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

03A4: name_thread 'supcar' 
:NONAME_1
if 
   not read_int_from_ini_file 2@ "cleo\Call Yo' Homies03.ini" "confg" "stringKey" 
jf @NONAME_03 
2@ = 0 

:NONAME_03
if 
2@ >= 3 
jf @NONAME_11 
jump @INTRO_1_1

:NONAME_11
if 
2@ == 2 
jf @NONAME_21 
gosub @NONAME_1827
jump @NONAME_274

:NONAME_21
if 
2@ == 1 
jf @NONAME_31 
gosub @NONAME_1828
jump @NONAME_274

:NONAME_31
if 
2@ == 0 
jf @NONAME_1 
jump @NONAME_61

:INTRO_1_1 
wait 0
Actor.EmulateFromPlayer(0@, 0)
if 
   Player.Defined(0)
else_jump @INTRO_1_1 
20@ = 0
21@ = 0

:INTRO_1_2
wait 0


:INTRO_1_2_1
wait 0

0000: NOP 
0662: printstring "WPMV2" 
21@ = 0 
if 
0AA9:   is_game_version_original 
jf @PWPMV2_59 
11@ = 9867536 
jump @PWPMV2_69 

:PWPMV2_59
11@ = 9877392 

:PWPMV2_69
wait 20 
if 
   Player.Defined(0)
jf @PWPMV2_69 
if 
   Player.Controllable(0)
jf @PWPMV2_69 
if 
056D:   actor 0@ defined 
jf @PWPMV2_69 
if 
   not Actor.Driving(0@)
jf @PWPMV2_69 
21@ = 0 
wait 0 
0A8D: 32@ = read_memory 11@ size 4 virtual_protect 0 
if 
0ADC:   test_cheat "STARTSUP03"
jf @PWPMV2_69 
03E5: show_text_box 'CHEAT1'  // Cheat activated
jump @PWPMV2_209 

:PWPMV2_209
03F0: enable_text_draw 1 
0581: enable_radar 0 
0826: enable_hud 0 
Player.CanMove(0) = False
03BF: set_player 0 ignored_by_everyone 1 
067C: put_camera_on_actor 0@ offset 1.0 2.0 0.2 rotation 0.0 -0.5 0.0 tilt 0.0 switchstyle 2 
wait 200 
0A8C: write_memory 11@ size 4 value 0 virtual_protect 0 
21@ = 1 
jump @PWPMV2_307 

:PWPMV2_307
wait 200 
8@ = 0 
0512: show_permanent_text_box 'WARDH3'  // Use ~k~~GO_FORWARD~ and ~k~~GO_BACK~ to select an item.~N~~k~~PED_SPRINT~ View~N~~k~~VEHICLE_ENTER_EXIT~ Back
08D4: 1@ = create_panel_with_title 'CALYHMN' position 29.0 170.0 width 240.0 columns 1 interactive 1 background 1 alignment 1 
08DB: set_panel 1@ column 0 header 'PLA_19' data 'CALSWFM' 'CALBGFF' 'CAlDFII' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'  // SELECT // Pistols // Shotguns // Assault // Rifles // Thrown
jump @PWPMV2_498 

:PWPMV2_498
wait 10 
if or
   not Player.Defined(0)
856D:   not actor 0@ defined 
jf @PWPMV2_535 
08DA: remove_panel 1@ 
gosub @PWPMV2_8325 
jump @NONAME_1

:PWPMV2_535
if 
00E1:   player 0 pressed_key 15 
jf @PWPMV2_564 
08DA: remove_panel 1@ 
gosub @PWPMV2_8325
jump @NONAME_1 

:PWPMV2_564
if 
00E1:   player 0 pressed_key 16 
jf @PWPMV2_1004 
08D7: 2@ = panel 1@ active_row 
2@ += 1 
if 
  2@ == 1 
jf @PWPMV2_630 
08DA: remove_panel 1@ 
wait 100 
jump @NONAME_32 

:PWPMV2_630
if 
  2@ == 2 
jf @PWPMV2_664 
08DA: remove_panel 1@ 
wait 100
jump @NONAME_33 

:PWPMV2_664
if 
  2@ == 3 
jf @PWPMV2_1004 
08DA: remove_panel 1@ 
wait 100 
jump @NONAME_34 

