3_3412
03A6: get_drug_plane_coords $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0167: $BLIP_AS3_DODO = create_marker_at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z color 4 display 2 
0168: set_marker $BLIP_AS3_DODO size 3 
gosub @ASUSB3_9264 
if 
  $FLAG_MISSION_AS3_FAILED == 1 // $ == int 
jf @ASUSB3_3480 
jump @ASUSB3_8144 

:ASUSB3_3480
gosub @ASUSB3_8398 
jump @ASUSB3_2869 

:ASUSB3_3494
wait 0 
if 
  $FLAG_MESSAGES == 0 // $ == int 
jf @ASUSB3_3538 
00BC: text_highpriority 'AS3_3' time 4000 1  // ~g~Wait for the ~y~plane~g~ to start its approach!
$FLAG_MESSAGES = 0 // $ = int 

:ASUSB3_3538
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #REEFER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PREDATOR 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPEEDER 
jf @ASUSB3_3642 
if 
  $FLAG_BOAT_BLIP == 1 // $ == int 
jf @ASUSB3_3602 
0164: disable_marker $BLIP_AS3_BOAT 
$FLAG_BOAT_BLIP = 0 // $ = int 

:ASUSB3_3602
if 
  $FLAG_BOUY_BLIP == 0 // $ == int 
jf @ASUSB3_3642 
0188: $BLIP_AS3_BOUY = create_marker_above_object $BOUY_POINT 
$FLAG_BOUY_BLIP = 1 // $ = int 
$FLAG_MESSAGES = 0 // $ = int 

:ASUSB3_3642
if and
80DE:   not player $PLAYER_CHAR driving_vehicle_type #REEFER 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #PREDATOR 
80DE:   not player $PLAYER_CHAR driving_vehicle_type #SPEEDER 
jf @ASUSB3_3751 
if and
  $FLAG_BOAT_BLIP == 0 // $ == int 
8119:   not car $PLAYER_AS3_BOAT wrecked 
jf @ASUSB3_3714 
0186: $BLIP_AS3_BOAT = create_marker_above_car $PLAYER_AS3_BOAT 
$FLAG_BOAT_BLIP = 1 // $ = int 

:ASUSB3_3714
if 
  $FLAG_BOUY_BLIP == 1 // $ == int 
jf @ASUSB3_3751 
0164: disable_marker $BLIP_AS3_BOUY 
$FLAG_BOUY_BLIP = 0 // $ = int 
$FLAG_MESSAGES = 0 // $ = int 

:ASUSB3_3751
if 
  91000 > $TIMER_AS3 // int > $ 
jf @ASUSB3_3851 
if 
  $FLAG_COMMENCE_APPROACH == 0 // $ == int 
jf @ASUSB3_3835 
033A: create_incoming_cessna 
$FLAG_COMMENCE_APPROACH = 1 // $ = int 
03A6: get_drug_plane_coords $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0167: $BLIP_AS3_DODO = create_marker_at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z color 4 display 2 
0168: set_marker $BLIP_AS3_DODO size 3 

:ASUSB3_3835
00BE: text_clear_all 
$FLAG_MESSAGES = 0 // $ = int 
jump @ASUSB3_3888 

:ASUSB3_3851
if 
  1 > $TIMER_AS3 // int > $ 
jf @ASUSB3_3874 
014F: stop_timer $TIMER_AS3 

:ASUSB3_3874
gosub @ASUSB3_8398 
jump @ASUSB3_3494 

:ASUSB3_3888
wait 0 
0164: disable_marker $BLIP_AS3_DODO 
if 
  $FLAG_MESSAGES == 0 // $ == int 
jf @ASUSB3_3937 
00BC: text_highpriority 'AS3_4' time 4000 1  // ~g~Use a rocket launcher to shoot the ~y~plane~g~ down!!
$FLAG_MESSAGES = 1 // $ = int 

:ASUSB3_3937
if 
8119:   not car $PLAYER_AS3_BOAT wrecked 
jf @ASUSB3_4039 
if and
00DC:   player $PLAYER_CHAR in_car $PLAYER_AS3_BOAT 
  $FLAG_BOAT_BLIP == 1 // $ == int 
jf @ASUSB3_3991 
0164: disable_marker $BLIP_AS3_BOAT 
$FLAG_BOAT_BLIP = 0 // $ = int 

:ASUSB3_3991
if and
80DC:   not player $PLAYER_CHAR in_car $PLAYER_AS3_BOAT 
  $FLAG_BOAT_BLIP == 0 // $ == int 
jf @ASUSB3_4039 
0186: $BLIP_AS3_BOAT = create_marker_above_car $PLAYER_AS3_BOAT 
$FLAG_BOAT_BLIP = 1 // $ = int 
$FLAG_MESSAGES = 0 // $ = int 

:ASUSB3_4039
if 
033B:   incoming_cessna_landed 
jf @ASUSB3_4059 
jump @ASUSB3_8144 

:ASUSB3_4059
if 
033C:   incoming_cessna_destroyed 
jf @ASUSB3_4093 
00BE: text_clear_all 
014F: stop_timer $TIMER_AS3 
$FLAG_MESSAGES = 0 // $ = int 
jump @ASUSB3_4198 

:ASUSB3_4093
if 
  1 > $TIMER_AS3 // int > $ 
jf @ASUSB3_4116 
014F: stop_timer $TIMER_AS3 

:ASUSB3_4116
03A6: get_drug_plane_coords $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0167: $BLIP_AS3_DODO = create_marker_at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z color 4 display 2 
0168: set_marker $BLIP_AS3_DODO size 2 
gosub @ASUSB3_9264 
if 
  $FLAG_MISSION_AS3_FAILED == 1 // $ == int 
jf @ASUSB3_4184 
jump @ASUSB3_8144 

:ASUSB3_4184
gosub @ASUSB3_8398 
jump @ASUSB3_3888 

:ASUSB3_4198
0164: disable_marker $BLIP_AS3_BOAT 
0164: disable_marker $BLIP_AS3_BOUY 
00A5: $DODO_AS3 = create_car #DODO at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0224: set_car $DODO_AS3 health_to 1 
$DODO_AS3_X += 1.0 // $ += float 
029B: $CHARLIE_1 = init_object #PACKAGELARGE at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0240: flash_object $CHARLIE_1 1 
0382: set_object $CHARLIE_1 collision_detection 1 
0392: object $CHARLIE_1 toggle_in_moving_list 1 
0188: $BLIP_CHARLIE_1 = create_marker_above_object $CHARLIE_1 
038C: object $CHARLIE_1 scatter 18.0 12.0 6.0 
$DODO_AS3_Y -= 1.0 // $ -= float 
029B: $CHARLIE_2 = init_object #PACKAGELARGE at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0240: flash_object $CHARLIE_2 1 
0382: set_object $CHARLIE_2 collision_detection 1 
0392: object $CHARLIE_2 toggle_in_moving_list 1 
0188: $BLIP_CHARLIE_2 = create_marker_above_object $CHARLIE_2 
038C: object $CHARLIE_2 scatter 14.0 -19.0 7.0 
$DODO_AS3_X -= 1.0 // $ -= float 
029B: $CHARLIE_3 = init_object #PACKAGELARGE at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0240: flash_object $CHARLIE_3 1 
0382: set_object $CHARLIE_3 collision_detection 1 
0392: object $CHARLIE_3 toggle_in_moving_list 1 
0188: $BLIP_CHARLIE_3 = create_marker_above_object $CHARLIE_3 
038C: object $CHARLIE_3 scatter 13.0 -15.0 1.0 
$DODO_AS3_X -= 1.0 // $ -= float 
029B: $CHARLIE_4 = init_object #PACKAGELARGE at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0240: flash_object $CHARLIE_4 1 
0382: set_object $CHARLIE_4 collision_detection 1 
0392: object $CHARLIE_4 toggle_in_moving_list 1 
0188: $BLIP_CHARLIE_4 = create_marker_above_object $CHARLIE_4 
038C: object $CHARLIE_4 scatter -18.0 -19.5 4.0 
$DODO_AS3_Y += 1.0 // $ += float 
029B: $CHARLIE_5 = init_object #PACKAGELARGE at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0240: flash_object $CHARLIE_5 1 
0382: set_object $CHARLIE_5 collision_detection 1 
0392: object $CHARLIE_5 toggle_in_moving_list 1 
0188: $BLIP_CHARLIE_5 = create_marker_above_object $CHARLIE_5 
038C: object $CHARLIE_5 scatter -7.0 11.0 8.0 
$DODO_AS3_Y += 1.0 // $ += float 
029B: $CHARLIE_6 = init_object #PACKAGELARGE at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0240: flash_object $CHARLIE_6 1 
0382: set_object $CHARLIE_6 collision_detection 1 
0392: object $CHARLIE_6 toggle_in_moving_list 1 
0188: $BLIP_CHARLIE_6 = create_marker_above_object $CHARLIE_6 
038C: object $CHARLIE_6 scatter -17.0 4.75 7.0 
$DODO_AS3_X += 1.0 // $ += float 
029B: $CHARLIE_7 = init_object #PACKAGELARGE at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0240: flash_object $CHARLIE_7 1 
0382: set_object $CHARLIE_7 collision_detection 1 
0392: object $CHARLIE_7 toggle_in_moving_list 1 
0188: $BLIP_CHARLIE_7 = create_marker_above_object $CHARLIE_7 
038C: object $CHARLIE_7 scatter -11.0 12.0 7.0 
$DODO_AS3_X += 1.0 // $ += float 
029B: $CHARLIE_8 = init_object #PACKAGELARGE at $DODO_AS3_X $DODO_AS3_Y $DODO_AS3_Z 
0240: flash_object $CHARLIE_8 1 
0382: set_object $CHARLIE_8 collision_detection 1 
0392: object $CHARLIE_8 toggle_in_moving_list 1 
0188: $BLIP_CHARLIE_8 = create_marker_above_object $CHARLIE_8 
038C: object $CHARLIE_8 scatter 10.0 10.0 0.0 
01BD: $TIMER_AS3_START = current_time_in_ms 

:ASUSB3_4780
if 
  8 > $COUNTER_CHARLIE // int > $ 
jf @ASUSB3_7489 
wait 0 
gosub @ASUSB3_8398 
if 
  $FLAG_COUNTER_MESSAGE == 0 // $ == int 
jf @ASUSB3_4849 
00BC: text_highpriority 'AS3_5' time 5000 1  // ~g~Collect the cargo!
$FLAG_COUNTER_MESSAGE = 1 // $ = int 

:ASUSB3_4849
01BD: $TIMER_AS3_NOW = current_time_in_ms 
0084: $TIMER_AS3_DIF = $TIMER_AS3_NOW // $ = $ int 
0060: $TIMER_AS3_DIF -= $TIMER_AS3_START // $ -= $ int 
if 
001C:   $TIMER_AS3_DIF > $PARTICLE_TIME // $ > $ int 
jf @ASUSB3_4912 
0084: $PARTICLE_TIME = $TIMER_AS3_DIF // $ = $ int 
$PARTICLE_TIME += 200 // $ += int 
$FLAG_PARTICLE = 1 // $ = int 

:ASUSB3_4912
if 
  $FLAG_PARTICLE == 1 // $ == int 
jf @ASUSB3_6041 
if 
  $FLAG_CHARLIE_1 == 0 // $ == int 
jf @ASUSB3_5068 
01BB: store_object $CHARLIE_1 position_to $CHARLIE_1_X $CHARLIE_1_Y $CHARLIE_1_Z 
if 
  6000 > $TIMER_AS3_DIF // int > $ 
jf @ASUSB3_5015 
039D: scatter_particles 13 0.375 0 0 0 200 at $CHARLIE_1_X $CHARLIE_1_Y $CHARLIE_1_Z 0.0 0.0 0.0 

:ASUSB3_5015
if 
  $TIMER_AS3_DIF > 6000 // $ > int 
jf @ASUSB3_5068 
039D: scatter_particles 11 0.25 0 0 0 200 at $CHARLIE_1_X $CHARLIE_1_Y $CHARLIE_1_Z 0.0 0.0 0.0 

:ASUSB3_5068
if 
  $FLAG_CHARLIE_2 == 0 // $ == int 
jf @ASUSB3_5206 
01BB: store_object $CHARLIE_2 position_to $CHARLIE_2_X $CHARLIE_2_Y $CHARLIE_2_Z 
if 
  4000 > $TIMER_AS3_DIF // int > $ 
jf @ASUSB3_5153 
039D: scatter_particles 13 0.375 0 0 0 200 at $CHARLIE_2_X $CHARLIE_2_Y $CHARLIE_2_Z 0.0 0.0 0.0 

:ASUSB3_5153
if 
  $TIMER_AS3_DIF > 4000 // $ > int 
jf @ASUSB3_5206 
039D: scatter_particles 11 0.25 0 0 0 200 at $CHARLIE_2_X $CHARLIE_2_Y $CHARLIE_2_Z 0.0 0.0 0.0 

:ASUSB3_5206
if 
  $FLAG_CHARLIE_3 == 0 // $ == int 
jf @ASUSB3_5344 
01BB: store_object $CHARLIE_3 position_to $CHARLIE_3_X $CHARLIE_3_Y $CHARLIE_3_Z 
if 
  7000 > $TIMER_AS3_DIF // int > $ 
jf @ASUSB3_5291 
039D: scatter_particles 13 0.375 0 0 0 200 at $CHARLIE_3_X $CHARLIE_3_Y $CHARLIE_3_Z 0.0 0.0 0.0 

:ASUSB3_5291
if 
  $TIMER_AS3_DIF > 7000 // $ > int 
jf @ASUSB3_5344 
039D: scatter_particles 11 0.25 0 0 0 200 at $CHARLIE_3_X $CHARLIE_3_Y $CHARLIE_3_Z 0.0 0.0 0.0 

:ASUSB3_5344
if 
  $FLAG_CHARLIE_4 == 0 // $ == int 
jf @ASUSB3_5482 
01BB: store_object $CHARLIE_4 position_to $CHARLIE_4_X $CHARLIE_4_Y $CHARLIE_4_Z 
if 
  3500 > $TIMER_AS3_DIF // int > $ 
jf @ASUSB3_5429 
039D: scatter_particles 13 0.375 0 0 0 200 at $CHARLIE_4_X $CHARLIE_4_Y $CHARLIE_4_Z 0.0 0.0 0.0 

:ASUSB3_5429
if 
  $TIMER_AS3_DIF > 3500 // $ > int 
jf @ASUSB3_5482 
039D: scatter_particles 11 0.25 0 0 0 200 at $CHARLIE_4_X $CHARLIE_4_Y $CHARLIE_4_Z 0.0 0.0 0.0 

:ASUSB3_5482
if 
  $FLAG_CHARLIE_5 == 0 // $ == int 
jf @ASUSB3_5620 
01BB: store_object $CHARLIE_5 position_to $CHARLIE_5_X $CHARLIE_5_Y $CHARLIE_5_Z 
if 
  8000 > $TIMER_AS3_DIF // int > $ 
jf @ASUSB3_5567 
039D: scatter_particles 13 0.375 0 0 0 200 at $CHARLIE_5_X $CHARLIE_5_Y $CHARLIE_5_Z 0.0 0.0 0.0 

:ASUSB3_5567
if 
  $TIMER_AS3_DIF > 8000 // $ > int 
jf @ASUSB3_5620 
039D: scatter_particles 11 0.25 0 0 0 200 at $CHARLIE_5_X $CHARLIE_5_Y $CHARLIE_5_Z 0.0 0.0 0.0 

:ASUSB3_5620
if 
  $FLAG_CHARLIE_6 == 0 // $ == int 
jf @ASUSB3_5758 
01BB: store_object $CHARLIE_6 position_to $CHARLIE_6_X $CHARLIE_6_Y $CHARLIE_6_Z 
if 
  6000 > $TIMER_AS3_DIF // int > $ 
jf @ASUSB3_5705 
039D: scatter_particles 13 0.375 0 0 0 200 at $CHARLIE_6_X $CHARLIE_6_Y $CHARLIE_6_Z 0.0 0.0 0.0 

:ASUSB3_5705
if 
  $TIMER_AS3_DIF > 6000 // $ > int 
jf @ASUSB3_5758 
039D: scatter_particles 11 0.25 0 0 0 200 at $CHARLIE_6_X $CHARLIE_6_Y $CHARLIE_6_Z 0.0 0.0 0.0 

:ASUSB3_5758
if 
  $FLAG_CHARLIE_7 == 0 // $ == int 
jf @ASUSB3_5896 
01BB: store_object $CHARLIE_7 position_to $CHARLIE_7_X $CHARLIE_7_Y $CHARLIE_7_Z 
if 
  7500 > $TIMER_AS3_DIF // int > $ 
jf @ASUSB3_5843 
039D: scatter_particles 13 0.375 0 0 0 200 at $CHARLIE_7_X $CHARLIE_7_Y $CHARLIE_7_Z 0.0 0.0 0.0 

:ASUSB3_5843
if 
  $TIMER_AS3_DIF > 7500 // $ > int 
jf @ASUSB3_5896 
039D: scatter_particles 11 0.25 0 0 0 200 at $CHARLIE_7_X $CHARLIE_7_Y $CHARLIE_7_Z 0.0 0.0 0.0 

:ASUSB3_5896
if 
  $FLAG_CHARLIE_8 == 0 // $ == int 
jf @ASUSB3_6034 
01BB: store_object $CHARLIE_8 position_to $CHARLIE_8_X $CHARLIE_8_Y $CHARLIE_8_Z 
if 
  4750 > $TIMER_AS3_DIF // int > $ 
jf @ASUSB3_5981 
039D: scatter_particles 13 0.375 0 0 0 200 at $CHARLIE_8_X $CHARLIE_8_Y $CHARLIE_8_Z 0.0 0.0 0.0 

:ASUSB3_5981
if 
  $TIMER_AS3_DIF > 4750 // $ > int 
jf @ASUSB3_6034 
039D: scatter_particles 11 0.25 0 0 0 200 at $CHARLIE_8_X $CHARLIE_8_Y $CHARLIE_8_Z 0.0 0.0 0.0 

:ASUSB3_6034
$FLAG_PARTICLE = 0 // $ = int 

:ASUSB3_6041
if or
00DE:   player $PLAYER_CHAR driving_vehicle_type #REEFER 
00DE:   player $PLAYER_CHAR driving_vehicle_type #PREDATOR 
00DE:   player $PLAYER_CHAR driving_vehicle_type #SPEEDER 
jf @ASUSB3_6850 
if 
  $FLAG_CHARLIE_1 == 0 // $ == int 
jf @ASUSB3_6171 
if 
00F5:   player $PLAYER_CHAR 0 $CHARLIE_1_X $CHARLIE_1_Y $CHARLIE_1_Z radius 4.0 4.0 4.0 
jf @ASUSB3_6171 
0164: disable_marker $BLIP_CHARLIE_1 
0108: destroy_object $CHARLIE_1 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_1 = 1 // $ = int 

:ASUSB3_6171
if 
  $FLAG_CHARLIE_2 == 0 // $ == int 
jf @ASUSB3_6267 
if 
00F5:   player $PLAYER_CHAR 0 $CHARLIE_2_X $CHARLIE_2_Y $CHARLIE_2_Z radius 4.0 4.0 4.0 
jf @ASUSB3_6267 
0164: disable_marker $BLIP_CHARLIE_2 
0108: destroy_object $CHARLIE_2 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_2 = 1 // $ = int 

:ASUSB3_6267
if 
  $FLAG_CHARLIE_3 == 0 // $ == int 
jf @ASUSB3_6363 
if 
00F5:   player $PLAYER_CHAR 0 $CHARLIE_3_X $CHARLIE_3_Y $CHARLIE_3_Z radius 4.0 4.0 4.0 
jf @ASUSB3_6363 
0164: disable_marker $BLIP_CHARLIE_3 
0108: destroy_object $CHARLIE_3 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_3 = 1 // $ = int 

:ASUSB3_6363
if 
  $FLAG_CHARLIE_4 == 0 // $ == int 
jf @ASUSB3_6459 
if 
00F5:   player $PLAYER_CHAR 0 $CHARLIE_4_X $CHARLIE_4_Y $CHARLIE_4_Z radius 4.0 4.0 4.0 
jf @ASUSB3_6459 
0164: disable_marker $BLIP_CHARLIE_4 
0108: destroy_object $CHARLIE_4 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_4 = 1 // $ = int 

:ASUSB3_6459
if 
  $FLAG_CHARLIE_5 == 0 // $ == int 
jf @ASUSB3_6555 
if 
00F5:   player $PLAYER_CHAR 0 $CHARLIE_5_X $CHARLIE_5_Y $CHARLIE_5_Z radius 4.0 4.0 4.0 
jf @ASUSB3_6555 
0164: disable_marker $BLIP_CHARLIE_5 
0108: destroy_object $CHARLIE_5 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_5 = 1 // $ = int 

:ASUSB3_6555
if 
  $FLAG_CHARLIE_6 == 0 // $ == int 
jf @ASUSB3_6651 
if 
00F5:   player $PLAYER_CHAR 0 $CHARLIE_6_X $CHARLIE_6_Y $CHARLIE_6_Z radius 4.0 4.0 4.0 
jf @ASUSB3_6651 
0164: disable_marker $BLIP_CHARLIE_6 
0108: destroy_object $CHARLIE_6 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_6 = 1 // $ = int 

:ASUSB3_6651
if 
  $FLAG_CHARLIE_7 == 0 // $ == int 
jf @ASUSB3_6747 
if 
00F5:   player $PLAYER_CHAR 0 $CHARLIE_7_X $CHARLIE_7_Y $CHARLIE_7_Z radius 4.0 4.0 4.0 
jf @ASUSB3_6747 
0164: disable_marker $BLIP_CHARLIE_7 
0108: destroy_object $CHARLIE_7 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_7 = 1 // $ = int 

:ASUSB3_6747
if 
  $FLAG_CHARLIE_8 == 0 // $ == int 
jf @ASUSB3_6843 
if 
00F5:   player $PLAYER_CHAR 0 $CHARLIE_8_X $CHARLIE_8_Y $CHARLIE_8_Z radius 4.0 4.0 4.0 
jf @ASUSB3_6843 
0164: disable_marker $BLIP_CHARLIE_8 
0108: destroy_object $CHARLIE_8 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_8 = 1 // $ = int 

:ASUSB3_6843
jump @ASUSB3_7482 

:ASUSB3_6850
if 
  $FLAG_CHARLIE_1 == 0 // $ == int 
jf @ASUSB3_6929 
if 
0178:   player $PLAYER_CHAR touching_object $CHARLIE_1 
jf @ASUSB3_6929 
0164: disable_marker $BLIP_CHARLIE_1 
0108: destroy_object $CHARLIE_1 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_1 = 1 // $ = int 

:ASUSB3_6929
if 
  $FLAG_CHARLIE_2 == 0 // $ == int 
jf @ASUSB3_7008 
if 
0178:   player $PLAYER_CHAR touching_object $CHARLIE_2 
jf @ASUSB3_7008 
0164: disable_marker $BLIP_CHARLIE_2 
0108: destroy_object $CHARLIE_2 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_2 = 1 // $ = int 

:ASUSB3_7008
if 
  $FLAG_CHARLIE_3 == 0 // $ == int 
jf @ASUSB3_7087 
if 
0178:   player $PLAYER_CHAR touching_object $CHARLIE_3 
jf @ASUSB3_7087 
0164: disable_marker $BLIP_CHARLIE_3 
0108: destroy_object $CHARLIE_3 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_3 = 1 // $ = int 

:ASUSB3_7087
if 
  $FLAG_CHARLIE_4 == 0 // $ == int 
jf @ASUSB3_7166 
if 
0178:   player $PLAYER_CHAR touching_object $CHARLIE_4 
jf @ASUSB3_7166 
0164: disable_marker $BLIP_CHARLIE_4 
0108: destroy_object $CHARLIE_4 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_4 = 1 // $ = int 

:ASUSB3_7166
if 
  $FLAG_CHARLIE_5 == 0 // $ == int 
jf @ASUSB3_7245 
if 
0178:   player $PLAYER_CHAR touching_object $CHARLIE_5 
jf @ASUSB3_7245 
0164: disable_marker $BLIP_CHARLIE_5 
0108: destroy_object $CHARLIE_5 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_5 = 1 // $ = int 

:ASUSB3_7245
if 
  $FLAG_CHARLIE_6 == 0 // $ == int 
jf @ASUSB3_7324 
if 
0178:   player $PLAYER_CHAR touching_object $CHARLIE_6 
jf @ASUSB3_7324 
0164: disable_marker $BLIP_CHARLIE_6 
0108: destroy_object $CHARLIE_6 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_6 = 1 // $ = int 

:ASUSB3_7324
if 
  $FLAG_CHARLIE_7 == 0 // $ == int 
jf @ASUSB3_7403 
if 
0178:   player $PLAYER_CHAR touching_object $CHARLIE_7 
jf @ASUSB3_7403 
0164: disable_marker $BLIP_CHARLIE_7 
0108: destroy_object $CHARLIE_7 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_7 = 1 // $ = int 

:ASUSB3_7403
if 
  $FLAG_CHARLIE_8 == 0 // $ == int 
jf @ASUSB3_7482 
if 
0178:   player $PLAYER_CHAR touching_object $CHARLIE_8 
jf @ASUSB3_7482 
0164: disable_marker $BLIP_CHARLIE_8 
0108: destroy_object $CHARLIE_8 
$COUNTER_CHARLIE += 1 // $ += int 
01E5: text_1number_highpriority 'AS3_6' $COUNTER_CHARLIE time 3000 1  // ~g~~1~ OF 8
$FLAG_CHARLIE_8 = 1 // $ = int 

:ASUSB3_7482
jump @ASUSB3_4780 

:ASUSB3_7489
00BC: text_highpriority 'STASH' time 4000 1  // ~g~Stash the SPANK back at the ~p~construction site!
018A: $BLIP_STASH = create_checkpoint_at 367.25 -328.0 19.5 

:ASUSB3_7518
if 
80F6:   not player $PLAYER_CHAR 1 366.9375 -328.0 18.5 radius 1.0 1.0 4.0 
jf @ASUSB3_7565 
wait 0 
jump @ASUSB3_7518 

:ASUSB3_7565
0164: disable_marker $BLIP_STASH 
03EF: player $PLAYER_CHAR make_safe 
0169: set_fade_color 0 0 0 
fade 0 1500 
03AF: set_streaming 0 
00BA: text_styled 'AS4' 15000 ms 2  // 'RANSOM'

:ASUSB3_7609
if 
  fading 
jf @ASUSB3_7633 
wait 0 
jump @ASUSB3_7609 

:ASUSB3_7633
0247: request_model #CSITECUTSCENE 
023C: load_special_actor 1 'ASUKA' 
023C: load_special_actor 2 'MIGUEL' 
02F3: load_object #CUTOBJ01 'WHIP' 
02F3: load_object #CUTOBJ02 'NOTE' 
038B: load_requested_models 

:ASUSB3_7690
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
8248:   not model #CSITECUTSCENE available 
jf @ASUSB3_7735 
wait 0 
jump @ASUSB3_7690 

:ASUSB3_7735
02E4: load_cutscene_data 'A9_ASD' 
0244: set_cutscene_pos 369.0 -327.5 18.4375 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_ASUKA = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_ASUKA 'ASUKA' 
02E5: $CS_MIGUEL = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_MIGUEL 'MIGUEL' 
02E5: $CS_WHIP = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_WHIP 'WHIP' 
02E5: $CS_NOTE = create_cutscene_object #CUTOBJ02 
02E6: set_cutscene_anim $CS_NOTE 'NOTE' 
0055: put_player $PLAYER_CHAR at 373.75 -327.25 17.1875 
0171: set_player $PLAYER_CHAR z_angle_to 270.0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:ASUSB3_7902
if 
  3000 > $CS_TIME // int > $ 
jf @ASUSB3_7937 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_7902 

:ASUSB3_7937
00BC: text_highpriority 'CAT1_A' time 5000 1  // I've got your precious Maria. If you don't want her face to look like she fell out with the butcher.

:ASUSB3_7952
if 
  8000 > $CS_TIME // int > $ 
jf @ASUSB3_7987 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_7952 

:ASUSB3_7987
00BC: text_highpriority 'CAT1_B' time 4000 1  // bring $500,000 to the Villa at Cedar Grove.

:ASUSB3_8002
if 
  12444 > $CS_TIME // int > $ 
jf @ASUSB3_8037 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @ASUSB3_8002 

:ASUSB3_8037
fade 0 1500 

:ASUSB3_8044
if 
  fading 
jf @ASUSB3_8068 
wait 0 
jump @ASUSB3_8044 

:ASUSB3_8068
if 
82E9:   not cutscene_reached_end 
jf @ASUSB3_8092 
wait 0 
jump @ASUSB3_8068 

:ASUSB3_8092
00BE: text_clear_all 
02EA: end_cutscene 
0373: set_camera_directly_behind_player 
wait 500 
fade 1 1500 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #CSITECUTSCENE 
03AD: set_rubbish 1 
jump @ASUSB3_8201 

:ASUSB3_8144
00BA: text_styled 'M_FAIL' 2000 ms 1  // MISSION FAILED!
if 
0130:   player $PLAYER_CHAR busted 
jf @ASUSB3_8179 
0420: override_police_station 2 

:ASUSB3_8179
if 
0117:   player $PLAYER_CHAR wasted 
jf @ASUSB3_8199 
041F: override_hospital 2 

:ASUSB3_8199
return 

:ASUSB3_8201
$FLAG_ASUKA_SUBURBAN_MISSION3_PASSED = 1 // $ = int 
01E3: text_1number_styled 'M_PASS' 45000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 
0109: player $PLAYER_CHAR money += 45000 
0164: disable_marker $ASUKA_CONTACT_BLIP 
0164: disable_marker $MARIA_CONTACT_BLIP 
02A7: $MARIA_CONTACT_BLIP = create_icon_marker_and_sphere 3 at -362.75 245.875 60.0 
start_new_script @NONAME_76 
0318: set_latest_mission_passed 'AS3'  // 'S.A.M.'
030C: progress_made += 1 
return 

:ASUSB3_8297
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_ASUKA_SUBURBAN_MISSION = 0 // $ = int 
014F: stop_timer $TIMER_AS3 
0164: disable_marker $BLIP_AS3_BOAT 
0164: disable_marker $BLIP_AS3_DODO 
0164: disable_marker $BLIP_AS3_BOUY 
0164: disable_marker $BLIP_STASH 
if 
8214:   not pickup $ROCKET_AS3 picked_up 
jf @ASUSB3_8357 
0215: destroy_pickup $ROCKET_AS3 

:ASUSB3_8357
0249: release_model #BOUY 
0249: release_model #REEFER 
0249: release_model #PACKAGELARGE 
0249: release_model #DEADDODO 
0249: release_model #DODO 
0249: release_model #GANG12 
0249: release_model #GANG11 
0249: release_model #COLUMB 
mission_cleanup 
return 

:ASUSB3_8398
if 
  $FLAG_CREATED_BADDIES == 0 // $ == int 
jf @ASUSB3_9010 
if 
03C6:   current_island == 3 
jf @ASUSB3_9010 
009A: $KAPPA_CARTEL1 = create_actor 12 #GANG12 at -1015.0 -1269.0 -100.0 
0173: set_actor $KAPPA_CARTEL1 z_angle_to 265.0 
011A: set_actor $KAPPA_CARTEL1 search_threat 1 
01B2: give_actor $KAPPA_CARTEL1 weapon 5 ammo 100 
035F: set_actor $KAPPA_CARTEL1 armour_to 100 
009A: $KAPPA_CARTEL2 = create_actor 12 #GANG11 at -1013.0 -1260.688 -100.0 
0173: set_actor $KAPPA_CARTEL2 z_angle_to 300.0 
011A: set_actor $KAPPA_CARTEL2 search_threat 1 
01B2: give_actor $KAPPA_CARTEL2 weapon 6 ammo 100 
035F: set_actor $KAPPA_CARTEL2 armour_to 100 
009A: $KAPPA_CARTEL3 = create_actor 12 #GANG12 at -1027.25 -1265.188 -100.0 
0173: set_actor $KAPPA_CARTEL3 z_angle_to 265.0 
011A: set_actor $KAPPA_CARTEL3 search_threat 1 
01B2: give_actor $KAPPA_CARTEL3 weapon 5 ammo 100 
035F: set_actor $KAPPA_CARTEL3 armour_to 100 
009A: $KAPPA_CARTEL4 = create_actor 12 #GANG11 at -1380.0 -1043.0 -100.0 
0173: set_actor $KAPPA_CARTEL4 z_angle_to 340.0 
011A: set_actor $KAPPA_CARTEL4 search_threat 1 
01B2: give_actor $KAPPA_CARTEL4 weapon 6 ammo 100 
035F: set_actor $KAPPA_CARTEL4 armour_to 100 
009A: $KAPPA_CARTEL5 = create_actor 12 #GANG12 at -1392.0 -1043.25 -100.0 
0173: set_actor $KAPPA_CARTEL5 z_angle_to 240.0 
011A: set_actor $KAPPA_CARTEL5 search_threat 1 
01B2: give_actor $KAPPA_CARTEL5 weapon 6 ammo 100 
035F: set_actor $KAPPA_CARTEL5 armour_to 100 
009A: $KAPPA_CARTEL6 = create_actor 12 #GANG11 at -1488.0 -1056.0 -100.0 
0173: set_actor $KAPPA_CARTEL6 z_angle_to 110.0 
011A: set_actor $KAPPA_CARTEL6 search_threat 1 
01B2: give_actor $KAPPA_CARTEL6 weapon 6 ammo 100 
035F: set_actor $KAPPA_CARTEL6 armour_to 100 
009A: $KAPPA_CARTEL7 = create_actor 12 #GANG11 at -1473.0 -1062.0 -100.0 
0173: set_actor $KAPPA_CARTEL7 z_angle_to 280.0 
011A: set_actor $KAPPA_CARTEL7 search_threat 1 
01B2: give_actor $KAPPA_CARTEL7 weapon 6 ammo 100 
035F: set_actor $KAPPA_CARTEL7 armour_to 100 
009A: $KAPPA_CARTEL8 = create_actor 12 #GANG12 at -849.0 -1235.0 -100.0 
0173: set_actor $KAPPA_CARTEL8 z_angle_to 250.0 
011A: set_actor $KAPPA_CARTEL8 search_threat 1 
01B2: give_actor $KAPPA_CARTEL8 weapon 5 ammo 100 
035F: set_actor $KAPPA_CARTEL8 armour_to 100 
009A: $KAPPA_CARTEL9 = create_actor 12 #GANG11 at -1478.0 -1055.0 -100.0 
0173: set_actor $KAPPA_CARTEL9 z_angle_to 250.0 
011A: set_actor $KAPPA_CARTEL9 search_threat 1 
01B2: give_actor $KAPPA_CARTEL9 weapon 5 ammo 100 
035F: set_actor $KAPPA_CARTEL9 armour_to 100 
00A5: $CARTEL_CAR_A_AS1 = create_car #COLUMB at -1019.0 -1263.0 -100.0 
0175: set_car $CARTEL_CAR_A_AS1 z_angle_to 50.0 
00A5: $CARTEL_CAR_B_AS1 = create_car #COLUMB at -1383.25 -1045.0 -100.0 
0175: set_car $CARTEL_CAR_B_AS1 z_angle_to 231.5 
00A5: $CARTEL_CAR_D_AS1 = create_car #COLUMB at -1478.25 -1062.75 -100.0 
0175: set_car $CARTEL_CAR_B_AS1 z_angle_to 250.0 
009A: $KAPPA_CARTEL10 = create_actor 12 #GANG11 at -1385.25 -1035.0 -100.0 
0173: set_actor $KAPPA_CARTEL10 z_angle_to 231.0 
011A: set_actor $KAPPA_CARTEL10 search_threat 1 
01B2: give_actor $KAPPA_CARTEL10 weapon 8 ammo 5 
035F: set_actor $KAPPA_CARTEL10 armour_to 100 
0350: set_actor $KAPPA_CARTEL1 maintain_position_when_attacked 1 
$FLAG_CREATED_BADDIES = 1 // $ = int 

:ASUSB3_9010
if 
  $FLAG_CREATED_BADDIES == 1 // $ == int 
jf @ASUSB3_9262 
if 
00E3:   player $PLAYER_CHAR 0 -1019.0 -1263.0 radius 60.0 60.0 
jf @ASUSB3_9082 
if 
8118:   not actor $KAPPA_CARTEL3 dead 
jf @ASUSB3_9082 
01CC: actor $KAPPA_CARTEL3 kill_player $PLAYER_CHAR 

:ASUSB3_9082
if 
00E3:   player $PLAYER_CHAR 0 -1385.25 -1035.0 radius 80.0 80.0 
jf @ASUSB3_9160 
if 
8118:   not actor $KAPPA_CARTEL4 dead 
jf @ASUSB3_9136 
01CC: actor $KAPPA_CARTEL4 kill_player $PLAYER_CHAR 

:ASUSB3_9136
if 
8118:   not actor $KAPPA_CARTEL5 dead 
jf @ASUSB3_9160 
01CC: actor $KAPPA_CARTEL5 kill_player $PLAYER_CHAR 

:ASUSB3_9160
if 
00E3:   player $PLAYER_CHAR 0 -1478.25 -1062.75 radius 80.0 80.0 
jf @ASUSB3_9262 
if 
8118:   not actor $KAPPA_CARTEL6 dead 
jf @ASUSB3_9214 
01CC: actor $KAPPA_CARTEL6 kill_player $PLAYER_CHAR 

:ASUSB3_9214
if 
8118:   not actor $KAPPA_CARTEL7 dead 
jf @ASUSB3_9238 
01CC: actor $KAPPA_CARTEL7 kill_player $PLAYER_CHAR 

:ASUSB3_9238
if 
8118:   not actor $KAPPA_CARTEL9 dead 
jf @ASUSB3_9262 
01CC: actor $KAPPA_CARTEL9 kill_player $PLAYER_CHAR 

:ASUSB3_9262
return 

:ASUSB3_9264
if and
0024:   $DODO_AS3_X > $KILLZONE_MIN_X // $ > $ float 
0024:   $KILLZONE_MAX_X > $DODO_AS3_X // $ > $ float 
jf @ASUSB3_9352 
if and
0024:   $DODO_AS3_Y > $KILLZONE_MIN_Y // $ > $ float 
0024:   $KILLZONE_MAX_Y > $DODO_AS3_Y // $ > $ float 
jf @ASUSB3_9352 
if and
  $DODO_AS3_Z > 5.0 // $ > float 
  30.0 > $DODO_AS3_Z // float > $ 
jf @ASUSB3_9352 
$FLAG_MISSION_AS3_FAILED = 1 // $ = int 

:ASUSB3_9352
return 

//-------------Mission 74---------------
// Originally: Uzi Money

:HOOD1
script_name 'HOOD1' 
gosub @HOOD1_26 
gosub @HOOD1_1634 
terminate_this_script 

:HOOD1_26
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_HOOD_MISSION = 1 // $ = int 
$FLAG_BLIP_ON_HM1 = 0 // $ = int 
increment_mission_attempts 
wait 0 
set_wb_check_to 0 
015C: set_zone_gang_info 'PROJECT' 1 30 0 0 0 0 0 0 800 0 
015C: set_zone_gang_info 'PROJECT' 0 30 0 0 0 0 0 0 800 0 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube -414.5625 97.6875 1.0 -589.25 -101.75 20.0 
02E4: load_cutscene_data 'HD_PH1' 
0244: set_cutscene_pos -444.6875 -6.3125 2.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:HOOD1_203
if 
  2096 > $CS_TIME // int > $ 
jf @HOOD1_238 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD1_203 

:HOOD1_238
00BC: text_highpriority 'HM1_A' time 10000 1  // Yo! This is D-Ice of the Red Jacks!

:HOOD1_253
if 
  4887 > $CS_TIME // int > $ 
jf @HOOD1_288 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD1_253 

:HOOD1_288
00BC: text_highpriority 'HM1_B' time 10000 1  // I got a problem they tryin' to play me.

:HOOD1_303
if 
  7511 > $CS_TIME // int > $ 
jf @HOOD1_338 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD1_303 

:HOOD1_338
00BC: text_highpriority 'HM1_C' time 10000 1  // These young punks, they come onto the streets and they got nothing but guns and SPANK on their minds.

:HOOD1_353
if 
  12668 > $CS_TIME // int > $ 
jf @HOOD1_388 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD1_353 

:HOOD1_388
00BC: text_highpriority 'HM1_D' time 10000 1  // 'Nines' is their tag and purple is their flag and each day they rock their colors...

:HOOD1_403
if 
  16765 > $CS_TIME // int > $ 
jf @HOOD1_438 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD1_403 

:HOOD1_438
00BC: text_highpriority 'HM1_G' time 10000 1  // is another day the 'Jacks' look soft.

:HOOD1_453
if 
  19026 > $CS_TIME // int > $ 
jf @HOOD1_488 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD1_453 

:HOOD1_488
00BC: text_highpriority 'HM1_E' time 10000 1  // I want you to show these punk ass bitches how a real drive-by works.

:HOOD1_503
if 
  23017 > $CS_TIME // int > $ 
jf @HOOD1_538 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD1_503 

:HOOD1_538
00BC: text_highpriority 'HM1_H' time 10000 1  // Take these nines off of here!!

:HOOD1_553
if 
  25018 > $CS_TIME // int > $ 
jf @HOOD1_588 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD1_553 

:HOOD1_588
00BC: text_highpriority 'HM1_F' time 10000 1  // Watch your back though, there'll be Jacks on the street who'll think you're trying to blast them too!

:HOOD1_603
if 
  28865 > $CS_TIME // int > $ 
jf @HOOD1_638 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD1_603 

:HOOD1_638
03D5: remove_text 'HM1_F'  // Watch your back though, there'll be Jacks on the street who'll think you're trying to blast them too!

:HOOD1_648
if 
  30000 > $CS_TIME // int > $ 
jf @HOOD1_683 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD1_648 

:HOOD1_683
fade 0 1500 

:HOOD1_690
if 
82E9:   not cutscene_reached_end 
jf @HOOD1_714 
wait 0 
jump @HOOD1_690 

:HOOD1_714
00BE: text_clear_all 

:HOOD1_716
if 
  fading 
jf @HOOD1_740 
wait 0 
jump @HOOD1_716 

:HOOD1_740
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @HOOD1_797 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
jump @HOOD1_1526 

:HOOD1_797
if 
  fading 
jf @HOOD1_859 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @HOOD1_852 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
jump @HOOD1_1526 

:HOOD1_852
jump @HOOD1_797 

:HOOD1_859
00BC: text_highpriority 'HM1_2' time 5000 1  // ~g~Get a vehicle, remember only Uzi drive by kills count!
if 
  $FLAG_DONE_DRIVE_BY_HELP == 0 // $ == int 
jf @HOOD1_1037 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @HOOD1_932 
03E5: text_box 'DRIVE_A'  // Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire.
$FLAG_DONE_DRIVE_BY_HELP = 1 // $ = int 

:HOOD1_932
if 
  $CONTROLMODE == 1 // $ == int 
jf @HOOD1_967 
03E5: text_box 'DRIVE_A'  // Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire.
$FLAG_DONE_DRIVE_BY_HELP = 1 // $ = int 

:HOOD1_967
if 
  $CONTROLMODE == 2 // $ == int 
jf @HOOD1_1002 
03E5: text_box 'DRIVE_A'  // Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire.
$FLAG_DONE_DRIVE_BY_HELP = 1 // $ = int 

:HOOD1_1002
if 
  $CONTROLMODE == 3 // $ == int 
jf @HOOD1_1037 
03E5: text_box 'DRIVE_B'  // Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire.
$FLAG_DONE_DRIVE_BY_HELP = 1 // $ = int 

:HOOD1_1037
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @HOOD1_1102 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @HOOD1_1095 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
jump @HOOD1_1526 

:HOOD1_1095
jump @HOOD1_1037 

:HOOD1_1102
00BC: text_highpriority 'HM1_3' time 5000 1  // ~g~The 'Nines' walk their turf in Wichita Gardens.
018A: $RADAR_BLIP_COORD_HM1 = create_checkpoint_at -442.25 -6.75 -100.0 
$FLAG_BLIP_ON_HM1 = 1 // $ = int 

:HOOD1_1138
if and
8121:   not player $PLAYER_CHAR in_zone 'PROJECT'  // Wichita Gardens
80E0:   not player $PLAYER_CHAR in_any_car 
jf @HOOD1_1216 
wait 0 
if 
8256:   not player $PLAYER_CHAR defined 
jf @HOOD1_1209 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
jump @HOOD1_1526 

:HOOD1_1209
jump @HOOD1_1138 

:HOOD1_1216
0164: disable_marker $RADAR_BLIP_COORD_HM1 
$FLAG_BLIP_ON_HM1 = 0 // $ = int 
01F9: init_rampage 'HM1_1' 19 150000 20 #GANG14 -1 -1 -1 0  // ~g~Ice 20 Purple Nines in 2 minutes 30 seconds.
01FA: $FRENZY_STATE = rampage_status 

:HOOD1_1262
if 
  $FRENZY_STATE == 1 // $ == int 
jf @HOOD1_1456 
wait 0 
01FA: $FRENZY_STATE = rampage_status 
if 
8256:   not player $PLAYER_CHAR defined 
jf @HOOD1_1334 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
jump @HOOD1_1526 
jump @HOOD1_1449 

:HOOD1_1334
if 
8121:   not player $PLAYER_CHAR in_zone 'PROJECT'  // Wichita Gardens
jf @HOOD1_1419 
if 
  $FLAG_BLIP_ON_HM1 == 0 // $ == int 
jf @HOOD1_1412 
018A: $RADAR_BLIP_COORD_HM1 = create_checkpoint_at -442.25 -6.75 -100.0 
00BC: text_highpriority 'HM1_3' time 5000 1  // ~g~The 'Nines' walk their turf in Wichita Gardens.
$FLAG_BLIP_ON_HM1 = 1 // $ = int 

:HOOD1_1412
jump @HOOD1_1449 

:HOOD1_1419
if 
  $FLAG_BLIP_ON_HM1 == 1 // $ == int 
jf @HOOD1_1449 
0164: disable_marker $RADAR_BLIP_COORD_HM1 
$FLAG_BLIP_ON_HM1 = 0 // $ = int 

:HOOD1_1449
jump @HOOD1_1262 

:HOOD1_1456
01FA: $FRENZY_STATE = rampage_status 
if 
  $FRENZY_STATE == 2 // $ == int 
jf @HOOD1_1486 
jump @HOOD1_1568 

:HOOD1_1486
if 
  $FRENZY_STATE == 3 // $ == int 
jf @HOOD1_1526 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
jump @HOOD1_1526 

:HOOD1_1526
if 
0130:   player $PLAYER_CHAR busted 
jf @HOOD1_1546 
0420: override_police_station 3 

:HOOD1_1546
if 
0117:   player $PLAYER_CHAR wasted 
jf @HOOD1_1566 
041F: override_hospital 3 

:HOOD1_1566
return 

:HOOD1_1568
$FLAG_HOOD_MISSION1_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'HM_1'  // 'UZI MONEY'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_72 
return 

:HOOD1_1634
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_HOOD_MISSION = 0 // $ = int 
0164: disable_marker $RADAR_BLIP_COORD_HM1 
015C: set_zone_gang_info 'PROJECT' 1 13 0 0 0 0 0 0 300 20 
015C: set_zone_gang_info 'PROJECT' 0 9 0 0 0 0 0 0 400 10 
mission_cleanup 
return 

//-------------Mission 75---------------
// Originally: Toyminator

:HOOD2
script_name 'HOOD2' 
gosub @HOOD2_46 
if 
  wasted_or_busted 
jf @HOOD2_37 
gosub @HOOD2_1921 

:HOOD2_37
gosub @HOOD2_2044 
terminate_this_script 

:HOOD2_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_HOOD_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$COUNTER_ALL_VANS_DEAD_HM2 = 0 // $ = int 
$FLAG_VAN1_DEAD_HM2 = 0 // $ = int 
$FLAG_VAN2_DEAD_HM2 = 0 // $ = int 
$FLAG_VAN3_DEAD_HM2 = 0 // $ = int 
$COUNTER_ALL_VANS_DEAD_HM2 = 0 // $ = int 
$COUNTER_NO_OF_CARS_PLAYER_HAD_HM2 = 0 // $ = int 
$FLAG_PLAYER_GOT_CAR_HM2 = 0 // $ = int 
$FLAG_BUGGY_HELP2_HM2 = 0 // $ = int 
$FLAG_BUGGY_HELP3_HM2 = 0 // $ = int 
$FLAG_BUGGY_HELP1_HM2 = 0 // $ = int 
$BUGGIES_LEFT_HM2 = 0 // $ = int 
$TOTAL_BUGGY_HM2 = 5 // $ = int 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube -414.5625 97.6875 1.0 -589.25 -101.75 20.0 
02E4: load_cutscene_data 'HD_PH2' 
0244: set_cutscene_pos -444.6875 -6.3125 2.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:HOOD2_234
if 
  2000 > $CS_TIME // int > $ 
jf @HOOD2_269 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD2_234 

:HOOD2_269
00BC: text_highpriority 'HM2_A' time 10000 1  // Those Nines are pressing me.