:PWPMV2_1004
jump @PWPMV2_498 

:NONAME_32
gosub @PWPMV2_8325
gosub @NONAME_1827
jump @NONAME_274

:NONAME_33
gosub @PWPMV2_8325
gosub @NONAME_1828
jump @NONAME_274

:NONAME_34
gosub @PWPMV2_8325
jump @NONAME_61

:NONAME_61
if 
   not read_int_from_ini_file 10@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_1" 
jf @NONAME_132 
10@ = 105 

:NONAME_132
if 
   not read_int_from_ini_file 11@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_2" 
jf @NONAME_203 
11@ = 106 

:NONAME_203
if 
   not read_int_from_ini_file 12@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_3" 
jf @NONAME_204 
12@ = 107 

:NONAME_204
if 
   not read_int_from_ini_file 18@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_4" 
jf @NONAME_205 
18@ = 105 

:NONAME_205
if 
   not read_int_from_ini_file 19@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_5" 
jf @NONAME_206 
19@ = 106 

:NONAME_206
if 
   not read_int_from_ini_file 20@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_6" 
jf @NONAME_207 
20@ = 107 

:NONAME_207
if 
   not read_int_from_ini_file 21@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_7" 
jf @NONAME_208 
21@ = 105 

:NONAME_208
if 
   not read_int_from_ini_file 22@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_8" 
jf @NONAME_209 
22@ = 106 

:NONAME_209
if 
   not read_int_from_ini_file 23@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_9" 
jf @NONAME_210 
23@ = 107 

:NONAME_210
if 
   not read_int_from_ini_file 24@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_10" 
jf @NONAME_274 
24@ = 107 

:NONAME_274
if 
   not read_int_from_ini_file 3@ "cleo\Call Yo' Homies03.ini" "confg" "car_model" 
jf @NONAME_342 
3@ = 492 

:NONAME_342
if 
   not read_int_from_ini_file 13@ "cleo\Call Yo' Homies03.ini" "confg" "weapon_model" 
jf @NONAME_413 
13@ = 355 

:NONAME_413
if 
   not read_int_from_ini_file 14@ "cleo\Call Yo' Homies03.ini" "confg" "weapon_id" 
jf @NONAME_480 
14@ = 30 

:NONAME_480
if 
   not read_int_from_ini_file 5@ "cleo\Call Yo' Homies03.ini" "confg" "car_col_1" 
jf @NONAME_547 
5@ = 16 

:NONAME_547
if 
   not read_int_from_ini_file 6@ "cleo\Call Yo' Homies03.ini" "confg" "car_col_2" 
jf @NONAME_614 
6@ = 15 

:NONAME_614
wait 0
Actor.EmulateFromPlayer(0@, 0)

:NONAME_621
wait 0 
if 
test_cheat "RELOAD" 
jf @NONAME_1116 

read_int_from_ini_file 2@ "cleo\Call Yo' Homies03.ini" "confg" "stringKey" 
read_int_from_ini_file 10@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_1" 
read_int_from_ini_file 11@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_2" 
read_int_from_ini_file 12@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_3" 
read_int_from_ini_file 18@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_4" 
read_int_from_ini_file 19@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_5" 
read_int_from_ini_file 20@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_6" 
read_int_from_ini_file 21@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_7" 
read_int_from_ini_file 22@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_8" 
read_int_from_ini_file 23@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_9" 
read_int_from_ini_file 24@ "cleo\Call Yo' Homies03.ini" "confg" "homie_model_10" 
read_int_from_ini_file 3@ "cleo\Call Yo' Homies03.ini" "confg" "car_model" 
read_int_from_ini_file 13@ "cleo\Call Yo' Homies03.ini" "confg" "weapon_model" 
read_int_from_ini_file 14@ "cleo\Call Yo' Homies03.ini" "confg" "weapon_id" 
read_int_from_ini_file 5@ "cleo\Call Yo' Homies03.ini" "confg" "car_col_1" 
read_int_from_ini_file 6@ "cleo\Call Yo' Homies03.ini" "confg" "car_col_2" 
print_help_string ".ini Recarregado" 

:NONAME_1116
wait 0
if 
   not read_int_from_ini_file 2@ "cleo\Call Yo' Homies03.ini" "confg" "stringKey" 
jf @NONAME_1117 
2@ = 0 

:NONAME_1117
wait 0
if or
test_cheat "STARTSUP03"
2@ >= 3   
jf @NONAME_1208 
gosub @NONAME_1253 
gosub @NONAME_1215 
gosub @NONAME_1287  
gosub @NONAME_1574 
gosub @NONAME_1453
gosub @NONAME_1541 
gosub @NONAME_1689 