:HOOD2_284
if 
  3468 > $CS_TIME // int > $ 
jf @HOOD2_319 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD2_284 

:HOOD2_319
00BC: text_highpriority 'HM2_B' time 10000 1  // These Bitches got armored cars and now they're running SPANK...

:HOOD2_334
if 
  6630 > $CS_TIME // int > $ 
jf @HOOD2_369 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD2_334 

:HOOD2_369
00BC: text_highpriority 'HM2_C' time 10000 1  // and slinging it to brothers with no fear.

:HOOD2_384
if 
  8077 > $CS_TIME // int > $ 
jf @HOOD2_419 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD2_384 

:HOOD2_419
00BC: text_highpriority 'HM2_D' time 10000 1  // There's a car parked up the way.

:HOOD2_434
if 
  9819 > $CS_TIME // int > $ 
jf @HOOD2_469 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD2_434 

:HOOD2_469
00BC: text_highpriority 'HM2_E' time 10000 1  // There's some stuff in there to put these sissys on blass...

:HOOD2_484
if 
  12413 > $CS_TIME // int > $ 
jf @HOOD2_519 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD2_484 

:HOOD2_519
00BC: text_highpriority 'HM2_F' time 10000 1  // and wreck all their armored stuff.

:HOOD2_534
if 
  14200 > $CS_TIME // int > $ 
jf @HOOD2_569 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD2_534 

:HOOD2_569
03D5: remove_text 'HM2_F'  // and wreck all their armored stuff.

:HOOD2_579
if 
  15333 > $CS_TIME // int > $ 
jf @HOOD2_614 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD2_579 

:HOOD2_614
fade 0 1500 

:HOOD2_621
if 
82E9:   not cutscene_reached_end 
jf @HOOD2_645 
wait 0 
jump @HOOD2_621 

:HOOD2_645
00BE: text_clear_all 

:HOOD2_647
if 
  fading 
jf @HOOD2_671 
wait 0 
jump @HOOD2_647 

:HOOD2_671
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
0247: request_model #TOYZ 
0247: request_model #SECURICA 
0247: request_model #RCBANDIT 

:HOOD2_704
if or
8248:   not model #TOYZ available 
8248:   not model #SECURICA available 
8248:   not model #RCBANDIT available 
jf @HOOD2_740 
wait 0 
jump @HOOD2_704 

:HOOD2_740
00A5: $MISSION_CAR_HM2 = create_car #TOYZ at -682.0 76.5625 -100.0 
0186: $RADAR_BLIP_CAR1_HM2 = create_marker_above_car $MISSION_CAR_HM2 

:HOOD2_765
if 
8442:   not player $PLAYER_CHAR sitting_in_car $MISSION_CAR_HM2 
jf @HOOD2_833 
wait 0 
if 
0119:   car $MISSION_CAR_HM2 wrecked 
jf @HOOD2_826 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @HOOD2_1921 

:HOOD2_826
jump @HOOD2_765 

:HOOD2_833
0084: $BUGGIES_LEFT_HM2 = $TOTAL_BUGGY_HM2 // $ = $ int 
0060: $BUGGIES_LEFT_HM2 -= $COUNTER_NO_OF_CARS_PLAYER_HAD_HM2 // $ -= $ int 
03C4: set_status_text_to $BUGGIES_LEFT_HM2 0 'BUGGY'  // BUGGIES LEFT:
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
0164: disable_marker $RADAR_BLIP_CAR1_HM2 
0293: $CONTROLMODE = current_controls 
if 
  $CONTROLMODE == 0 // $ == int 
jf @HOOD2_916 
03E5: text_box 'HM2_1'  // Use the RC buggies to destroy the armored cars. Press the ~h~~k~~PED_FIREWEAPON~ button ~w~to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:HOOD2_916
if 
  $CONTROLMODE == 1 // $ == int 
jf @HOOD2_951 
03E5: text_box 'HM2_1'  // Use the RC buggies to destroy the armored cars. Press the ~h~~k~~PED_FIREWEAPON~ button ~w~to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:HOOD2_951
if 
  $CONTROLMODE == 2 // $ == int 
jf @HOOD2_986 
03E5: text_box 'HM2_1'  // Use the RC buggies to destroy the armored cars. Press the ~h~~k~~PED_FIREWEAPON~ button ~w~to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:HOOD2_986
if 
  $CONTROLMODE == 3 // $ == int 
jf @HOOD2_1021 
03E5: text_box 'HM2_1A'  // Use the RC buggies to destroy the armored cars. Press the ~h~~k~~PED_FIREWEAPON~ button ~w~to detonate.
$FLAG_BUGGY_HELP1_HM2 = 1 // $ = int 

:HOOD2_1021
0395: clear_area 1 at -681.375 91.3125 17.6875 range 2.0 
010C: change_player_into_rc_buggy $PLAYER_CHAR at -681.375 91.3125 17.6875 94.0 
$COUNTER_NO_OF_CARS_PLAYER_HAD_HM2 += 1 // $ += int 
00A5: $TARGET_VAN1_HM2 = create_car #SECURICA at -841.0 -130.0 -100.0 
0129: $VAN_DRIVER1_HM2 = create_actor 4 #MALE01 in_car $TARGET_VAN1_HM2 driverseat 
02AA: set_car $TARGET_VAN1_HM2 immune_to_nonplayer 1 
0428: set_car $TARGET_VAN1_HM2 avoid_level_transitions 1 
0186: $RADAR_BLIP_VAN1_HM2 = create_marker_above_car $TARGET_VAN1_HM2 
00AE: set_vehicle $TARGET_VAN1_HM2 traffic_behavior_to 2 
00AD: set_car $TARGET_VAN1_HM2 max_speed_to 12.0 
00A8: set_car $TARGET_VAN1_HM2 to_psycho_driver 
00A5: $TARGET_VAN2_HM2 = create_car #SECURICA at -437.0 -67.0 -100.0 
0129: $VAN_DRIVER2_HM2 = create_actor 4 #MALE01 in_car $TARGET_VAN2_HM2 driverseat 
02AA: set_car $TARGET_VAN2_HM2 immune_to_nonplayer 1 
0428: set_car $TARGET_VAN2_HM2 avoid_level_transitions 1 
0186: $RADAR_BLIP_VAN2_HM2 = create_marker_above_car $TARGET_VAN2_HM2 
00AE: set_vehicle $TARGET_VAN2_HM2 traffic_behavior_to 2 
00AD: set_car $TARGET_VAN2_HM2 max_speed_to 12.0 
00A8: set_car $TARGET_VAN2_HM2 to_psycho_driver 
00A5: $TARGET_VAN3_HM2 = create_car #SECURICA at -1172.0 467.0 -100.0 
0129: $VAN_DRIVER3_HM2 = create_actor 4 #MALE01 in_car $TARGET_VAN3_HM2 driverseat 
02AA: set_car $TARGET_VAN3_HM2 immune_to_nonplayer 1 
0428: set_car $TARGET_VAN3_HM2 avoid_level_transitions 1 
0186: $RADAR_BLIP_VAN3_HM2 = create_marker_above_car $TARGET_VAN3_HM2 
00AE: set_vehicle $TARGET_VAN3_HM2 traffic_behavior_to 2 
00AD: set_car $TARGET_VAN3_HM2 max_speed_to 12.0 
00A8: set_car $TARGET_VAN3_HM2 to_psycho_driver 
0084: $BUGGIES_LEFT_HM2 = $TOTAL_BUGGY_HM2 // $ = $ int 
0060: $BUGGIES_LEFT_HM2 -= $COUNTER_NO_OF_CARS_PLAYER_HAD_HM2 // $ -= $ int 
TIMERB = 0 // @ = int 

:HOOD2_1294
if 
   not $COUNTER_ALL_VANS_DEAD_HM2 == 3 // $ == int 
jf @HOOD2_1912 
wait 0 
0084: $BUGGIES_LEFT_HM2 = $TOTAL_BUGGY_HM2 // $ = $ int 
0060: $BUGGIES_LEFT_HM2 -= $COUNTER_NO_OF_CARS_PLAYER_HAD_HM2 // $ -= $ int 
if and
  $FLAG_BUGGY_HELP2_HM2 == 0 // $ == int 
  $FLAG_BUGGY_HELP1_HM2 == 1 // $ == int 
jf @HOOD2_1393 
if 
  TIMERB > 7000 // @ > int 
jf @HOOD2_1393 
03E5: text_box 'HM2_3'  // If you hit a vehicle's wheels the RC buggy will detonate!
$FLAG_BUGGY_HELP2_HM2 = 1 // $ = int 

:HOOD2_1393
if 
  $FLAG_BUGGY_HELP3_HM2 == 0 // $ == int 
jf @HOOD2_1465 
if 
  $FLAG_BUGGY_HELP2_HM2 == 1 // $ == int 
jf @HOOD2_1465 
if 
  TIMERB > 14000 // @ > int 
jf @HOOD2_1465 
03E5: text_box 'HM2_4'  // If it goes out of range the RC buggy will detonate!
$FLAG_BUGGY_HELP3_HM2 = 1 // $ = int 

:HOOD2_1465
0110: clear_player $PLAYER_CHAR wanted_level 
if 
8119:   not car $MISSION_CAR_HM2 wrecked 
jf @HOOD2_1571 
if and
8241:   not player $PLAYER_CHAR in_remote_mode 
  6 > $COUNTER_NO_OF_CARS_PLAYER_HAD_HM2 // int > $ 
  $FLAG_PLAYER_GOT_CAR_HM2 == 0 // $ == int 
0442:   player $PLAYER_CHAR sitting_in_car $MISSION_CAR_HM2 
jf @HOOD2_1571 
0395: clear_area 0 at -681.375 91.3125 17.6875 range 2.0 
010C: change_player_into_rc_buggy $PLAYER_CHAR at -681.375 91.3125 17.6875 94.0 
$COUNTER_NO_OF_CARS_PLAYER_HAD_HM2 += 1 // $ += int 
$FLAG_PLAYER_GOT_CAR_HM2 = 1 // $ = int 

:HOOD2_1571
if 
8241:   not player $PLAYER_CHAR in_remote_mode 
jf @HOOD2_1594 
$FLAG_PLAYER_GOT_CAR_HM2 = 0 // $ = int 

:HOOD2_1594
if 
  $FLAG_VAN1_DEAD_HM2 == 0 // $ == int 
jf @HOOD2_1662 
if 
0119:   car $TARGET_VAN1_HM2 wrecked 
jf @HOOD2_1662 
$COUNTER_ALL_VANS_DEAD_HM2 += 1 // $ += int 
00BC: text_highpriority 'HM2_6' time 5000 1  // ~g~Armored Car destroyed!
0164: disable_marker $RADAR_BLIP_VAN1_HM2 
$FLAG_VAN1_DEAD_HM2 = 1 // $ = int 

:HOOD2_1662
if 
  $FLAG_VAN2_DEAD_HM2 == 0 // $ == int 
jf @HOOD2_1730 
if 
0119:   car $TARGET_VAN2_HM2 wrecked 
jf @HOOD2_1730 
$COUNTER_ALL_VANS_DEAD_HM2 += 1 // $ += int 
00BC: text_highpriority 'HM2_6' time 5000 1  // ~g~Armored Car destroyed!
0164: disable_marker $RADAR_BLIP_VAN2_HM2 
$FLAG_VAN2_DEAD_HM2 = 1 // $ = int 

:HOOD2_1730
if 
  $FLAG_VAN3_DEAD_HM2 == 0 // $ == int 
jf @HOOD2_1798 
if 
0119:   car $TARGET_VAN3_HM2 wrecked 
jf @HOOD2_1798 
$COUNTER_ALL_VANS_DEAD_HM2 += 1 // $ += int 
00BC: text_highpriority 'HM2_6' time 5000 1  // ~g~Armored Car destroyed!
0164: disable_marker $RADAR_BLIP_VAN3_HM2 
$FLAG_VAN3_DEAD_HM2 = 1 // $ = int 

:HOOD2_1798
if and
  $COUNTER_NO_OF_CARS_PLAYER_HAD_HM2 == 5 // $ == int 
  $FLAG_PLAYER_GOT_CAR_HM2 == 0 // $ == int 
   not $COUNTER_ALL_VANS_DEAD_HM2 == 3 // $ == int 
jf @HOOD2_1852 
00BC: text_highpriority 'HM2_2' time 5000 1  // ~r~You failed to destroy all the armored cars!
jump @HOOD2_1921 

:HOOD2_1852
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @HOOD2_1905 
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
00BC: text_highpriority 'HM2_2' time 5000 1  // ~r~You failed to destroy all the armored cars!
jump @HOOD2_1921 

:HOOD2_1905
jump @HOOD2_1294 

:HOOD2_1912
0409: blow_up_rc_buggy 
jump @HOOD2_1978 

:HOOD2_1921
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
if 
0130:   player $PLAYER_CHAR busted 
jf @HOOD2_1956 
0420: override_police_station 3 

:HOOD2_1956
if 
0117:   player $PLAYER_CHAR wasted 
jf @HOOD2_1976 
041F: override_hospital 3 

:HOOD2_1976
return 

:HOOD2_1978
$FLAG_HOOD_MISSION2_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'HM_2'  // 'TOYMINATOR'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_73 
return 

:HOOD2_2044
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_HOOD_MISSION = 0 // $ = int 
03CB: load_scene -660.875 76.0 18.6875 
0249: release_model #TOYZ 
0249: release_model #SECURICA 
0249: release_model #RCBANDIT 
0151: remove_status_text $BUGGIES_LEFT_HM2 
0164: disable_marker $RADAR_BLIP_CAR1_HM2 
0164: disable_marker $RADAR_BLIP_VAN1_HM2 
0164: disable_marker $RADAR_BLIP_VAN2_HM2 
0164: disable_marker $RADAR_BLIP_VAN3_HM2 
mission_cleanup 
return 

//-------------Mission 76---------------
// Originally: Rigged To Blow

:HOOD3
script_name 'HOOD3' 
gosub @HOOD3_46 
if 
  wasted_or_busted 
jf @HOOD3_37 
gosub @HOOD3_2103 

:HOOD3_37
gosub @HOOD3_2286 
terminate_this_script 

:HOOD3_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_HOOD_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_PLAYER_HAD_REPAIR_MESSAGE_HM3 = 0 // $ = int 
$FLAG_PLAYER_HAD_CAR_MESSAGE_HM3 = 0 // $ = int 
$FLAG_BLIP2_ON = 0 // $ = int 
$BLOB_FLAG = 1 // $ = int 
$TIMER_HM3 = 361000 // $ = int 
$CAR_HEALTH_HM3 = 1000 // $ = int 
$CAR_DAMAGE_HM3 = 0 // $ = int 
$FLAG_DONT_CHECK_STUFF_HM3 = 0 // $ = int 
$FLAG_PLAYER_HAD_OUT_MESSAGE_HM3 = 0 // $ = int 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube -414.5625 97.6875 1.0 -589.25 -101.75 20.0 
02E4: load_cutscene_data 'HD_PH3' 
0244: set_cutscene_pos -444.6875 -6.3125 2.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:HOOD3_217
if 
  2000 > $CS_TIME // int > $ 
jf @HOOD3_252 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD3_217 

:HOOD3_252
00BC: text_highpriority 'HM3_A' time 10000 1  // Some effa has wired my wheels to blow.

:HOOD3_267
if 
  4262 > $CS_TIME // int > $ 
jf @HOOD3_302 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD3_267 

:HOOD3_302
00BC: text_highpriority 'HM3_B' time 10000 1  // If I lose those wheels, my rep on the street will be dead.

:HOOD3_317
if 
  7770 > $CS_TIME // int > $ 
jf @HOOD3_352 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD3_317 

:HOOD3_352
00BC: text_highpriority 'HM3_C' time 10000 1  // Pick up my car and take it over to the garage on St. Marks, a'right yo.

:HOOD3_367
if 
  11514 > $CS_TIME // int > $ 
jf @HOOD3_402 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD3_367 

:HOOD3_402
00BC: text_highpriority 'HM3_D' time 10000 1  // Let them diffuse that, let them take care of that bomb.

:HOOD3_417
if 
  14528 > $CS_TIME // int > $ 
jf @HOOD3_452 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD3_417 

:HOOD3_452
00BC: text_highpriority 'HM3_E' time 10000 1  // The clocks ticking and the wiring is messed up.

:HOOD3_467
if 
  17707 > $CS_TIME // int > $ 
jf @HOOD3_502 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD3_467 

:HOOD3_502
00BC: text_highpriority 'HM3_F' time 10000 1  // One pot hole too many and that thing could blow.

:HOOD3_517
if 
  20250 > $CS_TIME // int > $ 
jf @HOOD3_552 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD3_517 

:HOOD3_552
00BC: text_highpriority 'HM3_G' time 10000 1  // Now move it!

:HOOD3_567
if 
  20951 > $CS_TIME // int > $ 
jf @HOOD3_602 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD3_567 

:HOOD3_602
03D5: remove_text 'HM3_G'  // Now move it!

:HOOD3_612
if 
  21666 > $CS_TIME // int > $ 
jf @HOOD3_647 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD3_612 

:HOOD3_647
fade 0 1500 

:HOOD3_654
if 
82E9:   not cutscene_reached_end 
jf @HOOD3_678 
wait 0 
jump @HOOD3_654 

:HOOD3_678
00BE: text_clear_all 

:HOOD3_680
if 
  fading 
jf @HOOD3_704 
wait 0 
jump @HOOD3_680 

:HOOD3_704
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
03F2: pedgroup 7 remove_threat 1 
03F2: pedgroup 8 remove_threat 1 
03F2: pedgroup 9 remove_threat 1 
03F2: pedgroup 10 remove_threat 1 
03F2: pedgroup 11 remove_threat 1 
03F2: pedgroup 12 remove_threat 1 
03F2: pedgroup 13 remove_threat 1 
0247: request_model #INFERNUS 

:HOOD3_769
if 
8248:   not model #INFERNUS available 
jf @HOOD3_795 
wait 0 
jump @HOOD3_769 

:HOOD3_795
00A5: $CAR_HM3 = create_car #INFERNUS at -682.0 76.0 -100.0 
0175: set_car $CAR_HM3 z_angle_to 0.0 
0294: set_vehicle $CAR_HM3 sprayable 0 
0186: $RADAR_BLIP_CAR1_HM3 = create_marker_above_car $CAR_HM3 
021B: set_garage $GARAGE_HM3 to_accept_car $CAR_HM3 
014E: set_timer_to $TIMER_HM3 
if 
0119:   car $CAR_HM3 wrecked 
jf @HOOD3_885 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @HOOD3_2103 

:HOOD3_885
if 
80DC:   not player $PLAYER_CHAR in_car $CAR_HM3 
jf @HOOD3_1033 
wait 0 
if 
0119:   car $CAR_HM3 wrecked 
jf @HOOD3_953 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @HOOD3_2103 
jump @HOOD3_996 

:HOOD3_953
if and
01F4:   car $CAR_HM3 flipped 
01C1:   car $CAR_HM3 stopped 
jf @HOOD3_996 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @HOOD3_2103 

:HOOD3_996
if 
  $TIMER_HM3 == 0 // $ == int 
jf @HOOD3_1026 
$CAR_DAMAGE_HM3 = 100 // $ = int 
020B: explode_car $CAR_HM3 

:HOOD3_1026
jump @HOOD3_885 

:HOOD3_1033
0164: disable_marker $RADAR_BLIP_CAR1_HM3 
00BC: text_highpriority 'HM3_1' time 7000 1  // ~g~Get to the garage but watch out if the car takes too much damage it will blow!
018A: $RADAR_BLIP_COORD1_HM3 = create_checkpoint_at 1354.688 -312.875 48.875 
03C4: set_status_text_to $CAR_DAMAGE_HM3 1 'DETON'  // DETONATION:

:HOOD3_1082
if 
821C:   not car_inside_garage $GARAGE_HM3 
jf @HOOD3_1412 
wait 0 
if 
0119:   car $CAR_HM3 wrecked 
jf @HOOD3_1147 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @HOOD3_2103 
jump @HOOD3_1239 

:HOOD3_1147
0227: $CAR_HEALTH_HM3 = car $CAR_HM3 health 
$CAR_DAMAGE_HM3 = 1000 // $ = int 
0060: $CAR_DAMAGE_HM3 -= $CAR_HEALTH_HM3 // $ -= $ int 
if 
  $CAR_DAMAGE_HM3 > 100 // $ > int 
jf @HOOD3_1196 
$CAR_DAMAGE_HM3 = 100 // $ = int 

:HOOD3_1196
if and
01F4:   car $CAR_HM3 flipped 
01C1:   car $CAR_HM3 stopped 
jf @HOOD3_1239 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @HOOD3_2103 

:HOOD3_1239
if 
  $TIMER_HM3 == 0 // $ == int 
jf @HOOD3_1269 
$CAR_DAMAGE_HM3 = 100 // $ = int 
020B: explode_car $CAR_HM3 

:HOOD3_1269
if 
  $CAR_DAMAGE_HM3 == 100 // $ == int 
jf @HOOD3_1292 
020B: explode_car $CAR_HM3 

:HOOD3_1292
if and
80DC:   not player $PLAYER_CHAR in_car $CAR_HM3 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_HM3 == 0 // $ == int 
jf @HOOD3_1353 
00BC: text_highpriority 'IN_VEH' time 7000 1  // ~g~Hey! Get back in the vehicle!
0164: disable_marker $RADAR_BLIP_COORD1_HM3 
0186: $RADAR_BLIP_CAR1_HM3 = create_marker_above_car $CAR_HM3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_HM3 = 1 // $ = int 

:HOOD3_1353
if and
00DC:   player $PLAYER_CHAR in_car $CAR_HM3 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_HM3 == 1 // $ == int 
jf @HOOD3_1405 
0164: disable_marker $RADAR_BLIP_CAR1_HM3 
018A: $RADAR_BLIP_COORD1_HM3 = create_checkpoint_at 1354.688 -312.875 48.875 
$FLAG_PLAYER_HAD_CAR_MESSAGE_HM3 = 0 // $ = int 

:HOOD3_1405
jump @HOOD3_1082 

:HOOD3_1412
$CURRENT_TIME_HM3 = 361000 // $ = int 
0060: $CURRENT_TIME_HM3 -= $TIMER_HM3 // $ -= $ int 
$CURRENT_TIME_HM3 /= 1000 // $ /= int 
0407: time_taken_defuse_mission = $CURRENT_TIME_HM3 
0164: disable_marker $RADAR_BLIP_COORD1_HM3 
0151: remove_status_text $CAR_DAMAGE_HM3 
014F: stop_timer $TIMER_HM3 
00BC: text_highpriority 'HM3_2' time 7000 1  // ~g~Take the car back it has to be in perfect condition - no damage!
018A: $RADAR_BLIP_COORD2_HM3 = create_checkpoint_at -682.0 76.0 -100.0 
$FLAG_BLIP2_ON = 1 // $ = int 
$BLOB_FLAG = 1 // $ = int 

:HOOD3_1501
if or
81B0:   not car $CAR_HM3 stopped $BLOB_FLAG -682.0 76.0 17.375 radius 3.0 4.0 4.0 
03C9:   car $CAR_HM3 visibly_damaged 
00DC:   player $PLAYER_CHAR in_car $CAR_HM3 
jf @HOOD3_2068 
wait 0 
if 
0119:   car $CAR_HM3 wrecked 
jf @HOOD3_1600 
00BC: text_highpriority 'WRECKED' time 5000 1  // ~r~The vehicle is wrecked!
jump @HOOD3_2103 
jump @HOOD3_1643 

:HOOD3_1600
if and
01F4:   car $CAR_HM3 flipped 
01C1:   car $CAR_HM3 stopped 
jf @HOOD3_1643 
00BC: text_highpriority 'UPSIDE' time 5000 1  // ~r~You flipped your wheels!
jump @HOOD3_2103 

:HOOD3_1643
if 
01B0:   car $CAR_HM3 stopped 0 -682.0 76.0 17.375 radius 3.0 4.0 4.0 
jf @HOOD3_1749 
if 
83C9:   not car $CAR_HM3 visibly_damaged 
jf @HOOD3_1702 
$FLAG_DONT_CHECK_STUFF_HM3 = 1 // $ = int 

:HOOD3_1702
if 
  $FLAG_PLAYER_HAD_OUT_MESSAGE_HM3 == 0 // $ == int 
jf @HOOD3_1742 
00BC: text_highpriority 'OUT_VEH' time 5000 1  // ~g~Get out of the vehicle!
$FLAG_PLAYER_HAD_OUT_MESSAGE_HM3 = 1 // $ = int 

:HOOD3_1742
jump @HOOD3_1763 

:HOOD3_1749
$FLAG_DONT_CHECK_STUFF_HM3 = 0 // $ = int 
$FLAG_PLAYER_HAD_OUT_MESSAGE_HM3 = 0 // $ = int 

:HOOD3_1763
if 
  $FLAG_DONT_CHECK_STUFF_HM3 == 0 // $ == int 
jf @HOOD3_2061 
if 
00DC:   player $PLAYER_CHAR in_car $CAR_HM3 
jf @HOOD3_1987 
if 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_HM3 == 1 // $ == int 
jf @HOOD3_1830 
0164: disable_marker $RADAR_BLIP_CAR1_HM3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_HM3 = 0 // $ = int 

:HOOD3_1830
if 
03C9:   car $CAR_HM3 visibly_damaged 
jf @HOOD3_1912 
if 
  $FLAG_PLAYER_HAD_REPAIR_MESSAGE_HM3 == 0 // $ == int 
jf @HOOD3_1898 
00BC: text_highpriority 'HM3_3' time 7000 1  // ~g~Get the car repaired!
0164: disable_marker $RADAR_BLIP_COORD2_HM3 
$FLAG_BLIP2_ON = 0 // $ = int 
$FLAG_PLAYER_HAD_REPAIR_MESSAGE_HM3 = 1 // $ = int 

:HOOD3_1898
$BLOB_FLAG = 0 // $ = int 
jump @HOOD3_1980 

:HOOD3_1912
if 
  $FLAG_BLIP2_ON == 0 // $ == int 
jf @HOOD3_1966 
018A: $RADAR_BLIP_COORD2_HM3 = create_checkpoint_at -682.0 76.0 -100.0 
00BC: text_highpriority 'HM3_2' time 7000 1  // ~g~Take the car back it has to be in perfect condition - no damage!
$FLAG_BLIP2_ON = 1 // $ = int 

:HOOD3_1966
$BLOB_FLAG = 1 // $ = int 
$FLAG_PLAYER_HAD_REPAIR_MESSAGE_HM3 = 0 // $ = int 

:HOOD3_1980
jump @HOOD3_2061 

:HOOD3_1987
if 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_HM3 == 0 // $ == int 
jf @HOOD3_2047 
00BC: text_highpriority 'IN_VEH' time 7000 1  // ~g~Hey! Get back in the vehicle!
0164: disable_marker $RADAR_BLIP_COORD2_HM3 
$FLAG_BLIP2_ON = 0 // $ = int 
0186: $RADAR_BLIP_CAR1_HM3 = create_marker_above_car $CAR_HM3 
$FLAG_PLAYER_HAD_CAR_MESSAGE_HM3 = 1 // $ = int 

:HOOD3_2047
$BLOB_FLAG = 0 // $ = int 
$FLAG_PLAYER_HAD_REPAIR_MESSAGE_HM3 = 0 // $ = int 

:HOOD3_2061
jump @HOOD3_1501 

:HOOD3_2068
if 
8119:   not car $CAR_HM3 wrecked 
jf @HOOD3_2091 
0135: 2 = car $CAR_HM3 door_status 

:HOOD3_2091
0164: disable_marker $RADAR_BLIP_COORD2_HM3 
jump @HOOD3_2160 

:HOOD3_2103
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
if 
0130:   player $PLAYER_CHAR busted 
jf @HOOD3_2138 
0420: override_police_station 3 

:HOOD3_2138
if 
0117:   player $PLAYER_CHAR wasted 
jf @HOOD3_2158 
041F: override_hospital 3 

:HOOD3_2158
return 

:HOOD3_2160
if 
  $FLAG_HOOD_MISSION3_PASSED == 0 // $ == int 
jf @HOOD3_2249 
0318: set_latest_mission_passed 'HM_3'  // 'RIGGED TO BLOW'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 20000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_74 
$FLAG_HOOD_MISSION3_PASSED = 1 // $ = int 
jump @HOOD3_2284 

:HOOD3_2249
0109: player $PLAYER_CHAR money += 20000 
01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0110: clear_player $PLAYER_CHAR wanted_level 

:HOOD3_2284
return 

:HOOD3_2286
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_HOOD_MISSION = 0 // $ = int 
021B: set_garage $GARAGE_HM3 to_accept_car -1 
014F: stop_timer $TIMER_HM3 
0151: remove_status_text $CAR_DAMAGE_HM3 
0249: release_model #INFERNUS 
0164: disable_marker $RADAR_BLIP_CAR1_HM3 
0164: disable_marker $RADAR_BLIP_COORD1_HM3 
0164: disable_marker $RADAR_BLIP_COORD2_HM3 
03F1: pedtype 7 add_threat 1 
03F1: pedtype 8 add_threat 1 
03F1: pedtype 12 add_threat 1 
if 
  $FLAG_YARDIE_MISSION2_PASSED == 1 // $ == int 
jf @HOOD3_2378 
03F1: pedtype 9 add_threat 1 

:HOOD3_2378
if 
  $FLAG_YARDIE_MISSION4_PASSED == 1 // $ == int 
jf @HOOD3_2402 
03F1: pedtype 11 add_threat 1 

:HOOD3_2402
mission_cleanup 
return 

//-------------Mission 77---------------
// Originally: Bullion Run

:HOOD4
script_name 'HOOD4' 
gosub @HOOD4_46 
if 
  wasted_or_busted 
jf @HOOD4_37 
gosub @HOOD4_1300 

:HOOD4_37
gosub @HOOD4_1430 
terminate_this_script 

:HOOD4_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_HOOD_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$TOTAL_NO_PILLS_CARRIED_HM4 = 0 // $ = int 
$FLAG_PLAYER_IN_AREA_HM4 = 0 // $ = int 
$TIMER_HM4 = 361000 // $ = int 
$FLAG_PLAYER_HAD_CAR_MESSAGE_HM4 = 0 // $ = int 
$FLAG_BLIP_ADDED_HM4 = 0 // $ = int 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube -414.5625 97.6875 1.0 -589.25 -101.75 20.0 
02E4: load_cutscene_data 'HD_PH4' 
0244: set_cutscene_pos -444.6875 -6.3125 2.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:HOOD4_188
if 
  2096 > $CS_TIME // int > $ 
jf @HOOD4_223 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD4_188 

:HOOD4_223
00BC: text_highpriority 'HM4_A' time 10000 1  // Yo, a Federal Reserve flight just smashed down at Francis International.

:HOOD4_238
if 
  5840 > $CS_TIME // int > $ 
jf @HOOD4_273 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD4_238 

:HOOD4_273
00BC: text_highpriority 'HM4_B' time 10000 1  // There's platinum all over the strip.

:HOOD4_288
if 
  8171 > $CS_TIME // int > $ 
jf @HOOD4_323 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD4_288 

:HOOD4_323
00BC: text_highpriority 'HM4_C' time 10000 1  // Get a car and snatch up as much as you can.

:HOOD4_338
if 
  11161 > $CS_TIME // int > $ 
jf @HOOD4_373 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD4_338 

:HOOD4_373
00BC: text_highpriority 'HM4_F' time 10000 1  // You can drop the bling off at one of my garages.

:HOOD4_388
if 
  13963 > $CS_TIME // int > $ 
jf @HOOD4_423 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD4_388 

:HOOD4_423
00BC: text_highpriority 'HM4_G' time 10000 1  // This platinum is mad heavy and it will slow your wheels down some.

:HOOD4_438
if 
  17683 > $CS_TIME // int > $ 
jf @HOOD4_473 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD4_438 

:HOOD4_473
00BC: text_highpriority 'HM4_H' time 10000 1  // So make regular drop off's at the garage.

:HOOD4_488
if 
  19787 > $CS_TIME // int > $ 
jf @HOOD4_523 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD4_488 

:HOOD4_523
03D5: remove_text 'HM4_H'  // So make regular drop off's at the garage.

:HOOD4_533
if 
  20433 > $CS_TIME // int > $ 
jf @HOOD4_568 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD4_533 

:HOOD4_568
fade 0 1500 

:HOOD4_575
if 
82E9:   not cutscene_reached_end 
jf @HOOD4_599 
wait 0 
jump @HOOD4_575 

:HOOD4_599
00BE: text_clear_all 

:HOOD4_601
if 
  fading 
jf @HOOD4_625 
wait 0 
jump @HOOD4_601 

:HOOD4_625
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
00BC: text_highpriority 'HM4_D' time 5000 1  // ~g~Get a vehicle!

:HOOD4_659
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @HOOD4_686 
wait 0 
jump @HOOD4_659 

:HOOD4_686
00DA: $CAR_HM4 = player $PLAYER_CHAR car 
021B: set_garage $GARAGE_HM4 to_accept_car $CAR_HM4 
018A: $RADAR_BLIP_COORD2_HM4 = create_checkpoint_at -1080.0 -163.1875 -100.0 
00BC: text_highpriority 'HM4_1' time 7000 1  // ~g~Head to the location where the cargo is scattered, you need to collect 30 pieces of bullion.
02C7: scatter_platinum 90 at -1080.0 -163.1875 -100.0 100.0 
014E: set_timer_to $TIMER_HM4 
03C4: set_status_text_to $TOTAL_NO_PILLS_CARRIED_HM4 0 'COLLECT'  // COLLECTED:

:HOOD4_767
if 
   not $TOTAL_NO_PILLS_CARRIED_HM4 >= 30 // $ >= int 
jf @HOOD4_1288 
wait 0 
02C8: $NO_OF_PILLS_CARRIED_HM4 = platinum_pieces_in_car 
if 
0057:   player $PLAYER_CHAR 0 -824.6875 -165.5 32.75 -843.5 -171.6875 37.0 
jf @HOOD4_835 
0110: clear_player $PLAYER_CHAR wanted_level 

:HOOD4_835
if 
  $NO_OF_PILLS_CARRIED_HM4 > 0 // $ > int 
jf @HOOD4_912 
if 
  $FLAG_BLIP_ADDED_HM4 == 0 // $ == int 
jf @HOOD4_912 
0164: disable_marker $RADAR_BLIP_COORD2_HM4 
018A: $RADAR_BLIP_COORD1_HM4 = create_checkpoint_at -844.875 -169.5625 32.75 
00BC: text_highpriority 'HM4_2' time 7000 1  // ~g~Remember when the vehicle becomes too heavy and slow goto the garage and drop off the cargo.
$FLAG_BLIP_ADDED_HM4 = 1 // $ = int 

:HOOD4_912
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @HOOD4_1075 
00DA: $CAR_HM4 = player $PLAYER_CHAR car 
021B: set_garage $GARAGE_HM4 to_accept_car $CAR_HM4 
if and
01A0:   player $PLAYER_CHAR stopped 0 -824.6875 -165.5 32.75 -843.5 -171.6875 37.0 
  $FLAG_PLAYER_IN_AREA_HM4 == 0 // $ == int 
jf @HOOD4_1017 
0058: $TOTAL_NO_PILLS_CARRIED_HM4 += $NO_OF_PILLS_CARRIED_HM4 // $ += $ int 
018C: play_sound 83 at -834.875 -168.75 33.875 
02C9: remove_platinum_from_car 
$FLAG_PLAYER_IN_AREA_HM4 = 1 // $ = int 

:HOOD4_1017
if and
00DC:   player $PLAYER_CHAR in_car $CAR_HM4 
81A0:   not player $PLAYER_CHAR stopped 0 -824.6875 -165.5 32.75 -843.5 -171.6875 37.0 
  $FLAG_PLAYER_IN_AREA_HM4 == 1 // $ == int 
jf @HOOD4_1075 
$FLAG_PLAYER_IN_AREA_HM4 = 0 // $ = int 

:HOOD4_1075
if 
80E0:   not player $PLAYER_CHAR in_any_car 
jf @HOOD4_1168 
021B: set_garage $GARAGE_HM4 to_accept_car -1 
if 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_HM4 == 0 // $ == int 
jf @HOOD4_1161 
00BC: text_highpriority 'IN_VEH2' time 5000 1  // ~g~You need some wheels for this job!
if 
  $FLAG_BLIP_ADDED_HM4 == 1 // $ == int 
jf @HOOD4_1154 
0164: disable_marker $RADAR_BLIP_COORD1_HM4 

:HOOD4_1154
$FLAG_PLAYER_HAD_CAR_MESSAGE_HM4 = 1 // $ = int 

:HOOD4_1161
jump @HOOD4_1241 

:HOOD4_1168
00DA: $CAR_HM4 = player $PLAYER_CHAR car 
021B: set_garage $GARAGE_HM4 to_accept_car $CAR_HM4 
if 
  $FLAG_PLAYER_HAD_CAR_MESSAGE_HM4 == 1 // $ == int 
jf @HOOD4_1241 
if 
  $FLAG_BLIP_ADDED_HM4 == 1 // $ == int 
jf @HOOD4_1234 
018A: $RADAR_BLIP_COORD1_HM4 = create_checkpoint_at -844.875 -169.5625 32.75 

:HOOD4_1234
$FLAG_PLAYER_HAD_CAR_MESSAGE_HM4 = 0 // $ = int 

:HOOD4_1241
if 
  $TIMER_HM4 == 0 // $ == int 
jf @HOOD4_1281 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @HOOD4_1300 

:HOOD4_1281
jump @HOOD4_767 

:HOOD4_1288
0164: disable_marker $RADAR_BLIP_COORD1_HM4 
jump @HOOD4_1364 

:HOOD4_1300
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
021B: set_garage $GARAGE_HM4 to_accept_car -1 
if 
0130:   player $PLAYER_CHAR busted 
jf @HOOD4_1342 
0420: override_police_station 3 

:HOOD4_1342
if 
0117:   player $PLAYER_CHAR wasted 
jf @HOOD4_1362 
041F: override_hospital 3 

:HOOD4_1362
return 

:HOOD4_1364
$FLAG_HOOD_MISSION4_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'HM_4'  // 'BULLION RUN'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 25000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 25000 
0110: clear_player $PLAYER_CHAR wanted_level 
start_new_script @NONAME_75 
return 

:HOOD4_1430
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_HOOD_MISSION = 0 // $ = int 
021B: set_garage $GARAGE_HM4 to_accept_car -1 
02C9: remove_platinum_from_car 
02C6: remove_pickup_items_from_ground 
0164: disable_marker $RADAR_BLIP_COORD1_HM4 
0164: disable_marker $RADAR_BLIP_COORD2_HM4 
014F: stop_timer $TIMER_HM4 
0151: remove_status_text $TOTAL_NO_PILLS_CARRIED_HM4 
mission_cleanup 
return 

//-------------Mission 78---------------
// Originally: Rumble

:HOOD5
script_name 'HOOD5' 
gosub @HOOD5_46 
if 
  wasted_or_busted 
jf @HOOD5_37 
gosub @HOOD5_5030 

:HOOD5_37
gosub @HOOD5_5164 
terminate_this_script 

:HOOD5_46
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_HOOD_MISSION = 1 // $ = int 
increment_mission_attempts 
wait 0 
$FLAG_BADDIE1_DEAD_HM5 = 0 // $ = int 
$FLAG_BADDIE2_DEAD_HM5 = 0 // $ = int 
$FLAG_BADDIE3_DEAD_HM5 = 0 // $ = int 
$FLAG_BADDIE4_DEAD_HM5 = 0 // $ = int 
$FLAG_BADDIE5_DEAD_HM5 = 0 // $ = int 
$FLAG_BADDIE6_DEAD_HM5 = 0 // $ = int 
$FLAG_BADDIE7_DEAD_HM5 = 0 // $ = int 
$FLAG_BADDIE8_DEAD_HM5 = 0 // $ = int 
$FLAG_BADDIE9_DEAD_HM5 = 0 // $ = int 
$COUNTER_NO_OF_BADDIES_DEAD_HM5 = 0 // $ = int 
$FLAG_PLAYERS_BUDDY_NORMAL = 0 // $ = int 
$FLAG_GOODIE_HM5_DEAD_HM5 = 0 // $ = int 
$FLAG_GOODIE_MESSAGE_HM5 = 0 // $ = int 
$FLAG_BAT_CREATED_HM5 = 0 // $ = int 
$FLAG_BAT_COLLECTED_HM5 = 0 // $ = int 
$FLAG_PLAYER_IN_AREA_HM5 = 0 // $ = int 
$FLAG_BADDIE1_MAD_HM5 = 0 // $ = int 
$FLAG_BADDIE2_MAD_HM5 = 0 // $ = int 
$FLAG_BADDIE3_MAD_HM5 = 0 // $ = int 
$FLAG_BADDIE4_MAD_HM5 = 0 // $ = int 
$FLAG_BADDIE5_MAD_HM5 = 0 // $ = int 
$FLAG_BADDIE6_MAD_HM5 = 0 // $ = int 
$FLAG_BADDIE7_MAD_HM5 = 0 // $ = int 
$FLAG_BADDIE8_MAD_HM5 = 0 // $ = int 
$FLAG_BADDIE9_MAD_HM5 = 0 // $ = int 
03DE: set_pedestrians_density_multiplier_to 0.0 
042B: clear_peds_from_cube -414.5625 97.6875 1.0 -589.25 -101.75 20.0 
02E4: load_cutscene_data 'HD_PH5' 
0244: set_cutscene_pos -444.6875 -6.3125 2.875 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
fade 1 1500 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:HOOD5_325
if 
  2190 > $CS_TIME // int > $ 
jf @HOOD5_360 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_325 

:HOOD5_360
00BC: text_highpriority 'HM5_A' time 10000 1  // Them Nines are down to a few scabby herds...

:HOOD5_375
if 
  4403 > $CS_TIME // int > $ 
jf @HOOD5_410 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_375 

:HOOD5_410
00BC: text_highpriority 'HM5_B' time 10000 1  // but they still wanna bring it.

:HOOD5_425
if 
  6287 > $CS_TIME // int > $ 
jf @HOOD5_460 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_425 

:HOOD5_460
00BC: text_highpriority 'HM5_C' time 10000 1  // They agreed to go toe to toe.

:HOOD5_475
if 
  7888 > $CS_TIME // int > $ 
jf @HOOD5_510 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_475 

:HOOD5_510
00BC: text_highpriority 'HM5_D' time 10000 1  // A gang of them against two of us, or rather...

:HOOD5_525
if 
  9678 > $CS_TIME // int > $ 
jf @HOOD5_560 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_525 

:HOOD5_560
00BC: text_highpriority 'HM5_E' time 10000 1  // two of yaw

:HOOD5_575
if 
  11491 > $CS_TIME // int > $ 
jf @HOOD5_610 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_575 

:HOOD5_610
00BC: text_highpriority 'HM5_F' time 10000 1  // I'd join you but...

:HOOD5_625
if 
  12974 > $CS_TIME // int > $ 
jf @HOOD5_660 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_625 

:HOOD5_660
00BC: text_highpriority 'HM5_G' time 10000 1  // I ain't due my parole hearing for another three months now,

:HOOD5_675
if 
  14952 > $CS_TIME // int > $ 
jf @HOOD5_710 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_675 

:HOOD5_710
00BC: text_highpriority 'HM5_H' time 10000 1  // y'know what I mean?