:NONAME_1181
if 
test_cheat "STARTSUP03" 
jf @NONAME_1208 
wait 0 
jump @NONAME_1181 

:NONAME_1208
jump @NONAME_1 

:NONAME_1215
0729: AS_actor 0@ hold_cellphone 1 
wait 2500 
05C1: AS_actor 0@ speak_from_audio_table 108 
wait 2500 
0729: AS_actor 0@ hold_cellphone 0 
Model.Destroy(#CELLPHONE)
return 

:NONAME_1253
wait 100
Model.Load(#CELLPHONE)
Model.Load(3@)
Model.Load(10@)
Model.Load(11@)
Model.Load(12@)
Model.Load(13@)
Model.Load(18@)
Model.Load(19@)
Model.Load(20@)
Model.Load(21@)
Model.Load(22@)
Model.Load(23@)
Model.Load(24@)
04ED: load_animation "CRIB" 
038B: load_requested_models 
return 

:NONAME_1287
wait 0
04C4: store_coords_to 15@ 16@ 17@ from_actor 0@ with_offset 0.0 55.0 0.0 
02C1: store_to 15@ 16@ 17@ car_path_coords_closest_to 15@ 16@ 17@ 
Car.Create(4@, 3@, 15@, 16@, 17@)
0229: set_car 4@ primary_color_to 5@ secondary_color_to 6@ 
Actor.CreateAsDriver(7@, PedType.Mission7, 10@, 4@)
Actor.CreateAsPassenger(8@, PedType.Mission7, 11@, 4@, 0)
009A: 9@ = create_actor_pedtype 30 model 12@ at 0.0 0.0 0.0 
0464: put_actor 9@ into_turret_on_car 4@ at_car_offset 0.5 -2.1 0.0 position 3 shooting_angle_limit 0.0 with_weapon 14@ 
0812: AS_actor 9@ perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 9@ animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: 25@ = create_actor_pedtype 30 model 18@ at 0.0 0.0 0.0 
0464: put_actor 25@ into_turret_on_car 4@ at_car_offset -0.5 -0.3 0.0 position 1 shooting_angle_limit 0.0 with_weapon 14@ 
0812: AS_actor 25@ perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 25@ animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: 26@ = create_actor_pedtype 30 model 19@ at 0.0 0.0 0.0 
0464: put_actor 26@ into_turret_on_car 4@ at_car_offset -0.5 -0.9 0.0 position 1 shooting_angle_limit 0.0 with_weapon 14@ 
0812: AS_actor 26@ perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 26@ animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: 27@ = create_actor_pedtype 30 model 20@ at 0.0 0.0 0.0 
0464: put_actor 27@ into_turret_on_car 4@ at_car_offset 0.5 -0.3 0.0 position 3 shooting_angle_limit 0.0 with_weapon 14@ 
0812: AS_actor 27@ perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 27@ animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: 28@ = create_actor_pedtype 30 model 21@ at 0.0 0.0 0.0 
0464: put_actor 28@ into_turret_on_car 4@ at_car_offset 0.5 -0.9 0.0 position 3 shooting_angle_limit 0.0 with_weapon 14@ 
0812: AS_actor 28@ perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 28@ animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: 29@ = create_actor_pedtype 30 model 22@ at 0.0 0.0 0.0 
0464: put_actor 29@ into_turret_on_car 4@ at_car_offset -0.5 -1.5 0.0 position 1 shooting_angle_limit 0.0 with_weapon 14@ 
0812: AS_actor 29@ perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 29@ animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: 30@ = create_actor_pedtype 30 model 23@ at 0.0 0.0 0.0 
0464: put_actor 30@ into_turret_on_car 4@ at_car_offset -0.5 -2.1 0.0 position 1 shooting_angle_limit 0.0 with_weapon 14@ 
0812: AS_actor 30@ perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 30@ animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
009A: 31@ = create_actor_pedtype 30 model 24@ at 0.0 0.0 0.0 
0464: put_actor 31@ into_turret_on_car 4@ at_car_offset 0.5 -1.5 0.0 position 3 shooting_angle_limit 0.0 with_weapon 14@ 
0812: AS_actor 31@ perform_animation "CRIB_CONSOLE_LOOP" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 31@ animation "CRIB_CONSOLE_LOOP" progress_to 0.9 // 0.0 to 1.0 
Actor.Health(7@) = 1500
Actor.AddArmour(7@, 150)
Actor.Health(8@) = 1500
Actor.AddArmour(8@, 150)
Actor.Health(9@) = 1500
Actor.AddArmour(9@, 150)
Actor.Health(25@) = 1000
Actor.AddArmour(25@, 150)
Actor.Health(26@) = 1000
Actor.AddArmour(26@, 150)
Actor.Health(27@) = 1000
Actor.AddArmour(27@, 150)
Actor.Health(28@) = 1000
Actor.AddArmour(28@, 150)
Actor.Health(29@) = 1000
Actor.AddArmour(29@, 150)
Actor.Health(30@) = 1000
Actor.AddArmour(30@, 150)
Actor.Health(31@) = 1000
Actor.AddArmour(31@, 150)
0568: set_actor 7@ untargetable 1
0568: set_actor 8@ untargetable 1
0568: set_actor 9@ untargetable 1
0568: set_actor 25@ untargetable 1
0568: set_actor 26@ untargetable 1
0568: set_actor 27@ untargetable 1
0568: set_actor 28@ untargetable 1
0568: set_actor 29@ untargetable 1
0568: set_actor 30@ untargetable 1
0568: set_actor 31@ untargetable 1
077A: set_actor 7@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 8@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 9@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 25@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 26@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 27@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 28@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 29@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 30@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
077A: set_actor 31@ acquaintance 4 to_actors_pedtype 31 // see ped.dat 
Model.Destroy(10@)
Model.Destroy(11@)
Model.Destroy(12@)
Model.Destroy(18@)
Model.Destroy(19@)
Model.Destroy(20@)
Model.Destroy(21@)
Model.Destroy(22@)
Model.Destroy(23@)
Model.Destroy(24@)
Model.Destroy(3@)
04EF: release_animation "CRIB"
return 