:HOOD5_725
if 
  16068 > $CS_TIME // int > $ 
jf @HOOD5_760 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_725 

:HOOD5_760
00BC: text_highpriority 'HM5_I' time 10000 1  // Go and meet my baby brother,

:HOOD5_775
if 
  17531 > $CS_TIME // int > $ 
jf @HOOD5_810 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_775 

:HOOD5_810
00BC: text_highpriority 'HM5_J' time 10000 1  // He'll show you where they are fighting a'right son.

:HOOD5_825
if 
  19234 > $CS_TIME // int > $ 
jf @HOOD5_860 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_825 

:HOOD5_860
03D5: remove_text 'HM5_J'  // He'll show you where they are fighting a'right son.

:HOOD5_870
if 
  20166 > $CS_TIME // int > $ 
jf @HOOD5_905 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @HOOD5_870 

:HOOD5_905
fade 0 1500 

:HOOD5_912
if 
82E9:   not cutscene_reached_end 
jf @HOOD5_936 
wait 0 
jump @HOOD5_912 

:HOOD5_936
00BE: text_clear_all 

:HOOD5_938
if 
  fading 
jf @HOOD5_962 
wait 0 
jump @HOOD5_938 

:HOOD5_962
02EA: end_cutscene 
wait 500 
fade 1 1500 
03DE: set_pedestrians_density_multiplier_to 1.0 
0247: request_model #GANG13 
0247: request_model #GANG14 

:HOOD5_989
if or
8248:   not model #GANG13 available 
8248:   not model #GANG14 available 
jf @HOOD5_1019 
wait 0 
jump @HOOD5_989 

:HOOD5_1019
01E8: create_forbidden_for_cars_cube -414.9375 77.75 2.5 -267.4375 103.1875 10.0 
01E8: create_forbidden_for_cars_cube -286.375 77.75 2.5 -215.8125 272.25 10.0 
0213: $BAT_HM5 = create_pickup #BAT type 3 at -637.0 -28.5 -100.0 
$FLAG_BAT_CREATED_HM5 = 1 // $ = int 
009A: $GOODIE_HM5 = create_actor 4 #GANG13 at -640.875 -28.75 18.75 
0173: set_actor $GOODIE_HM5 z_angle_to 180.0 
01B2: give_actor $GOODIE_HM5 weapon 1 ammo 1 
0187: $RADAR_BLIP_GOODIE_HM5 = create_marker_above_actor $GOODIE_HM5 
01ED: reset_actor $GOODIE_HM5 threat_search 

:HOOD5_1133
if 
80E9:   not player $PLAYER_CHAR 0 $GOODIE_HM5 radius 8.0 8.0 
jf @HOOD5_1275 
wait 0 
if 
0118:   actor $GOODIE_HM5 dead 
jf @HOOD5_1209 
00BC: text_highpriority 'HM5_4' time 5000 1  // ~r~Your contact's dead!
jump @HOOD5_5030 
$FLAG_GOODIE_HM5_DEAD_HM5 = 1 // $ = int 

:HOOD5_1209
if 
  $FLAG_BAT_CREATED_HM5 == 1 // $ == int 
jf @HOOD5_1268 
if 
  $FLAG_BAT_COLLECTED_HM5 == 0 // $ == int 
jf @HOOD5_1268 
if 
0214:   pickup $BAT_HM5 picked_up 
jf @HOOD5_1268 
$FLAG_BAT_COLLECTED_HM5 = 1 // $ = int 

:HOOD5_1268
jump @HOOD5_1133 

:HOOD5_1275
020F: actor $GOODIE_HM5 look_at_player $PLAYER_CHAR 
01DF: tie_actor $GOODIE_HM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_GOODIE_HM5 
03CF: load_wav 'H5_A' 

:HOOD5_1306
if 
83D0:   not wav_loaded 
jf @HOOD5_1544 
wait 0 
if 
0118:   actor $GOODIE_HM5 dead 
jf @HOOD5_1368 
00BC: text_highpriority 'HM5_4' time 5000 1  // ~r~Your contact's dead!
jump @HOOD5_5030 
$FLAG_GOODIE_HM5_DEAD_HM5 = 1 // $ = int 

:HOOD5_1368
if and
8320:   not actor $GOODIE_HM5 in_range_of_player $PLAYER_CHAR 
  $FLAG_GOODIE_MESSAGE_HM5 == 0 // $ == int 
jf @HOOD5_1424 
00BC: text_highpriority 'HEY9' time 5000 1  // ~g~You want the word on the street? Go see the contact!
0187: $RADAR_BLIP_GOODIE_HM5 = create_marker_above_actor $GOODIE_HM5 
$FLAG_GOODIE_MESSAGE_HM5 = 1 // $ = int 

:HOOD5_1424
if and
00E9:   player $PLAYER_CHAR 0 $GOODIE_HM5 radius 8.0 8.0 
  $FLAG_GOODIE_MESSAGE_HM5 == 1 // $ == int 
jf @HOOD5_1478 
01DF: tie_actor $GOODIE_HM5 to_player $PLAYER_CHAR 
0164: disable_marker $RADAR_BLIP_GOODIE_HM5 
$FLAG_GOODIE_MESSAGE_HM5 = 0 // $ = int 

:HOOD5_1478
if 
  $FLAG_BAT_CREATED_HM5 == 1 // $ == int 
jf @HOOD5_1537 
if 
  $FLAG_BAT_COLLECTED_HM5 == 0 // $ == int 
jf @HOOD5_1537 
if 
0214:   pickup $BAT_HM5 picked_up 
jf @HOOD5_1537 
$FLAG_BAT_COLLECTED_HM5 = 1 // $ = int 

:HOOD5_1537
jump @HOOD5_1306 

:HOOD5_1544
0164: disable_marker $RADAR_BLIP_GOODIE_HM5 
03D1: play_wav 
00BC: text_highpriority 'HM5_1' time 7000 1  // Yo, Ice said was comin'. There rules. Bats only. No guns, no cars.

:HOOD5_1566
if 
83D2:   not wav_ended 
jf @HOOD5_1694 
wait 0 
if 
0118:   actor $GOODIE_HM5 dead 
jf @HOOD5_1628 
00BC: text_highpriority 'HM5_4' time 5000 1  // ~r~Your contact's dead!
jump @HOOD5_5030 
$FLAG_GOODIE_HM5_DEAD_HM5 = 1 // $ = int 

:HOOD5_1628
if 
  $FLAG_BAT_CREATED_HM5 == 1 // $ == int 
jf @HOOD5_1687 
if 
  $FLAG_BAT_COLLECTED_HM5 == 0 // $ == int 
jf @HOOD5_1687 
if 
0214:   pickup $BAT_HM5 picked_up 
jf @HOOD5_1687 
$FLAG_BAT_COLLECTED_HM5 = 1 // $ = int 

:HOOD5_1687
jump @HOOD5_1566 

:HOOD5_1694
03D5: remove_text 'HM5_1'  // Yo, Ice said was comin'. There rules. Bats only. No guns, no cars.
03CF: load_wav 'H5_B' 

:HOOD5_1714
if 
83D0:   not wav_loaded 
jf @HOOD5_1842 
wait 0 
if 
0118:   actor $GOODIE_HM5 dead 
jf @HOOD5_1776 
00BC: text_highpriority 'HM5_4' time 5000 1  // ~r~Your contact's dead!
jump @HOOD5_5030 
$FLAG_GOODIE_HM5_DEAD_HM5 = 1 // $ = int 

:HOOD5_1776
if 
  $FLAG_BAT_CREATED_HM5 == 1 // $ == int 
jf @HOOD5_1835 
if 
  $FLAG_BAT_COLLECTED_HM5 == 0 // $ == int 
jf @HOOD5_1835 
if 
0214:   pickup $BAT_HM5 picked_up 
jf @HOOD5_1835 
$FLAG_BAT_COLLECTED_HM5 = 1 // $ = int 

:HOOD5_1835
jump @HOOD5_1714 

:HOOD5_1842
03D1: play_wav 
00BB: text_lowpriority 'HM5_5' time 7000 1  // This is a battle for respect, you cool?

:HOOD5_1859
if 
83D2:   not wav_ended 
jf @HOOD5_1987 
wait 0 
if 
0118:   actor $GOODIE_HM5 dead 
jf @HOOD5_1921 
00BC: text_highpriority 'HM5_4' time 5000 1  // ~r~Your contact's dead!
jump @HOOD5_5030 
$FLAG_GOODIE_HM5_DEAD_HM5 = 1 // $ = int 

:HOOD5_1921
if 
  $FLAG_BAT_CREATED_HM5 == 1 // $ == int 
jf @HOOD5_1980 
if 
  $FLAG_BAT_COLLECTED_HM5 == 0 // $ == int 
jf @HOOD5_1980 
if 
0214:   pickup $BAT_HM5 picked_up 
jf @HOOD5_1980 
$FLAG_BAT_COLLECTED_HM5 = 1 // $ = int 

:HOOD5_1980
jump @HOOD5_1859 

:HOOD5_1987
03D5: remove_text 'HM5_5'  // This is a battle for respect, you cool?
03CF: load_wav 'H5_C' 

:HOOD5_2007
if 
83D0:   not wav_loaded 
jf @HOOD5_2135 
wait 0 
if 
0118:   actor $GOODIE_HM5 dead 
jf @HOOD5_2069 
00BC: text_highpriority 'HM5_4' time 5000 1  // ~r~Your contact's dead!
jump @HOOD5_5030 
$FLAG_GOODIE_HM5_DEAD_HM5 = 1 // $ = int 

:HOOD5_2069
if 
  $FLAG_BAT_CREATED_HM5 == 1 // $ == int 
jf @HOOD5_2128 
if 
  $FLAG_BAT_COLLECTED_HM5 == 0 // $ == int 
jf @HOOD5_2128 
if 
0214:   pickup $BAT_HM5 picked_up 
jf @HOOD5_2128 
$FLAG_BAT_COLLECTED_HM5 = 1 // $ = int 

:HOOD5_2128
jump @HOOD5_2007 

:HOOD5_2135
03D1: play_wav 
00BB: text_lowpriority 'HM5_6' time 7000 1  // Let's go crack some skulls...

:HOOD5_2152
if 
83D2:   not wav_ended 
jf @HOOD5_2280 
wait 0 
if 
0118:   actor $GOODIE_HM5 dead 
jf @HOOD5_2214 
00BC: text_highpriority 'HM5_4' time 5000 1  // ~r~Your contact's dead!
jump @HOOD5_5030 
$FLAG_GOODIE_HM5_DEAD_HM5 = 1 // $ = int 

:HOOD5_2214
if 
  $FLAG_BAT_CREATED_HM5 == 1 // $ == int 
jf @HOOD5_2273 
if 
  $FLAG_BAT_COLLECTED_HM5 == 0 // $ == int 
jf @HOOD5_2273 
if 
0214:   pickup $BAT_HM5 picked_up 
jf @HOOD5_2273 
$FLAG_BAT_COLLECTED_HM5 = 1 // $ = int 

:HOOD5_2273
jump @HOOD5_2152 

:HOOD5_2280
03D5: remove_text 'HM5_6'  // Let's go crack some skulls...
009A: $BADDIE1_HM5 = create_actor 13 #GANG14 at -237.0 315.5 -100.0 
0223: set_actor $BADDIE1_HM5 health_to 250 
0243: set_actor $BADDIE1_HM5 ped_stats_to 16 
011A: set_actor $BADDIE1_HM5 search_threat 1 
01B2: give_actor $BADDIE1_HM5 weapon 1 ammo 1 
0187: $RADAR_BLIP_PED1_HM5 = create_marker_above_actor $BADDIE1_HM5 
0291: set_actor $BADDIE1_HM5 heed_threats 1 
01BE: set_actor $BADDIE1_HM5 to_look_at_spot -232.0 253.0 -100.0 
02A9: set_actor $BADDIE1_HM5 immune_to_nonplayer 1 
009A: $BADDIE2_HM5 = create_actor 13 #GANG14 at -234.0625 315.5 -100.0 
0223: set_actor $BADDIE2_HM5 health_to 250 
0243: set_actor $BADDIE2_HM5 ped_stats_to 16 
011A: set_actor $BADDIE2_HM5 search_threat 1 
01B2: give_actor $BADDIE2_HM5 weapon 1 ammo 1 
0187: $RADAR_BLIP_PED2_HM5 = create_marker_above_actor $BADDIE2_HM5 
0291: set_actor $BADDIE2_HM5 heed_threats 1 
01BE: set_actor $BADDIE2_HM5 to_look_at_spot -232.0 253.0 -100.0 
02A9: set_actor $BADDIE2_HM5 immune_to_nonplayer 1 
009A: $BADDIE3_HM5 = create_actor 13 #GANG14 at -229.25 315.5 -100.0 
0223: set_actor $BADDIE3_HM5 health_to 250 
0243: set_actor $BADDIE3_HM5 ped_stats_to 16 
011A: set_actor $BADDIE3_HM5 search_threat 1 
01B2: give_actor $BADDIE3_HM5 weapon 1 ammo 1 
0187: $RADAR_BLIP_PED3_HM5 = create_marker_above_actor $BADDIE3_HM5 
0291: set_actor $BADDIE3_HM5 heed_threats 1 
01BE: set_actor $BADDIE3_HM5 to_look_at_spot -232.0 253.0 -100.0 
02A9: set_actor $BADDIE3_HM5 immune_to_nonplayer 1 
009A: $BADDIE4_HM5 = create_actor 13 #GANG14 at -222.5 298.375 -100.0 
0223: set_actor $BADDIE4_HM5 health_to 250 
0243: set_actor $BADDIE4_HM5 ped_stats_to 16 
011A: set_actor $BADDIE4_HM5 search_threat 1 
01B2: give_actor $BADDIE4_HM5 weapon 1 ammo 1 
0187: $RADAR_BLIP_PED4_HM5 = create_marker_above_actor $BADDIE4_HM5 
0291: set_actor $BADDIE4_HM5 heed_threats 1 
01BE: set_actor $BADDIE4_HM5 to_look_at_spot -226.0625 280.75 -100.0 
02A9: set_actor $BADDIE4_HM5 immune_to_nonplayer 1 
009A: $BADDIE5_HM5 = create_actor 13 #GANG14 at -222.5 287.5625 -100.0 
0223: set_actor $BADDIE5_HM5 health_to 250 
0243: set_actor $BADDIE5_HM5 ped_stats_to 16 
011A: set_actor $BADDIE5_HM5 search_threat 1 
01B2: give_actor $BADDIE5_HM5 weapon 1 ammo 1 
0187: $RADAR_BLIP_PED5_HM5 = create_marker_above_actor $BADDIE5_HM5 
0291: set_actor $BADDIE5_HM5 heed_threats 1 
01BE: set_actor $BADDIE5_HM5 to_look_at_spot -226.0625 280.75 -100.0 
02A9: set_actor $BADDIE5_HM5 immune_to_nonplayer 1 
009A: $BADDIE6_HM5 = create_actor 13 #GANG14 at -222.5 275.875 -100.0 
0223: set_actor $BADDIE6_HM5 health_to 250 
0243: set_actor $BADDIE6_HM5 ped_stats_to 16 
011A: set_actor $BADDIE6_HM5 search_threat 1 
01B2: give_actor $BADDIE6_HM5 weapon 1 ammo 1 
0187: $RADAR_BLIP_PED6_HM5 = create_marker_above_actor $BADDIE6_HM5 
0291: set_actor $BADDIE6_HM5 heed_threats 1 
01BE: set_actor $BADDIE6_HM5 to_look_at_spot -226.0625 280.75 -100.0 
02A9: set_actor $BADDIE6_HM5 immune_to_nonplayer 1 
009A: $BADDIE7_HM5 = create_actor 13 #GANG14 at -239.75 287.5625 -100.0 
0223: set_actor $BADDIE7_HM5 health_to 250 
0243: set_actor $BADDIE7_HM5 ped_stats_to 16 
011A: set_actor $BADDIE7_HM5 search_threat 1 
01B2: give_actor $BADDIE7_HM5 weapon 1 ammo 1 
0187: $RADAR_BLIP_PED7_HM5 = create_marker_above_actor $BADDIE7_HM5 
0291: set_actor $BADDIE7_HM5 heed_threats 1 
01BE: set_actor $BADDIE7_HM5 to_look_at_spot -226.0625 280.75 -100.0 
02A9: set_actor $BADDIE7_HM5 immune_to_nonplayer 1 
009A: $BADDIE8_HM5 = create_actor 13 #GANG14 at -239.75 298.375 -100.0 
0223: set_actor $BADDIE8_HM5 health_to 250 
0243: set_actor $BADDIE8_HM5 ped_stats_to 16 
011A: set_actor $BADDIE8_HM5 search_threat 1 
01B2: give_actor $BADDIE8_HM5 weapon 1 ammo 1 
0187: $RADAR_BLIP_PED8_HM5 = create_marker_above_actor $BADDIE8_HM5 
0291: set_actor $BADDIE8_HM5 heed_threats 1 
01BE: set_actor $BADDIE8_HM5 to_look_at_spot -226.0625 280.75 -100.0 
02A9: set_actor $BADDIE8_HM5 immune_to_nonplayer 1 
009A: $BADDIE9_HM5 = create_actor 13 #GANG14 at -239.75 275.875 -100.0 
0223: set_actor $BADDIE9_HM5 health_to 250 
0243: set_actor $BADDIE9_HM5 ped_stats_to 16 
011A: set_actor $BADDIE9_HM5 search_threat 1 
01B2: give_actor $BADDIE9_HM5 weapon 1 ammo 1 
0187: $RADAR_BLIP_PED9_HM5 = create_marker_above_actor $BADDIE9_HM5 
0291: set_actor $BADDIE9_HM5 heed_threats 1 
01BE: set_actor $BADDIE9_HM5 to_look_at_spot -226.0625 280.75 -100.0 
02A9: set_actor $BADDIE9_HM5 immune_to_nonplayer 1 

:HOOD5_3055
if 
   not $COUNTER_NO_OF_BADDIES_DEAD_HM5 == 9 // $ == int 
jf @HOOD5_5023 
wait 0 
if 
0118:   actor $GOODIE_HM5 dead 
jf @HOOD5_3100 
$FLAG_GOODIE_HM5_DEAD_HM5 = 1 // $ = int 

:HOOD5_3100
if 
0057:   player $PLAYER_CHAR 0 -247.25 333.875 2.0 -209.5 250.1875 15.0 
jf @HOOD5_3222 
$FLAG_PLAYER_IN_AREA_HM5 = 1 // $ = int 
if 
  $FLAG_GOODIE_HM5_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_3222 
if 
80DF:   not actor $GOODIE_HM5 in_any_car 
jf @HOOD5_3222 
if 
  $FLAG_PLAYERS_BUDDY_NORMAL == 0 // $ == int 
jf @HOOD5_3222 
01E0: clear_leader $GOODIE_HM5 
011A: set_actor $GOODIE_HM5 search_threat 8192 
0243: set_actor $GOODIE_HM5 ped_stats_to 16 
$FLAG_PLAYERS_BUDDY_NORMAL = 1 // $ = int 

:HOOD5_3222
if 
  $FLAG_PLAYER_IN_AREA_HM5 == 1 // $ == int 
jf @HOOD5_3753 
if 
  $FLAG_BADDIE1_MAD_HM5 == 0 // $ == int 
jf @HOOD5_3297 
if 
8118:   not actor $BADDIE1_HM5 dead 
jf @HOOD5_3297 
020F: actor $BADDIE1_HM5 look_at_player $PLAYER_CHAR 
01CA: actor $BADDIE1_HM5 kill_player $PLAYER_CHAR 
$FLAG_BADDIE1_MAD_HM5 = 1 // $ = int 

:HOOD5_3297
if 
  $FLAG_BADDIE2_MAD_HM5 == 0 // $ == int 
jf @HOOD5_3354 
if 
8118:   not actor $BADDIE2_HM5 dead 
jf @HOOD5_3354 
020F: actor $BADDIE2_HM5 look_at_player $PLAYER_CHAR 
01CA: actor $BADDIE2_HM5 kill_player $PLAYER_CHAR 
$FLAG_BADDIE2_MAD_HM5 = 1 // $ = int 

:HOOD5_3354
if 
  $FLAG_BADDIE3_MAD_HM5 == 0 // $ == int 
jf @HOOD5_3411 
if 
8118:   not actor $BADDIE3_HM5 dead 
jf @HOOD5_3411 
020F: actor $BADDIE3_HM5 look_at_player $PLAYER_CHAR 
01CA: actor $BADDIE3_HM5 kill_player $PLAYER_CHAR 
$FLAG_BADDIE3_MAD_HM5 = 1 // $ = int 

:HOOD5_3411
if 
  $FLAG_BADDIE4_MAD_HM5 == 0 // $ == int 
jf @HOOD5_3468 
if 
8118:   not actor $BADDIE4_HM5 dead 
jf @HOOD5_3468 
020F: actor $BADDIE4_HM5 look_at_player $PLAYER_CHAR 
01CA: actor $BADDIE4_HM5 kill_player $PLAYER_CHAR 
$FLAG_BADDIE4_MAD_HM5 = 1 // $ = int 

:HOOD5_3468
if 
  $FLAG_BADDIE5_MAD_HM5 == 0 // $ == int 
jf @HOOD5_3525 
if 
8118:   not actor $BADDIE5_HM5 dead 
jf @HOOD5_3525 
020F: actor $BADDIE5_HM5 look_at_player $PLAYER_CHAR 
01CA: actor $BADDIE5_HM5 kill_player $PLAYER_CHAR 
$FLAG_BADDIE5_MAD_HM5 = 1 // $ = int 

:HOOD5_3525
if 
  $FLAG_BADDIE6_MAD_HM5 == 0 // $ == int 
jf @HOOD5_3582 
if 
8118:   not actor $BADDIE6_HM5 dead 
jf @HOOD5_3582 
020F: actor $BADDIE6_HM5 look_at_player $PLAYER_CHAR 
01CA: actor $BADDIE6_HM5 kill_player $PLAYER_CHAR 
$FLAG_BADDIE6_MAD_HM5 = 1 // $ = int 

:HOOD5_3582
if 
  $FLAG_BADDIE7_MAD_HM5 == 0 // $ == int 
jf @HOOD5_3639 
if 
8118:   not actor $BADDIE7_HM5 dead 
jf @HOOD5_3639 
020F: actor $BADDIE7_HM5 look_at_player $PLAYER_CHAR 
01CA: actor $BADDIE7_HM5 kill_player $PLAYER_CHAR 
$FLAG_BADDIE7_MAD_HM5 = 1 // $ = int 

:HOOD5_3639
if 
  $FLAG_BADDIE8_MAD_HM5 == 0 // $ == int 
jf @HOOD5_3696 
if 
8118:   not actor $BADDIE8_HM5 dead 
jf @HOOD5_3696 
020F: actor $BADDIE8_HM5 look_at_player $PLAYER_CHAR 
01CA: actor $BADDIE8_HM5 kill_player $PLAYER_CHAR 
$FLAG_BADDIE8_MAD_HM5 = 1 // $ = int 

:HOOD5_3696
if 
  $FLAG_BADDIE9_MAD_HM5 == 0 // $ == int 
jf @HOOD5_3753 
if 
8118:   not actor $BADDIE9_HM5 dead 
jf @HOOD5_3753 
020F: actor $BADDIE9_HM5 look_at_player $PLAYER_CHAR 
01CA: actor $BADDIE9_HM5 kill_player $PLAYER_CHAR 
$FLAG_BADDIE9_MAD_HM5 = 1 // $ = int 

:HOOD5_3753
if 
  $FLAG_BADDIE1_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_3853 
if 
0118:   actor $BADDIE1_HM5 dead 
jf @HOOD5_3853 
if 
031D:   actor $BADDIE1_HM5 hit_by_weapon 1 
jf @HOOD5_3831 
0164: disable_marker $RADAR_BLIP_PED1_HM5 
$COUNTER_NO_OF_BADDIES_DEAD_HM5 += 1 // $ += int 
$FLAG_BADDIE1_DEAD_HM5 = 1 // $ = int 
jump @HOOD5_3853 

:HOOD5_3831
00BC: text_highpriority 'HM5_3' time 7000 1  // ~r~You were told to use a baseball bat only!
jump @HOOD5_5030 

:HOOD5_3853
if 
  $FLAG_BADDIE2_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_3953 
if 
0118:   actor $BADDIE2_HM5 dead 
jf @HOOD5_3953 
if 
031D:   actor $BADDIE2_HM5 hit_by_weapon 1 
jf @HOOD5_3931 
0164: disable_marker $RADAR_BLIP_PED2_HM5 
$COUNTER_NO_OF_BADDIES_DEAD_HM5 += 1 // $ += int 
$FLAG_BADDIE2_DEAD_HM5 = 1 // $ = int 
jump @HOOD5_3953 

:HOOD5_3931
00BC: text_highpriority 'HM5_3' time 7000 1  // ~r~You were told to use a baseball bat only!
jump @HOOD5_5030 

:HOOD5_3953
if 
  $FLAG_BADDIE3_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4053 
if 
0118:   actor $BADDIE3_HM5 dead 
jf @HOOD5_4053 
if 
031D:   actor $BADDIE3_HM5 hit_by_weapon 1 
jf @HOOD5_4031 
0164: disable_marker $RADAR_BLIP_PED3_HM5 
$COUNTER_NO_OF_BADDIES_DEAD_HM5 += 1 // $ += int 
$FLAG_BADDIE3_DEAD_HM5 = 1 // $ = int 
jump @HOOD5_4053 

:HOOD5_4031
00BC: text_highpriority 'HM5_3' time 7000 1  // ~r~You were told to use a baseball bat only!
jump @HOOD5_5030 

:HOOD5_4053
if 
  $FLAG_BADDIE4_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4153 
if 
0118:   actor $BADDIE4_HM5 dead 
jf @HOOD5_4153 
if 
031D:   actor $BADDIE4_HM5 hit_by_weapon 1 
jf @HOOD5_4131 
0164: disable_marker $RADAR_BLIP_PED4_HM5 
$COUNTER_NO_OF_BADDIES_DEAD_HM5 += 1 // $ += int 
$FLAG_BADDIE4_DEAD_HM5 = 1 // $ = int 
jump @HOOD5_4153 

:HOOD5_4131
00BC: text_highpriority 'HM5_3' time 7000 1  // ~r~You were told to use a baseball bat only!
jump @HOOD5_5030 

:HOOD5_4153
if 
  $FLAG_BADDIE5_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4253 
if 
0118:   actor $BADDIE5_HM5 dead 
jf @HOOD5_4253 
if 
031D:   actor $BADDIE5_HM5 hit_by_weapon 1 
jf @HOOD5_4231 
0164: disable_marker $RADAR_BLIP_PED5_HM5 
$COUNTER_NO_OF_BADDIES_DEAD_HM5 += 1 // $ += int 
$FLAG_BADDIE5_DEAD_HM5 = 1 // $ = int 
jump @HOOD5_4253 

:HOOD5_4231
00BC: text_highpriority 'HM5_3' time 7000 1  // ~r~You were told to use a baseball bat only!
jump @HOOD5_5030 

:HOOD5_4253
if 
  $FLAG_BADDIE6_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4353 
if 
0118:   actor $BADDIE6_HM5 dead 
jf @HOOD5_4353 
if 
031D:   actor $BADDIE6_HM5 hit_by_weapon 1 
jf @HOOD5_4331 
0164: disable_marker $RADAR_BLIP_PED6_HM5 
$COUNTER_NO_OF_BADDIES_DEAD_HM5 += 1 // $ += int 
$FLAG_BADDIE6_DEAD_HM5 = 1 // $ = int 
jump @HOOD5_4353 

:HOOD5_4331
00BC: text_highpriority 'HM5_3' time 7000 1  // ~r~You were told to use a baseball bat only!
jump @HOOD5_5030 

:HOOD5_4353
if 
  $FLAG_BADDIE7_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4453 
if 
0118:   actor $BADDIE7_HM5 dead 
jf @HOOD5_4453 
if 
031D:   actor $BADDIE7_HM5 hit_by_weapon 1 
jf @HOOD5_4431 
0164: disable_marker $RADAR_BLIP_PED7_HM5 
$COUNTER_NO_OF_BADDIES_DEAD_HM5 += 1 // $ += int 
$FLAG_BADDIE7_DEAD_HM5 = 1 // $ = int 
jump @HOOD5_4453 

:HOOD5_4431
00BC: text_highpriority 'HM5_3' time 7000 1  // ~r~You were told to use a baseball bat only!
jump @HOOD5_5030 

:HOOD5_4453
if 
  $FLAG_BADDIE8_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4553 
if 
0118:   actor $BADDIE8_HM5 dead 
jf @HOOD5_4553 
if 
031D:   actor $BADDIE8_HM5 hit_by_weapon 1 
jf @HOOD5_4531 
0164: disable_marker $RADAR_BLIP_PED8_HM5 
$COUNTER_NO_OF_BADDIES_DEAD_HM5 += 1 // $ += int 
$FLAG_BADDIE8_DEAD_HM5 = 1 // $ = int 
jump @HOOD5_4553 

:HOOD5_4531
00BC: text_highpriority 'HM5_3' time 7000 1  // ~r~You were told to use a baseball bat only!
jump @HOOD5_5030 

:HOOD5_4553
if 
  $FLAG_BADDIE9_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4653 
if 
0118:   actor $BADDIE9_HM5 dead 
jf @HOOD5_4653 
if 
031D:   actor $BADDIE9_HM5 hit_by_weapon 1 
jf @HOOD5_4631 
0164: disable_marker $RADAR_BLIP_PED9_HM5 
$COUNTER_NO_OF_BADDIES_DEAD_HM5 += 1 // $ += int 
$FLAG_BADDIE9_DEAD_HM5 = 1 // $ = int 
jump @HOOD5_4653 

:HOOD5_4631
00BC: text_highpriority 'HM5_3' time 7000 1  // ~r~You were told to use a baseball bat only!
jump @HOOD5_5030 

:HOOD5_4653
if 
02D5:   player $PLAYER_CHAR shooting_in_area -327.0 72.0 -134.0 350.0 0 
jf @HOOD5_4957 
if 
  $FLAG_BADDIE1_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4711 
01B2: give_actor $BADDIE1_HM5 weapon 3 ammo 30000 

:HOOD5_4711
if 
  $FLAG_BADDIE2_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4739 
01B2: give_actor $BADDIE2_HM5 weapon 3 ammo 30000 

:HOOD5_4739
if 
  $FLAG_BADDIE3_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4767 
01B2: give_actor $BADDIE3_HM5 weapon 3 ammo 30000 

:HOOD5_4767
if 
  $FLAG_BADDIE4_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4795 
01B2: give_actor $BADDIE4_HM5 weapon 3 ammo 30000 

:HOOD5_4795
if 
  $FLAG_BADDIE5_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4823 
01B2: give_actor $BADDIE5_HM5 weapon 3 ammo 30000 

:HOOD5_4823
if 
  $FLAG_BADDIE6_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4851 
01B2: give_actor $BADDIE6_HM5 weapon 3 ammo 30000 

:HOOD5_4851
if 
  $FLAG_BADDIE7_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4879 
01B2: give_actor $BADDIE7_HM5 weapon 3 ammo 30000 

:HOOD5_4879
if 
  $FLAG_BADDIE8_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4907 
01B2: give_actor $BADDIE8_HM5 weapon 3 ammo 30000 

:HOOD5_4907
if 
  $FLAG_BADDIE9_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_4935 
01B2: give_actor $BADDIE9_HM5 weapon 3 ammo 30000 

:HOOD5_4935
00BC: text_highpriority 'HM5_3' time 7000 1  // ~r~You were told to use a baseball bat only!
jump @HOOD5_5030 

:HOOD5_4957
if 
  $FLAG_BAT_CREATED_HM5 == 1 // $ == int 
jf @HOOD5_5016 
if 
  $FLAG_BAT_COLLECTED_HM5 == 0 // $ == int 
jf @HOOD5_5016 
if 
0214:   pickup $BAT_HM5 picked_up 
jf @HOOD5_5016 
$FLAG_BAT_COLLECTED_HM5 = 1 // $ = int 

:HOOD5_5016
jump @HOOD5_3055 

:HOOD5_5023
jump @HOOD5_5087 

:HOOD5_5030
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
if 
0130:   player $PLAYER_CHAR busted 
jf @HOOD5_5065 
0420: override_police_station 3 

:HOOD5_5065
if 
0117:   player $PLAYER_CHAR wasted 
jf @HOOD5_5085 
041F: override_hospital 3 

:HOOD5_5085
return 

:HOOD5_5087
$FLAG_HOOD_MISSION5_PASSED = 1 // $ = int 
0318: set_latest_mission_passed 'HM_5'  // 'RUMBLE'
030C: progress_made += 1 
01E3: text_1number_styled 'M_PASS' 10000 5000 ms 1  // MISSION PASSED! $~1~
0394: play_music 1 
0109: player $PLAYER_CHAR money += 10000 
0110: clear_player $PLAYER_CHAR wanted_level 
0164: disable_marker $HOOD_CONTACT_BLIP 
0410: override_gang_model 6 0 
start_new_script @NONAME_73 
return 

:HOOD5_5164
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_HOOD_MISSION = 0 // $ = int 
0249: release_model #GANG14 
0249: release_model #GANG13 
0164: disable_marker $RADAR_BLIP_GOODIE_HM5 
0164: disable_marker $RADAR_BLIP_PED1_HM5 
0164: disable_marker $RADAR_BLIP_PED2_HM5 
0164: disable_marker $RADAR_BLIP_PED3_HM5 
0164: disable_marker $RADAR_BLIP_PED4_HM5 
0164: disable_marker $RADAR_BLIP_PED5_HM5 
0164: disable_marker $RADAR_BLIP_PED6_HM5 
0164: disable_marker $RADAR_BLIP_PED7_HM5 
0164: disable_marker $RADAR_BLIP_PED8_HM5 
0164: disable_marker $RADAR_BLIP_PED9_HM5 
if 
  $FLAG_BAT_CREATED_HM5 == 1 // $ == int 
jf @HOOD5_5277 
if 
  $FLAG_BAT_COLLECTED_HM5 == 0 // $ == int 
jf @HOOD5_5277 
0215: destroy_pickup $BAT_HM5 

:HOOD5_5277
if 
  $FLAG_BADDIE1_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_5318 
if 
8118:   not actor $BADDIE1_HM5 dead 
jf @HOOD5_5318 
02A9: set_actor $BADDIE1_HM5 immune_to_nonplayer 0 

:HOOD5_5318
if 
  $FLAG_BADDIE2_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_5359 
if 
8118:   not actor $BADDIE2_HM5 dead 
jf @HOOD5_5359 
02A9: set_actor $BADDIE2_HM5 immune_to_nonplayer 0 

:HOOD5_5359
if 
  $FLAG_BADDIE3_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_5400 
if 
8118:   not actor $BADDIE3_HM5 dead 
jf @HOOD5_5400 
02A9: set_actor $BADDIE3_HM5 immune_to_nonplayer 0 

:HOOD5_5400
if 
  $FLAG_BADDIE4_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_5441 
if 
8118:   not actor $BADDIE4_HM5 dead 
jf @HOOD5_5441 
02A9: set_actor $BADDIE4_HM5 immune_to_nonplayer 0 

:HOOD5_5441
if 
  $FLAG_BADDIE5_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_5482 
if 
8118:   not actor $BADDIE5_HM5 dead 
jf @HOOD5_5482 
02A9: set_actor $BADDIE5_HM5 immune_to_nonplayer 0 

:HOOD5_5482
if 
  $FLAG_BADDIE6_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_5523 
if 
8118:   not actor $BADDIE6_HM5 dead 
jf @HOOD5_5523 
02A9: set_actor $BADDIE6_HM5 immune_to_nonplayer 0 

:HOOD5_5523
if 
  $FLAG_BADDIE7_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_5564 
if 
8118:   not actor $BADDIE7_HM5 dead 
jf @HOOD5_5564 
02A9: set_actor $BADDIE7_HM5 immune_to_nonplayer 0 

:HOOD5_5564
if 
  $FLAG_BADDIE8_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_5605 
if 
8118:   not actor $BADDIE8_HM5 dead 
jf @HOOD5_5605 
02A9: set_actor $BADDIE8_HM5 immune_to_nonplayer 0 

:HOOD5_5605
if 
  $FLAG_BADDIE9_DEAD_HM5 == 0 // $ == int 
jf @HOOD5_5646 
if 
8118:   not actor $BADDIE9_HM5 dead 
jf @HOOD5_5646 
02A9: set_actor $BADDIE9_HM5 immune_to_nonplayer 0 

:HOOD5_5646
mission_cleanup 
return 

//-------------Mission 79---------------
// Originally: The Exchange

:CAT1
gosub @CAT1_36 
if 
  wasted_or_busted 
jf @CAT1_27 
gosub @CAT1_6780 

:CAT1_27
gosub @CAT1_6867 
terminate_this_script 

:CAT1_36
increment_mission_attempts 
$ONMISSION = 1 // $ = int 
$FLAG_PLAYER_ON_CAT_MISSION = 1 // $ = int 
script_name 'CAT1' 
wait 0 
$ADDED_THE_BLIP_FOR_MARIA = 0 // $ = int 
$BEEN_ON_HELI_PAD = 0 // $ = int 
$SET_AS_LEADER_BEFORE = 0 // $ = int 
$MARIA_CREATED_BEFORE = 0 // $ = int 
$ONMISSION = 1 // $ = int 
$CAMERA_CUT = 0 // $ = int 
015C: set_zone_gang_info 'WEE_DAM' 1 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'WEE_DAM' 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'WEE_DAM' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'WEE_DAM' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0110: clear_player $PLAYER_CHAR wanted_level 
023C: load_special_actor 1 'MARIA' 
023C: load_special_actor 2 'CAT' 
023C: load_special_actor 3 'COL2' 
023C: load_special_actor 4 'COLROB' 
02F3: load_object #CUTOBJ01 'FULCASE' 
02F3: load_object #CUTOBJ02 'CATH' 
0247: request_model #GANG11 
0247: request_model #GANG12 
0247: request_model #COLUMB 
0247: request_model #FLATBED 
0247: request_model #NEW_COLMANSN 
0247: request_model #LANDPART15 
0247: request_model #SECURITY_HUT 
0247: request_model #COLUMANSION_WALL 
038B: load_requested_models 

:CAT1_371
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 2 loaded 
823D:   not special_actor 4 loaded 
8248:   not model #CUTOBJ01 available 
8248:   not model #CUTOBJ02 available 
jf @CAT1_415 
wait 0 
jump @CAT1_371 

:CAT1_415
if or
8248:   not model #GANG11 available 
8248:   not model #GANG12 available 
jf @CAT1_445 
wait 0 
jump @CAT1_415 

:CAT1_445
if or
8248:   not model #COLUMB available 
8248:   not model #NEW_COLMANSN available 
8248:   not model #LANDPART15 available 
8248:   not model #SECURITY_HUT available 
8248:   not model #COLUMANSION_WALL available 
jf @CAT1_492 
wait 0 
jump @CAT1_445 

:CAT1_492
03CB: load_scene -363.5 243.5 59.25 
02E4: load_cutscene_data 'C1_TEX' 
0244: set_cutscene_pos -358.5 249.1875 59.3125 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_MARIA = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_MARIA 'MARIA' 
02E5: $CS_CAT = create_cutscene_object #SPECIAL02 
02E6: set_cutscene_anim $CS_CAT 'CAT' 
02E5: $CS_COLUB2 = create_cutscene_object #SPECIAL04 
02E6: set_cutscene_anim $CS_COLUB2 'COLROB' 
02E5: $CS_COLUB3 = create_cutscene_object #GANG11 
02E6: set_cutscene_anim $CS_COLUB3 'GANG11' 
02E5: $CS_COLUB4 = create_cutscene_object #GANG12 
02E6: set_cutscene_anim $CS_COLUB4 'GANG12' 
02E5: $CS_CASE = create_cutscene_object #CUTOBJ01 
02E6: set_cutscene_anim $CS_CASE 'FULCASE' 
02F4: create_cutscene_actor $CS_CATHEAD from_head #CUTOBJ02 and_body $CS_CAT 
02F5: set_head_anim $CS_CATHEAD 'CAT' 
00A5: $COLUBIAN_CAR1 = create_car #COLUMB at -422.875 291.75 61.75 
0175: set_car $COLUBIAN_CAR1 z_angle_to 226.0 
009A: $COLUBIAN_GUARD1 = create_actor 12 #GANG11 at -395.375 293.375 -100.0 
01B2: give_actor $COLUBIAN_GUARD1 weapon 3 ammo 200 
009A: $COLUBIAN_GUARD3 = create_actor 12 #GANG11 at -368.0625 252.375 -100.0 
01B2: give_actor $COLUBIAN_GUARD3 weapon 3 ammo 200 
0173: set_actor $COLUBIAN_GUARD3 z_angle_to 0.0 
009A: $COLUBIAN_GUARD4 = create_actor 12 #GANG12 at -358.0 251.75 -100.0 
01B2: give_actor $COLUBIAN_GUARD4 weapon 3 ammo 200 
0173: set_actor $COLUBIAN_GUARD4 z_angle_to 0.0 
009A: $COLUBIAN_GUARD12 = create_actor 12 #GANG11 at -392.375 301.0 70.6875 
01B2: give_actor $COLUBIAN_GUARD12 weapon 5 ammo 200 
0173: set_actor $COLUBIAN_GUARD12 z_angle_to 0.0 
0350: set_actor $COLUBIAN_GUARD12 maintain_position_when_attacked 1 
009A: $COLUBIAN_GUARD13 = create_actor 12 #GANG12 at -374.0 301.0 70.6875 
01B2: give_actor $COLUBIAN_GUARD13 weapon 5 ammo 200 
0173: set_actor $COLUBIAN_GUARD13 z_angle_to 0.0 
0350: set_actor $COLUBIAN_GUARD13 maintain_position_when_attacked 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
020F: actor $COLUBIAN_GUARD1 look_at_player $PLAYER_CHAR 
020F: actor $COLUBIAN_GUARD12 look_at_player $PLAYER_CHAR 
020F: actor $COLUBIAN_GUARD13 look_at_player $PLAYER_CHAR 
0395: clear_area 1 at -362.75 246.5 60.0 range 4.5 
009A: $COLUBIAN_GUARD2 = create_actor 12 #GANG12 at -380.0625 282.5625 -100.0 
0173: set_actor $COLUBIAN_GUARD2 z_angle_to 229.0 
0223: set_actor $COLUBIAN_GUARD2 health_to 0 
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $CS_TIME = cutscenetime 

:CAT1_1002
if 
  22000 > $CS_TIME // int > $ 
jf @CAT1_1037 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_1002 

:CAT1_1037
0055: put_player $PLAYER_CHAR at -363.25 253.0 -100.0 

:CAT1_1051
if 
  32166 > $CS_TIME // int > $ 
jf @CAT1_1086 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_1051 

:CAT1_1086
00BC: text_highpriority 'CAT2_A' time 10000 2  // The real question is, did you turn up to rescue Maria or to get me back?

:CAT1_1101
if 
  38548 > $CS_TIME // int > $ 
jf @CAT1_1138 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_1101 

:CAT1_1138
00BC: text_highpriority 'CAT2_B' time 10000 2  // Well I got news for you,

:CAT1_1153
if 
  40043 > $CS_TIME // int > $ 
jf @CAT1_1190 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_1153 

:CAT1_1190
00BC: text_highpriority 'CAT2_B2' time 10000 2  // shooting you will be a pleasure but dating you was only business.

:CAT1_1205
if 
  43684 > $CS_TIME // int > $ 
jf @CAT1_1242 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_1205 

:CAT1_1242
00BC: text_highpriority 'CAT2_C' time 10000 2  // You are muy peccinno amigo!

:CAT1_1257
if 
  45711 > $CS_TIME // int > $ 
jf @CAT1_1294 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_1257 

:CAT1_1294
00BC: text_highpriority 'CAT2_D' time 10000 2  // Throw over the cash.

:CAT1_1309
if 
  52048 > $CS_TIME // int > $ 
jf @CAT1_1346 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_1309 

:CAT1_1346
00BC: text_highpriority 'CAT2_E' time 10000 2  // You have been a busy boy!

:CAT1_1361
if 
  54527 > $CS_TIME // int > $ 
jf @CAT1_1398 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_1361 

:CAT1_1398
00BC: text_highpriority 'CAT2_E2' time 10000 2  // But you haven't learned, I'm not to be trusted.

:CAT1_1413
if 
  57558 > $CS_TIME // int > $ 
jf @CAT1_1450 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_1413 

:CAT1_1450
00BC: text_highpriority 'CAT2_E3' time 10000 2  // Kill the idiot.