:NONAME_1453
Actor.GiveWeaponAndAmmo(7@, 14@, 999999)
Actor.GiveWeaponAndAmmo(8@, 14@, 999999)
Actor.GiveWeaponAndAmmo(9@, 14@, 999999)
Actor.GiveWeaponAndAmmo(25@, 14@, 999999)
Actor.GiveWeaponAndAmmo(26@, 14@, 999999)
Actor.GiveWeaponAndAmmo(27@, 14@, 999999)
Actor.GiveWeaponAndAmmo(28@, 14@, 999999)
Actor.GiveWeaponAndAmmo(29@, 14@, 999999)
Actor.GiveWeaponAndAmmo(30@, 14@, 999999)
Actor.GiveWeaponAndAmmo(31@, 14@, 999999)
Actor.WeaponAccuracy(7@) = 100
Actor.WeaponAccuracy(8@) = 100
Actor.WeaponAccuracy(9@) = 100
Actor.WeaponAccuracy(25@) = 100
Actor.WeaponAccuracy(26@) = 100
Actor.WeaponAccuracy(27@) = 100
Actor.WeaponAccuracy(28@) = 100
Actor.WeaponAccuracy(29@) = 100
Actor.WeaponAccuracy(30@) = 100
Actor.WeaponAccuracy(31@) = 100
07DD: set_actor 7@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 8@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 9@ attack_rate 100 // previously known as temper_to
07DD: set_actor 25@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 26@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 27@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 28@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 29@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 30@ attack_rate 100 // previously known as temper_to  
07DD: set_actor 31@ attack_rate 100 // previously known as temper_to 
07DD: set_actor 31@ attack_rate 100 // previously known as temper_to 
0350: set_actor 7@ maintain_position_when_attacked 0 
0350: set_actor 25@ maintain_position_when_attacked 0 
0350: set_actor 26@ maintain_position_when_attacked 0
0350: set_actor 8@ maintain_position_when_attacked 0 
0350: set_actor 27@ maintain_position_when_attacked 0 
0350: set_actor 28@ maintain_position_when_attacked 0
0350: set_actor 9@ maintain_position_when_attacked 0 
0350: set_actor 29@ maintain_position_when_attacked 0 
0350: set_actor 30@ maintain_position_when_attacked 0 
0350: set_actor 31@ maintain_position_when_attacked 0  
Model.Destroy(13@)
return 