:CAT1_1465
if 
  58661 > $CS_TIME // int > $ 
jf @CAT1_1502 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_1465 

:CAT1_1502
00BE: text_clear_all 

:CAT1_1504
if 
  65000 > $CS_TIME // int > $ 
jf @CAT1_1541 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_1504 

:CAT1_1541
00BE: text_clear_all 
032B: $DEAD_GUARDS_GUN = create_weapon_pickup #COLT45 3 ammo 48 at -380.0625 282.5625 62.5625 
0395: clear_area 1 at -381.75 284.0 62.875 range 1.0 
0055: put_player $PLAYER_CHAR at -381.75 284.0 -100.0 
0171: set_player $PLAYER_CHAR z_angle_to 232.0 

:CAT1_1602
if 
82E9:   not cutscene_reached_end 
jf @CAT1_1626 
wait 0 
jump @CAT1_1602 

:CAT1_1626
03AD: set_rubbish 1 
02EA: end_cutscene 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0373: set_camera_directly_behind_player 
03B8: clear_weapons_from_player $PLAYER_CHAR 
if 
  $NICKED_HALF_A_MIL_BEFORE == 0 // $ == int 
jf @CAT1_1681 
0109: player $PLAYER_CHAR money += -500000 
$NICKED_HALF_A_MIL_BEFORE = 1 // $ = int 

:CAT1_1681
0296: unload_special_actor 3 
0296: unload_special_actor 4 
0249: release_model #CUTOBJ01 
0249: release_model #CUTOBJ02 
0249: release_model #NEW_COLMANSN 
0249: release_model #LANDPART15 
0249: release_model #SECURITY_HUT 
0249: release_model #COLUMANSION_WALL 

:CAT1_1719
if 
8248:   not model #FLATBED available 
jf @CAT1_1746 
wait 0 
jump @CAT1_1719 

:CAT1_1746
00BC: text_highpriority 'CATINF1' time 5000 2  // ~g~Get Catalina!
wait 1000 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
$COUNTDOWN_CAT1 = 421000 // $ = int 
014E: set_timer_to $COUNTDOWN_CAT1 
if and
8118:   not actor $COLUBIAN_GUARD1 dead 
8118:   not actor $COLUBIAN_GUARD2 dead 
8118:   not actor $COLUBIAN_GUARD12 dead 
8118:   not actor $COLUBIAN_GUARD13 dead 
jf @CAT1_1879 
01CC: actor $COLUBIAN_GUARD1 kill_player $PLAYER_CHAR 
011A: set_actor $COLUBIAN_GUARD1 search_threat 1 
01CC: actor $COLUBIAN_GUARD2 kill_player $PLAYER_CHAR 
011A: set_actor $COLUBIAN_GUARD2 search_threat 1 
01CC: actor $COLUBIAN_GUARD12 kill_player $PLAYER_CHAR 
011A: set_actor $COLUBIAN_GUARD12 search_threat 1 
01CC: actor $COLUBIAN_GUARD13 kill_player $PLAYER_CHAR 
011A: set_actor $COLUBIAN_GUARD13 search_threat 1 

:CAT1_1879
if and
8118:   not actor $COLUBIAN_GUARD3 dead 
8118:   not actor $COLUBIAN_GUARD4 dead 
jf @CAT1_1914 
011A: set_actor $COLUBIAN_GUARD3 search_threat 1 
011A: set_actor $COLUBIAN_GUARD4 search_threat 1 

:CAT1_1914
022B: create_forbidden_for_peds_cube -942.5625 337.0 10.0 -953.5625 361.375 30.0 

:CAT1_1934
if 
0057:   player $PLAYER_CHAR 0 -448.0 241.6875 50.0 -292.375 365.1875 90.0 
jf @CAT1_2011 
wait 0 
if 
  $COUNTDOWN_CAT1 == 0 // $ == int 
jf @CAT1_1999 
jump @CAT1_6780 

:CAT1_1999
0110: clear_player $PLAYER_CHAR wanted_level 
jump @CAT1_1934 

:CAT1_2011
03B2: start_catalina_flyby 
$ESCAPE_CHOPPER = -1 // $ = int 

:CAT1_2020
if 
  $ESCAPE_CHOPPER == -1 // $ == int 
jf @CAT1_2054 
wait 0 
03B9: create_catalinas_chopper $ESCAPE_CHOPPER 
jump @CAT1_2020 

:CAT1_2054
wait 1000 
if 
8119:   not car $ESCAPE_CHOPPER wrecked 
jf @CAT1_2159 
0186: $BLIP1_CAT1 = create_marker_above_car $ESCAPE_CHOPPER 
018B: set_marker $BLIP1_CAT1 display 2 
015F: set_camera_position -364.5 243.6875 62.6875 rotation 0.0 0.0 0.0 
0158: camera_on_vehicle $ESCAPE_CHOPPER mode 15 switchstyle 1 
02A3: toggle_widescreen 1 
01B4: set_player $PLAYER_CHAR can_move 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
02AC: set_car $ESCAPE_CHOPPER immunities 1 1 1 1 1 

:CAT1_2159
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CAT1_2182 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:CAT1_2182
wait 5000 
015A: restore_camera 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CAT1_2244 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:CAT1_2244
00BC: text_highpriority 'CATINF2' time 5000 2  // ~g~Follow the chopper to find Catalina.

:CAT1_2259
if 
8121:   not player $PLAYER_CHAR in_zone 'BIG_DAM'  // Cochrane Dam
jf @CAT1_2359 
wait 0 
if 
  $COUNTDOWN_CAT1 == 0 // $ == int 
jf @CAT1_2327 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @CAT1_6780 

:CAT1_2327
if 
03B5:   catalina_shot_down 
jf @CAT1_2347 
jump @CAT1_4719 

:CAT1_2347
0110: clear_player $PLAYER_CHAR wanted_level 
jump @CAT1_2259 

:CAT1_2359
03F1: pedtype 12 add_threat 1 
0237: set_gang 5 primary_weapon_to 3 secondary_weapon_to 5 
01C2: mark_actor_as_no_longer_needed $COLUBIAN_GUARD1 
01C2: mark_actor_as_no_longer_needed $COLUBIAN_GUARD2 
01C2: mark_actor_as_no_longer_needed $COLUBIAN_GUARD3 
01C2: mark_actor_as_no_longer_needed $COLUBIAN_GUARD4 
00A5: $COLUBIAN_CAR6 = create_car #COLUMB at -946.75 310.0 -100.0 
0175: set_car $COLUBIAN_CAR6 z_angle_to 104.6875 
00A5: $COLUBIAN_CAR7 = create_car #COLUMB at -952.25 310.25 -100.0 
0175: set_car $COLUBIAN_CAR7 z_angle_to 78.75 
009A: $COLUBIAN_GUARD14 = create_actor 12 #GANG11 at -955.5 309.6875 -100.0 
0173: set_actor $COLUBIAN_GUARD14 z_angle_to 220.0 
011A: set_actor $COLUBIAN_GUARD14 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD14 weapon 5 ammo 500 
009A: $COLUBIAN_GUARD15 = create_actor 12 #GANG12 at -943.0 311.0 -100.0 
0173: set_actor $COLUBIAN_GUARD15 z_angle_to 176.0 
011A: set_actor $COLUBIAN_GUARD15 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD15 weapon 5 ammo 500 
00A5: $COLUBIAN_CAR2 = create_car #COLUMB at -1035.688 464.0625 -100.0 
0175: set_car $COLUBIAN_CAR2 z_angle_to 194.0 
00A5: $COLUBIAN_CAR3 = create_car #COLUMB at -1033.75 458.875 -100.0 
0175: set_car $COLUBIAN_CAR3 z_angle_to 330.75 
032B: $ROCKET_LAUNCH = create_weapon_pickup #ROCKET 3 ammo 3 at -1149.688 347.6875 30.375 

:CAT1_2600
if 
8121:   not player $PLAYER_CHAR in_zone 'WEE_DAM' 
jf @CAT1_2700 
wait 0 
if 
  $COUNTDOWN_CAT1 == 0 // $ == int 
jf @CAT1_2668 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @CAT1_6780 

:CAT1_2668
if 
03B5:   catalina_shot_down 
jf @CAT1_2688 
jump @CAT1_4719 

:CAT1_2688
0110: clear_player $PLAYER_CHAR wanted_level 
jump @CAT1_2600 

:CAT1_2700
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 

:CAT1_2707
if 
8057:   not player $PLAYER_CHAR 0 -927.375 391.5 50.0 -1124.25 485.0625 0.0 
jf @CAT1_2804 
wait 0 
if 
  $COUNTDOWN_CAT1 == 0 // $ == int 
jf @CAT1_2772 
jump @CAT1_6780 

:CAT1_2772
if 
03B5:   catalina_shot_down 
jf @CAT1_2792 
jump @CAT1_4719 

:CAT1_2792
0110: clear_player $PLAYER_CHAR wanted_level 
jump @CAT1_2707 

:CAT1_2804
01C2: mark_actor_as_no_longer_needed $COLUBIAN_GUARD14 
01C2: mark_actor_as_no_longer_needed $COLUBIAN_GUARD15 
01C3: mark_car_as_no_longer_needed $COLUBIAN_CAR6 
01C3: mark_car_as_no_longer_needed $COLUBIAN_CAR7 
009A: $COLUBIAN_GUARD5 = create_actor 12 #GANG11 at -1037.188 467.875 -100.0 
0173: set_actor $COLUBIAN_GUARD5 z_angle_to 272.0 
011A: set_actor $COLUBIAN_GUARD5 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD5 weapon 6 ammo 500 
009A: $COLUBIAN_GUARD6 = create_actor 12 #GANG12 at -1035.0 454.75 -100.0 
0173: set_actor $COLUBIAN_GUARD6 z_angle_to 247.0 
011A: set_actor $COLUBIAN_GUARD6 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD6 weapon 6 ammo 500 
009A: $COLUBIAN_GUARD7 = create_actor 12 #GANG11 at -1087.75 472.0 -100.0 
0173: set_actor $COLUBIAN_GUARD7 z_angle_to 237.0 
0350: set_actor $COLUBIAN_GUARD7 maintain_position_when_attacked 1 
011A: set_actor $COLUBIAN_GUARD7 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD7 weapon 6 ammo 500 
02E2: set_actor $COLUBIAN_GUARD7 weapon_accuracy_to 40 
009A: $COLUBIAN_GUARD8 = create_actor 12 #GANG12 at -1142.25 445.25 -100.0 
0173: set_actor $COLUBIAN_GUARD8 z_angle_to 287.0 
0350: set_actor $COLUBIAN_GUARD8 maintain_position_when_attacked 1 
011A: set_actor $COLUBIAN_GUARD8 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD8 weapon 6 ammo 500 
02E2: set_actor $COLUBIAN_GUARD8 weapon_accuracy_to 40 
00A5: $COLUBIAN_CAR4 = create_car #FLATBED at -1086.063 464.375 -100.0 
0175: set_car $COLUBIAN_CAR4 z_angle_to 215.0 
00A5: $COLUBIAN_CAR5 = create_car #FLATBED at -1174.75 406.875 -100.0 
0175: set_car $COLUBIAN_CAR5 z_angle_to 322.0 
00A5: $COLUBIAN_CAR8 = create_car #FLATBED at -1164.188 393.6875 -100.0 
0175: set_car $COLUBIAN_CAR8 z_angle_to 23.75 
009A: $COLUBIAN_GUARD16 = create_actor 12 #GANG11 at -1065.25 453.75 -100.0 
0173: set_actor $COLUBIAN_GUARD16 z_angle_to 289.0 
011A: set_actor $COLUBIAN_GUARD16 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD16 weapon 5 ammo 500 
0350: set_actor $COLUBIAN_GUARD16 maintain_position_when_attacked 1 
009A: $COLUBIAN_GUARD17 = create_actor 12 #GANG12 at -1066.25 475.75 -100.0 
0173: set_actor $COLUBIAN_GUARD17 z_angle_to 224.0 
011A: set_actor $COLUBIAN_GUARD17 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD17 weapon 5 ammo 500 
009A: $COLUBIAN_GUARD18 = create_actor 12 #GANG11 at -1104.875 440.0625 -100.0 
0173: set_actor $COLUBIAN_GUARD18 z_angle_to 292.0 
011A: set_actor $COLUBIAN_GUARD18 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD18 weapon 6 ammo 500 
009A: $COLUBIAN_GUARD19 = create_actor 12 #GANG12 at -1125.375 448.75 -100.0 
0173: set_actor $COLUBIAN_GUARD19 z_angle_to 272.0 
011A: set_actor $COLUBIAN_GUARD19 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD19 weapon 6 ammo 500 
0350: set_actor $COLUBIAN_GUARD19 maintain_position_when_attacked 1 
009A: $COLUBIAN_GUARD22 = create_actor 12 #GANG12 at -1159.5 424.1875 -100.0 
0173: set_actor $COLUBIAN_GUARD22 z_angle_to 278.0 
011A: set_actor $COLUBIAN_GUARD22 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD22 weapon 5 ammo 500 
009A: $COLUBIAN_GUARD23 = create_actor 12 #GANG12 at -1170.0 379.875 -100.0 
0173: set_actor $COLUBIAN_GUARD23 z_angle_to 309.0 
011A: set_actor $COLUBIAN_GUARD23 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD23 weapon 5 ammo 500 
009A: $COLUBIAN_GUARD24 = create_actor 12 #GANG12 at -1171.688 384.75 -100.0 
0173: set_actor $COLUBIAN_GUARD24 z_angle_to 309.0 
011A: set_actor $COLUBIAN_GUARD24 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD24 weapon 6 ammo 500 
009A: $COLUBIAN_GUARD26 = create_actor 12 #GANG12 at -1156.75 407.5 -100.0 
0173: set_actor $COLUBIAN_GUARD26 z_angle_to 319.0 
011A: set_actor $COLUBIAN_GUARD26 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD26 weapon 6 ammo 500 

:CAT1_3457
if 
8057:   not player $PLAYER_CHAR 0 -1111.188 446.0 20.0 -1221.688 366.5625 30.0 
jf @CAT1_3569 
wait 0 
if 
  $COUNTDOWN_CAT1 == 0 // $ == int 
jf @CAT1_3537 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @CAT1_6780 

:CAT1_3537
if 
03B5:   catalina_shot_down 
jf @CAT1_3557 
jump @CAT1_4719 

:CAT1_3557
0110: clear_player $PLAYER_CHAR wanted_level 
jump @CAT1_3457 

:CAT1_3569
01C3: mark_car_as_no_longer_needed $COLUBIAN_CAR2 
01C3: mark_car_as_no_longer_needed $COLUBIAN_CAR3 
009A: $COLUBIAN_GUARD9 = create_actor 12 #GANG11 at -1183.0 370.875 -100.0 
0173: set_actor $COLUBIAN_GUARD9 z_angle_to 342.0 
011A: set_actor $COLUBIAN_GUARD9 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD9 weapon 9 ammo 1000 
02E2: set_actor $COLUBIAN_GUARD9 weapon_accuracy_to 30 
009A: $COLUBIAN_GUARD10 = create_actor 12 #GANG12 at -1204.875 343.0 -100.0 
0173: set_actor $COLUBIAN_GUARD10 z_angle_to 342.0 
011A: set_actor $COLUBIAN_GUARD10 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD10 weapon 9 ammo 1000 
0350: set_actor $COLUBIAN_GUARD10 maintain_position_when_attacked 1 
009A: $COLUBIAN_GUARD20 = create_actor 12 #GANG11 at -1188.5 368.0 -100.0 
0173: set_actor $COLUBIAN_GUARD20 z_angle_to 7.0 
011A: set_actor $COLUBIAN_GUARD20 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD20 weapon 6 ammo 1000 
02E2: set_actor $COLUBIAN_GUARD20 weapon_accuracy_to 30 
0350: set_actor $COLUBIAN_GUARD20 maintain_position_when_attacked 1 
009A: $COLUBIAN_GUARD21 = create_actor 12 #GANG11 at -1176.25 357.0625 -100.0 
0173: set_actor $COLUBIAN_GUARD21 z_angle_to 58.0 
011A: set_actor $COLUBIAN_GUARD21 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD21 weapon 5 ammo 1000 
02E2: set_actor $COLUBIAN_GUARD21 weapon_accuracy_to 30 
0350: set_actor $COLUBIAN_GUARD21 maintain_position_when_attacked 1 
009A: $COLUBIAN_GUARD25 = create_actor 12 #GANG11 at -1199.375 334.0625 -100.0 
0173: set_actor $COLUBIAN_GUARD25 z_angle_to 3.0 
011A: set_actor $COLUBIAN_GUARD21 search_threat 1 
01B2: give_actor $COLUBIAN_GUARD25 weapon 5 ammo 1000 
02E2: set_actor $COLUBIAN_GUARD25 weapon_accuracy_to 30 
0350: set_actor $COLUBIAN_GUARD25 maintain_position_when_attacked 1 
009A: $MARIA = create_actor 21 #SPECIAL01 at -1201.563 338.5625 -100.0 
02AB: set_actor $MARIA immunities 1 1 1 1 1 
0245: set_actor $MARIA walk_style_to 15 
022D: set_actor $MARIA to_look_at_player $PLAYER_CHAR 
0173: set_actor $MARIA z_angle_to 339.0 
$MARIA_CREATED_BEFORE = 1 // $ = int 
009A: $CATALINA = create_actor 21 #SPECIAL02 at -1182.0 346.0625 -100.0 
02AB: set_actor $CATALINA immunities 1 1 1 1 1 
0245: set_actor $CATALINA walk_style_to 15 
if 
8118:   not actor $CATALINA dead 
jf @CAT1_4131 
015F: set_camera_position -1190.563 334.375 32.0625 rotation 0.0 0.0 0.0 
0159: camera_on_ped $MARIA mode 15 switchstyle 2 
01B4: set_player $PLAYER_CHAR can_move 0 
02A3: toggle_widescreen 1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CAT1_4039 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 

:CAT1_4039
03CF: load_wav 'C_1' 
wait 3000 
if 
8118:   not actor $CATALINA dead 
jf @CAT1_4105 
0159: camera_on_ped $CATALINA mode 15 switchstyle 1 
0239: actor $CATALINA run_to -1163.25 341.1875 
00BC: text_highpriority 'CAT2_J' time 3000 2  // Get this thing airborne!!

:CAT1_4105
if 
83D0:   not wav_loaded 
jf @CAT1_4129 
wait 0 
jump @CAT1_4105 

:CAT1_4129
03D1: play_wav 

:CAT1_4131
wait 3000 
02A3: toggle_widescreen 0 
01B4: set_player $PLAYER_CHAR can_move 1 
02EB: restore_camera_with_jumpcut 
009B: destroy_actor_instantly $CATALINA 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 
if 
00E0:   player $PLAYER_CHAR in_any_car 
jf @CAT1_4184 
0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 

:CAT1_4184
wait 1000 
if 
8118:   not actor $MARIA dead 
jf @CAT1_4220 
02AB: set_actor $MARIA immunities 0 0 0 0 0 

:CAT1_4220
if 
8119:   not car $ESCAPE_CHOPPER wrecked 
jf @CAT1_4253 
02AC: set_car $ESCAPE_CHOPPER immunities 0 0 0 0 0 
03B3: catalina_take_off 

:CAT1_4253
if 
8119:   not car $COLUBIAN_CAR5 wrecked 
jf @CAT1_4313 
0129: $COLUBIAN_GUARD11 = create_actor 12 #GANG12 in_car $COLUBIAN_CAR5 driverseat 
01B2: give_actor $COLUBIAN_GUARD11 weapon 5 ammo 300 
00AF: set_car $COLUBIAN_CAR5 driver_behaviour_to 2 
00AD: set_car $COLUBIAN_CAR5 max_speed_to 40.0 
00AE: set_vehicle $COLUBIAN_CAR5 traffic_behavior_to 3 

:CAT1_4313
if 
83B5:   not catalina_shot_down 
jf @CAT1_4719 
wait 0 
0054: store_player $PLAYER_CHAR position_to $PLAYERX_CAT $PLAYERY_CAT $PLAYERZ_CAT 
if 
  $COUNTDOWN_CAT1 == 0 // $ == int 
jf @CAT1_4384 
00BC: text_highpriority 'OUTTIME' time 5000 1  // ~r~Too slow, man, too slow!
jump @CAT1_6780 

:CAT1_4384
if 
0118:   actor $MARIA dead 
jf @CAT1_4422 
00BC: text_highpriority 'BITCH_D' time 5000 1  // ~g~Maria's dead!
jump @CAT1_6780 

:CAT1_4422
if 
00FC:   player $PLAYER_CHAR 0 $MARIA on_foot radius 10.0 10.0 3.0 
jf @CAT1_4497 
if 
  $SET_AS_LEADER_BEFORE == 0 // $ == int 
jf @CAT1_4490 
022F: set_actor $MARIA stop_looking 
01DF: tie_actor $MARIA to_player $PLAYER_CHAR 
$SET_AS_LEADER_BEFORE = 1 // $ = int 

:CAT1_4490
jump @CAT1_4522 

:CAT1_4497
if 
  $SET_AS_LEADER_BEFORE == 1 // $ == int 
jf @CAT1_4522 
$SET_AS_LEADER_BEFORE = 0 // $ = int 

:CAT1_4522
if 
0057:   player $PLAYER_CHAR 0 -1142.0 327.75 29.0 -1215.563 368.375 40.0 
jf @CAT1_4707 
if 
  $BEEN_ON_HELI_PAD == 0 // $ == int 
jf @CAT1_4707 
if 
8118:   not actor $COLUBIAN_GUARD10 dead 
jf @CAT1_4607 
0350: set_actor $COLUBIAN_GUARD10 maintain_position_when_attacked 0 
01CC: actor $COLUBIAN_GUARD10 kill_player $PLAYER_CHAR 

:CAT1_4607
if 
8118:   not actor $COLUBIAN_GUARD20 dead 
jf @CAT1_4638 
0350: set_actor $COLUBIAN_GUARD20 maintain_position_when_attacked 0 
01CC: actor $COLUBIAN_GUARD20 kill_player $PLAYER_CHAR 

:CAT1_4638
if 
8118:   not actor $COLUBIAN_GUARD21 dead 
jf @CAT1_4669 
0350: set_actor $COLUBIAN_GUARD21 maintain_position_when_attacked 0 
01CC: actor $COLUBIAN_GUARD21 kill_player $PLAYER_CHAR 

:CAT1_4669
if 
8118:   not actor $COLUBIAN_GUARD25 dead 
jf @CAT1_4700 
0350: set_actor $COLUBIAN_GUARD25 maintain_position_when_attacked 0 
01CC: actor $COLUBIAN_GUARD25 kill_player $PLAYER_CHAR 

:CAT1_4700
$BEEN_ON_HELI_PAD = 1 // $ = int 

:CAT1_4707
0110: clear_player $PLAYER_CHAR wanted_level 
jump @CAT1_4313 

:CAT1_4719
0169: set_fade_color 255 255 255 
fade 0 500 
014F: stop_timer $COUNTDOWN_CAT1 
03B4: remove_catalina_heli 
if 
  $MARIA_CREATED_BEFORE == 0 // $ == int 
jf @CAT1_4818 
009A: $MARIA = create_actor 21 #SPECIAL01 at -1201.563 338.5625 -100.0 
02AB: set_actor $MARIA immunities 1 1 1 1 1 
0245: set_actor $MARIA walk_style_to 15 
022D: set_actor $MARIA to_look_at_player $PLAYER_CHAR 
0173: set_actor $MARIA z_angle_to 339.0 

:CAT1_4818
fade 1 500 

:CAT1_4825
if 
8320:   not actor $MARIA in_range_of_player $PLAYER_CHAR 
jf @CAT1_5272 
wait 0 
if 
0118:   actor $MARIA dead 
jf @CAT1_4886 
00BC: text_highpriority 'BITCH_D' time 5000 1  // ~g~Maria's dead!
jump @CAT1_6780 

:CAT1_4886
if 
8320:   not actor $MARIA in_range_of_player $PLAYER_CHAR 
jf @CAT1_4945 
if 
  $ADDED_THE_BLIP_FOR_MARIA == 0 // $ == int 
jf @CAT1_4938 
0187: $MARIAS_BLIP = create_marker_above_actor $MARIA 
$ADDED_THE_BLIP_FOR_MARIA = 1 // $ = int 

:CAT1_4938
jump @CAT1_4975 

:CAT1_4945
if 
  $ADDED_THE_BLIP_FOR_MARIA == 1 // $ == int 
jf @CAT1_4975 
0164: disable_marker $MARIAS_BLIP 
$ADDED_THE_BLIP_FOR_MARIA = 0 // $ = int 

:CAT1_4975
if 
00FC:   player $PLAYER_CHAR 0 $MARIA on_foot radius 10.0 10.0 3.0 
jf @CAT1_5050 
if 
  $SET_AS_LEADER_BEFORE == 0 // $ == int 
jf @CAT1_5043 
022F: set_actor $MARIA stop_looking 
01DF: tie_actor $MARIA to_player $PLAYER_CHAR 
$SET_AS_LEADER_BEFORE = 1 // $ = int 

:CAT1_5043
jump @CAT1_5075 

:CAT1_5050
if 
  $SET_AS_LEADER_BEFORE == 1 // $ == int 
jf @CAT1_5075 
$SET_AS_LEADER_BEFORE = 0 // $ = int 

:CAT1_5075
if 
0057:   player $PLAYER_CHAR 0 -1142.0 327.75 29.0 -1215.563 368.375 40.0 
jf @CAT1_5260 
if 
  $BEEN_ON_HELI_PAD == 0 // $ == int 
jf @CAT1_5260 
if 
8118:   not actor $COLUBIAN_GUARD10 dead 
jf @CAT1_5160 
0350: set_actor $COLUBIAN_GUARD10 maintain_position_when_attacked 0 
01CC: actor $COLUBIAN_GUARD10 kill_player $PLAYER_CHAR 

:CAT1_5160
if 
8118:   not actor $COLUBIAN_GUARD20 dead 
jf @CAT1_5191 
0350: set_actor $COLUBIAN_GUARD20 maintain_position_when_attacked 0 
01CC: actor $COLUBIAN_GUARD20 kill_player $PLAYER_CHAR 

:CAT1_5191
if 
8118:   not actor $COLUBIAN_GUARD21 dead 
jf @CAT1_5222 
0350: set_actor $COLUBIAN_GUARD21 maintain_position_when_attacked 0 
01CC: actor $COLUBIAN_GUARD21 kill_player $PLAYER_CHAR 

:CAT1_5222
if 
8118:   not actor $COLUBIAN_GUARD25 dead 
jf @CAT1_5253 
0350: set_actor $COLUBIAN_GUARD25 maintain_position_when_attacked 0 
01CC: actor $COLUBIAN_GUARD25 kill_player $PLAYER_CHAR 

:CAT1_5253
$BEEN_ON_HELI_PAD = 1 // $ = int 

:CAT1_5260
0110: clear_player $PLAYER_CHAR wanted_level 
jump @CAT1_4825 

:CAT1_5272
01BD: $BREAKOUT_TIMER_START = current_time_in_ms 
$BREAKOUT_DIFF = 0 // $ = int 

:CAT1_5284
if and
83EE:   not player $PLAYER_CHAR controllable 
  5000 > $BREAKOUT_DIFF // int > $ 
jf @CAT1_5378 
wait 0 
if 
0118:   actor $MARIA dead 
jf @CAT1_5350 
00BC: text_highpriority 'BITCH_D' time 5000 1  // ~g~Maria's dead!
jump @CAT1_6780 

:CAT1_5350
01BD: $BREAKOUT_TIMER = current_time_in_ms 
0084: $BREAKOUT_DIFF = $BREAKOUT_TIMER // $ = $ int 
0060: $BREAKOUT_DIFF -= $BREAKOUT_TIMER_START // $ -= $ int 
jump @CAT1_5284 

:CAT1_5378
03EF: player $PLAYER_CHAR make_safe 
0110: clear_player $PLAYER_CHAR wanted_level 
0169: set_fade_color 0 0 0 
fade 0 1500 
TIMERA = 0 // @ = int 
set_weather 0 

:CAT1_5414
if 
  1500 > TIMERA // int > @ 
jf @CAT1_5444 
wait 0 
jump @CAT1_5414 

:CAT1_5444
023C: load_special_actor 1 'MARIA' 

:CAT1_5456
if 
823D:   not special_actor 1 loaded 
jf @CAT1_5482 
wait 0 
jump @CAT1_5456 

:CAT1_5482
02E4: load_cutscene_data 'END' 
0451: load_end_of_game_audio 
0244: set_cutscene_pos -1031.75 451.75 22.5 
02E5: $CS_PLAYER = create_cutscene_object #NULL 
02E6: set_cutscene_anim $CS_PLAYER 'PLAYER' 
02E5: $CS_MARIA = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $CS_MARIA 'MARIA' 
if 
8118:   not actor $COLUBIAN_GUARD8 dead 
jf @CAT1_5568 
0223: set_actor $COLUBIAN_GUARD8 health_to 0 

:CAT1_5568
fade 1 1500 
03AD: set_rubbish 0 
02E7: start_cutscene 
043F: play_cutscene_music 
02E8: $CS_TIME = cutscenetime 

:CAT1_5588
if 
  5507 > $CS_TIME // int > $ 
jf @CAT1_5623 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_5588 

:CAT1_5623
00BC: text_highpriority 'END_A' time 10000 2  // Residents in Cedar Grove have been coming to terms

:CAT1_5638
if 
  7855 > $CS_TIME // int > $ 
jf @CAT1_5673 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_5638 

:CAT1_5673
00BC: text_highpriority 'END_B' time 10000 2  // with the emotional aftermath of a full blown war

:CAT1_5688
if 
  10313 > $CS_TIME // int > $ 
jf @CAT1_5723 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_5688 

:CAT1_5723
00BC: text_highpriority 'END_C' time 10000 2  // that hit the area yesterday.

:CAT1_5738
if 
  13610 > $CS_TIME // int > $ 
jf @CAT1_5773 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_5738 

:CAT1_5773
00BC: text_highpriority 'END_D' time 10000 2  // Local resident, Clive Denver described to police

:CAT1_5788
if 
  16428 > $CS_TIME // int > $ 
jf @CAT1_5823 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_5788 

:CAT1_5823
00BC: text_highpriority 'END_E' time 10000 2  // a single gunman that he saw fleeing the scene, with a dark haired woman.

:CAT1_5838
if 
  20514 > $CS_TIME // int > $ 
jf @CAT1_5873 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_5838 

:CAT1_5873
00BC: text_highpriority 'END_F' time 10000 2  // Oh, you know, we're gonna have such fun, 'cos you know, you know,

:CAT1_5888
if 
  22827 > $CS_TIME // int > $ 
jf @CAT1_5923 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_5888 

:CAT1_5923
00BC: text_highpriority 'END_G' time 10000 2  // I love you, I, I, I, I really do, 'cos you're such a big strong man

:CAT1_5938
if 
  26173 > $CS_TIME // int > $ 
jf @CAT1_5973 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_5938 

:CAT1_5973
00BC: text_highpriority 'END_H' time 10000 2  // and that's just what I need.

:CAT1_5988
if 
  28028 > $CS_TIME // int > $ 
jf @CAT1_6023 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_5988 

:CAT1_6023
00BC: text_highpriority 'END_I' time 10000 2  // Anyway, what was I saying?

:CAT1_6038
if 
  29276 > $CS_TIME // int > $ 
jf @CAT1_6073 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6038 

:CAT1_6073
00BC: text_highpriority 'END_J' time 10000 2  // Oh, you know, I forget. But you know what it's like, don't you?

:CAT1_6088
if 
  31901 > $CS_TIME // int > $ 
jf @CAT1_6123 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6088 

:CAT1_6123
00BC: text_highpriority 'END_K' time 10000 2  // The sound of explosions shook nearby homes as people ran for cover.

:CAT1_6138
if 
  35772 > $CS_TIME // int > $ 
jf @CAT1_6175 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6138 

:CAT1_6175
00BC: text_highpriority 'END_L' time 10000 2  // Several citizens were injured in the panic as ground fire was exchanged

:CAT1_6190
if 
  38820 > $CS_TIME // int > $ 
jf @CAT1_6227 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6190 

:CAT1_6227
00BC: text_highpriority 'END_M' time 10000 2  // between ground forces and a helicopter circling the dam.

:CAT1_6242
if 
  42136 > $CS_TIME // int > $ 
jf @CAT1_6279 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6242 

:CAT1_6279
00BC: text_highpriority 'END_N' time 10000 2  // Yeah, we got a good view from down here in the gardens.

:CAT1_6294
if 
  44646 > $CS_TIME // int > $ 
jf @CAT1_6331 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6294 

:CAT1_6331
00BC: text_highpriority 'END_O' time 10000 2  // When the 'copter finally got taken out,

:CAT1_6346
if 
  46971 > $CS_TIME // int > $ 
jf @CAT1_6383 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6346 

:CAT1_6383
00BC: text_highpriority 'END_P' time 10000 2  // better than the fireworks on the 4th of July.

:CAT1_6398
if 
  49254 > $CS_TIME // int > $ 
jf @CAT1_6435 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6398 

:CAT1_6435
00BC: text_highpriority 'END_Q' time 10000 2  // With the death toll already over twenty,

:CAT1_6450
if 
  51621 > $CS_TIME // int > $ 
jf @CAT1_6487 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6450 

:CAT1_6487
00BC: text_highpriority 'END_R' time 10000 2  // police are still finding bodies.

:CAT1_6502
if 
  54000 > $CS_TIME // int > $ 
jf @CAT1_6539 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6502 

:CAT1_6539
00BC: text_highpriority 'END_S' time 10000 2  // There have been no official denials concerning rumours

:CAT1_6554
if 
  56584 > $CS_TIME // int > $ 
jf @CAT1_6591 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6554 

:CAT1_6591
00BC: text_highpriority 'END_T' time 10000 2  // that the dead were members of the Colombian Cartel,

:CAT1_6606
if 
  59278 > $CS_TIME // int > $ 
jf @CAT1_6643 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6606 

:CAT1_6643
00BC: text_highpriority 'END_U' time 4000 2  // and still no leads as to the cause of the massacre.

:CAT1_6658
if 
  66666 > $CS_TIME // int > $ 
jf @CAT1_6695 
wait 0 
02E8: $CS_TIME = cutscenetime 
jump @CAT1_6658 

:CAT1_6695
043C: set_game_sounds_disable_on_fade 0 
0169: set_fade_color 1 1 1 
fade 0 2000 

:CAT1_6714
if 
  fading 
jf @CAT1_6738 
wait 0 
jump @CAT1_6714 

:CAT1_6738
if 
82E9:   not cutscene_reached_end 
jf @CAT1_6762 
wait 0 
jump @CAT1_6738 

:CAT1_6762
00BE: text_clear_all 
02EA: end_cutscene 
gosub @CAT1_7115 
jump @CAT1_6818 

:CAT1_6780
00BA: text_styled 'M_FAIL' 5000 ms 1  // MISSION FAILED!
if 
8118:   not actor $MARIA dead 
jf @CAT1_6816 
034F: destroy_actor_with_fade $MARIA // The actor fades away like a ghost 

:CAT1_6816
return 

:CAT1_6818
$FLAG_CAT_MISSION1_PASSED = 1 // $ = int 
$FLAG_SUBURBAN_PASSED = 1 // $ = int 
0110: clear_player $PLAYER_CHAR wanted_level 
0318: set_latest_mission_passed 'CAT2'  // 'THE EXCHANGE'
030C: progress_made += 1 
0164: disable_marker $MARIA_CONTACT_BLIP 
014C: set_parked_car_generator $SPECIAL_TANK cars_to_generate_to 101 
034C: shoreside_complete 
return 

:CAT1_6867
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_CAT_MISSION = 0 // $ = int 
0249: release_model #GANG11 
0249: release_model #GANG12 
0249: release_model #COLUMB 
0249: release_model #FLATBED 
0296: unload_special_actor 1 
0296: unload_special_actor 2 
0296: unload_special_actor 3 
0296: unload_special_actor 4 
014F: stop_timer $COUNTDOWN_CAT1 
022A: remove_forbidden_for_peds_cube -942.5625 337.0 10.0 -953.5625 361.375 30.0 
0164: disable_marker $BLIP1_CAT1 
0164: disable_marker $MARIAS_BLIP 
009B: destroy_actor_instantly $CATALINA 
03B4: remove_catalina_heli 
0215: destroy_pickup $ROCKET_LAUNCH 
0215: destroy_pickup $DEAD_GUARDS_GUN 
015C: set_zone_gang_info 'WEE_DAM' 1 8 0 0 0 0 0 100 0 0 
015C: set_zone_gang_info 'WEE_DAM' 0 5 0 0 0 0 0 100 0 0 
0152: set_zone_car_info 'WEE_DAM' 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'WEE_DAM' 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 
mission_cleanup 
return 

:CAT1_7115
wait 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 
0336: set_player $PLAYER_CHAR visible 0 
03AD: set_rubbish 0 
02A3: toggle_widescreen 1 
0109: player $PLAYER_CHAR money += 1000000 
0434: show_credits 
TIMERA = 0 // @ = int 
00C0: set_current_time 2 40 
jump @CAT1_7291 

:CAT1_7180
if 
8436:   not reached_end_of_credits 
jf @CAT1_9167 
wait 0 
if 
  $CAMERA_CUT == 0 // $ == int 
jf @CAT1_7556 
fade 0 1500 

:CAT1_7222
if 
  fading 
jf @CAT1_7291 
wait 0 
if 
  TIMERA > 40000 // @ > int 
jf @CAT1_7284 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_7284 
jump @CAT1_9167 

:CAT1_7284
jump @CAT1_7222 

:CAT1_7291
0055: put_player $PLAYER_CHAR at -361.875 248.0 -100.0 
015F: set_camera_position -364.375 265.0625 82.8125 rotation 0.0 0.0 0.0 
0160: point_camera -363.9375 264.1875 82.625 switchstyle 2 
TIMERB = 0 // @ = int 

:CAT1_7345
if 
  20000 > TIMERB // int > @ 
jf @CAT1_7440 
wait 0 
if 
  TIMERA > 40000 // @ > int 
jf @CAT1_7413 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_7413 
jump @CAT1_9167 

:CAT1_7413
if 
0436:   reached_end_of_credits 
jf @CAT1_7433 
jump @CAT1_9167 

:CAT1_7433
jump @CAT1_7345 

:CAT1_7440
fade 1 1500 
TIMERB = 0 // @ = int 

:CAT1_7454
if 
  30000 > TIMERB // int > @ 
jf @CAT1_7549 
wait 0 
if 
  TIMERA > 40000 // @ > int 
jf @CAT1_7522 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_7522 
jump @CAT1_9167 

:CAT1_7522
if 
0436:   reached_end_of_credits 
jf @CAT1_7542 
jump @CAT1_9167 

:CAT1_7542
jump @CAT1_7454 

:CAT1_7549
$CAMERA_CUT = 1 // $ = int 

:CAT1_7556
if 
  $CAMERA_CUT == 1 // $ == int 
jf @CAT1_7878 
fade 0 1500 

:CAT1_7581
if 
  fading 
jf @CAT1_7649 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_7622 
jump @CAT1_9167 

:CAT1_7622
if 
0436:   reached_end_of_credits 
jf @CAT1_7642 
jump @CAT1_9167 

:CAT1_7642
jump @CAT1_7581 

:CAT1_7649
0055: put_player $PLAYER_CHAR at -1174.25 -7.0 -100.0 
015F: set_camera_position -1176.438 -17.6875 75.9375 rotation 0.0 0.0 0.0 
0160: point_camera -1175.688 -17.0 75.8125 switchstyle 2 
00C0: set_current_time 5 40 
TIMERB = 0 // @ = int 

:CAT1_7709
if 
  20000 > TIMERB // int > @ 
jf @CAT1_7783 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_7756 
jump @CAT1_9167 

:CAT1_7756
if 
0436:   reached_end_of_credits 
jf @CAT1_7776 
jump @CAT1_9167 

:CAT1_7776
jump @CAT1_7709 

:CAT1_7783
fade 1 1500 
TIMERB = 0 // @ = int 

:CAT1_7797
if 
  30000 > TIMERB // int > @ 
jf @CAT1_7871 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_7844 
jump @CAT1_9167 

:CAT1_7844
if 
0436:   reached_end_of_credits 
jf @CAT1_7864 
jump @CAT1_9167 

:CAT1_7864
jump @CAT1_7797 

:CAT1_7871
$CAMERA_CUT = 2 // $ = int 

:CAT1_7878
if 
  $CAMERA_CUT == 2 // $ == int 
jf @CAT1_8194 
fade 0 1500 

:CAT1_7903
if 
  fading 
jf @CAT1_7971 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_7944 
jump @CAT1_9167 

:CAT1_7944
if 
0436:   reached_end_of_credits 
jf @CAT1_7964 
jump @CAT1_9167 

:CAT1_7964
jump @CAT1_7903 

:CAT1_7971
0055: put_player $PLAYER_CHAR at -468.6875 -3.25 -100.0 
015F: set_camera_position -413.0625 19.25 54.375 rotation 0.0 0.0 0.0 
0160: point_camera -413.9375 18.9375 54.0 switchstyle 2 
TIMERB = 0 // @ = int 

:CAT1_8025
if 
  20000 > TIMERB // int > @ 
jf @CAT1_8099 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_8072 
jump @CAT1_9167 

:CAT1_8072
if 
0436:   reached_end_of_credits 
jf @CAT1_8092 
jump @CAT1_9167 

:CAT1_8092
jump @CAT1_8025 

:CAT1_8099
fade 1 1500 
TIMERB = 0 // @ = int 

:CAT1_8113
if 
  30000 > TIMERB // int > @ 
jf @CAT1_8187 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_8160 
jump @CAT1_9167 

:CAT1_8160
if 
0436:   reached_end_of_credits 
jf @CAT1_8180 
jump @CAT1_9167 

:CAT1_8180
jump @CAT1_8113 

:CAT1_8187
$CAMERA_CUT = 3 // $ = int 

:CAT1_8194
if 
  $CAMERA_CUT == 3 // $ == int 
jf @CAT1_8516 
fade 0 1500 

:CAT1_8219
if 
  fading 
jf @CAT1_8287 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_8260 
jump @CAT1_9167 

:CAT1_8260
if 
0436:   reached_end_of_credits 
jf @CAT1_8280 
jump @CAT1_9167 

:CAT1_8280
jump @CAT1_8219 

:CAT1_8287
0055: put_player $PLAYER_CHAR at -855.6875 -717.25 -100.0 
015F: set_camera_position -959.5 -656.375 55.4375 rotation 0.0 0.0 0.0 
0160: point_camera -958.625 -656.875 55.25 switchstyle 2 
00C0: set_current_time 22 0 
TIMERB = 0 // @ = int 

:CAT1_8347
if 
  20000 > TIMERB // int > @ 
jf @CAT1_8421 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_8394 
jump @CAT1_9167 

:CAT1_8394
if 
0436:   reached_end_of_credits 
jf @CAT1_8414 
jump @CAT1_9167 

:CAT1_8414
jump @CAT1_8347 

:CAT1_8421
fade 1 1500 
TIMERB = 0 // @ = int 

:CAT1_8435
if 
  30000 > TIMERB // int > @ 
jf @CAT1_8509 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_8482 
jump @CAT1_9167 

:CAT1_8482
if 
0436:   reached_end_of_credits 
jf @CAT1_8502 
jump @CAT1_9167 

:CAT1_8502
jump @CAT1_8435 

:CAT1_8509
$CAMERA_CUT = 4 // $ = int 

:CAT1_8516
if 
  $CAMERA_CUT == 4 // $ == int 
jf @CAT1_8832 
fade 0 1500 

:CAT1_8541
if 
  fading 
jf @CAT1_8609 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_8582 
jump @CAT1_9167 

:CAT1_8582
if 
0436:   reached_end_of_credits 
jf @CAT1_8602 
jump @CAT1_9167 

:CAT1_8602
jump @CAT1_8541 

:CAT1_8609
0055: put_player $PLAYER_CHAR at -532.6875 -611.6875 43.25 
015F: set_camera_position -571.5625 -611.125 67.5625 rotation 0.0 0.0 0.0 
0160: point_camera -570.6875 -611.5625 67.4375 switchstyle 2 
TIMERB = 0 // @ = int 

:CAT1_8663
if 
  20000 > TIMERB // int > @ 
jf @CAT1_8737 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_8710 
jump @CAT1_9167 

:CAT1_8710
if 
0436:   reached_end_of_credits 
jf @CAT1_8730 
jump @CAT1_9167 

:CAT1_8730
jump @CAT1_8663 

:CAT1_8737
fade 1 1500 
TIMERB = 0 // @ = int 

:CAT1_8751
if 
  30000 > TIMERB // int > @ 
jf @CAT1_8825 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_8798 
jump @CAT1_9167 

:CAT1_8798
if 
0436:   reached_end_of_credits 
jf @CAT1_8818 
jump @CAT1_9167 

:CAT1_8818
jump @CAT1_8751 

:CAT1_8825
$CAMERA_CUT = 5 // $ = int 

:CAT1_8832
if 
  $CAMERA_CUT == 5 // $ == int 
jf @CAT1_9160 
fade 0 1500 

:CAT1_8857
if 
  fading 
jf @CAT1_8925 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_8898 
jump @CAT1_9167 

:CAT1_8898
if 
0436:   reached_end_of_credits 
jf @CAT1_8918 
jump @CAT1_9167 

:CAT1_8918
jump @CAT1_8857 

:CAT1_8925
0055: put_player $PLAYER_CHAR at -671.5625 -155.875 -100.0 
015F: set_camera_position -706.5625 -219.0625 25.75 rotation 0.0 0.0 0.0 
0160: point_camera -706.125 -218.1875 25.6875 switchstyle 2 
00C0: set_current_time 1 20 
set_weather 2 
TIMERB = 0 // @ = int 

:CAT1_8989
if 
  20000 > TIMERB // int > @ 
jf @CAT1_9063 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_9036 
jump @CAT1_9167 

:CAT1_9036
if 
0436:   reached_end_of_credits 
jf @CAT1_9056 
jump @CAT1_9167 

:CAT1_9056
jump @CAT1_8989 

:CAT1_9063
fade 1 1500 
TIMERB = 0 // @ = int 

:CAT1_9077
if 
  40000 > TIMERB // int > @ 
jf @CAT1_9153 
wait 0 
if 
00E1:   pad 0 key_pressed 16 
jf @CAT1_9126 
jump @CAT1_9167 

:CAT1_9126
if 
0436:   reached_end_of_credits 
jf @CAT1_9146 
jump @CAT1_9167 

:CAT1_9146
jump @CAT1_9077 

:CAT1_9153
$CAMERA_CUT = 0 // $ = int 

:CAT1_9160
jump @CAT1_7180 

:CAT1_9167
0435: end_credits 
00C0: set_current_time 7 0 
043C: set_game_sounds_disable_on_fade 1 
fade 0 2000 

:CAT1_9186
if 
  fading 
jf @CAT1_9210 
wait 0 
jump @CAT1_9186 

:CAT1_9210
0336: set_player $PLAYER_CHAR visible 1 
0222: set_player $PLAYER_CHAR health_to 100 
0395: clear_area 1 at -666.75 -1.75 18.75 range 2.0 
0055: put_player $PLAYER_CHAR at -666.75 -1.75 -100.0 
03CB: load_scene -666.75 -1.75 19.0 
0171: set_player $PLAYER_CHAR z_angle_to 180.0 
02EB: restore_camera_with_jumpcut 
03C8: set_camera_directly_before_player 
02A3: toggle_widescreen 0 
TIMERB = 0 // @ = int 
$ONMISSION = 0 // $ = int 
$FLAG_PLAYER_ON_CAT_MISSION = 0 // $ = int 
TIMERB = 0 // @ = int 

:CAT1_9309
if 
  2500 > TIMERB // int > @ 
jf @CAT1_9339 
wait 0 
jump @CAT1_9309 

:CAT1_9339
fade 1 2000 
0440: stop_cutscene_music 

:CAT1_9348
if 
  fading 
jf @CAT1_9372 
wait 0 
jump @CAT1_9348 

:CAT1_9372
return 