:NONAME_1541
07AF: 1@ = player 0 group
06F0: set_group 1@ distance_limit_to 600.0 
0631: put_actor 7@ in_group 1@ 
0631: put_actor 8@ in_group 1@ 
0631: put_actor 9@ in_group 1@ 
0850: AS_actor 25@ follow_actor 7@ 
0850: AS_actor 26@ follow_actor 7@ 
0850: AS_actor 27@ follow_actor 8@ 
0850: AS_actor 28@ follow_actor 8@ 
0850: AS_actor 29@ follow_actor 9@
0850: AS_actor 30@ follow_actor 9@
0850: AS_actor 31@ follow_actor 9@
return 

:NONAME_1574
04C4: store_coords_to 15@ 16@ 17@ from_actor 0@ with_offset 4.0 4.0 4.0 
Car.SetMaxSpeed(4@, 30.0)
00AE: set_car 4@ traffic_behaviour_to 2 
Car.DriveTo(4@, 15@, 16@, 17@)

:NONAME_1634
wait 0 
if or
01AF:   car 4@ sphere 0 in_sphere 15@ 16@ 17@ radius 5.0 5.0 5.0  
8185:   not car 4@ health > 400 
0119:   car 4@ wrecked
jf @NONAME_1634  


:NONAME_1687
wait 0
0812: AS_actor 9@ perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 9@ animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor 9@ from_turret_mode 
01B2: give_actor 9@ weapon 18 ammo 9999 // Load the weapon model before using this 
0812: AS_actor 25@ perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 25@ animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor 25@ from_turret_mode 
0812: AS_actor 26@ perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 26@ animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor 26@ from_turret_mode 
0812: AS_actor 27@ perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 27@ animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor 27@ from_turret_mode 
0812: AS_actor 28@ perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 28@ animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor 28@ from_turret_mode 
0812: AS_actor 29@ perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 29@ animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor 29@ from_turret_mode 
0812: AS_actor 30@ perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 30@ animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor 30@ from_turret_mode 
0812: AS_actor 31@ perform_animation "NULL" IFP "CRIB" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0614: set_actor 31@ animation "NULL" progress_to 0.9 // 0.0 to 1.0 
0465: remove_actor 31@ from_turret_mode 
01C3: remove_references_to_car 4@ 
return 

:NONAME_1689
wait 0
if and
    0118:   actor 7@ dead
    0118:   actor 8@ dead
    0118:   actor 9@ dead
    0118:   actor 25@ dead
    0118:   actor 26@ dead
    0118:   actor 27@ dead
    0118:   actor 28@ dead
    0118:   actor 29@ dead
jf @NONAME_1769 
wait 0
if and
    0118:   actor 30@ dead
    0118:   actor 31@ dead
jf @NONAME_1769 
06C9: remove_actor 7@ from_group
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
06C9: remove_actor 8@ from_group 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
06C9: remove_actor 9@ from_group 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
06C9: remove_actor 25@ from_group
01C2: remove_references_to_actor 25@ // Like turning an actor into a random pedestrian 
06C9: remove_actor 26@ from_group 
01C2: remove_references_to_actor 26@ // Like turning an actor into a random pedestrian
06C9: remove_actor 27@ from_group 
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian
06C9: remove_actor 28@ from_group
01C2: remove_references_to_actor 28@ // Like turning an actor into a random pedestrian 
06C9: remove_actor 29@ from_group 
01C2: remove_references_to_actor 29@ // Like turning an actor into a random pedestrian
06C9: remove_actor 30@ from_group 
01C2: remove_references_to_actor 30@ // Like turning an actor into a random pedestrian
06C9: remove_actor 31@ from_group 
01C2: remove_references_to_actor 31@ // Like turning an actor into a random pedestrian
0568: set_actor 7@ untargetable 0
0568: set_actor 8@ untargetable 0
0568: set_actor 9@ untargetable 0
0568: set_actor 25@ untargetable 0
0568: set_actor 26@ untargetable 0
0568: set_actor 27@ untargetable 0
0568: set_actor 28@ untargetable 0
0568: set_actor 29@ untargetable 0
0568: set_actor 30@ untargetable 0
0568: set_actor 31@ untargetable 0
jump @NONAME_1819

:NONAME_1769
wait 0
if 
   Player.Wasted(0)
jf @NONAME_1779 
06C9: remove_actor 7@ from_group
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
06C9: remove_actor 8@ from_group 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
06C9: remove_actor 9@ from_group 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
06C9: remove_actor 25@ from_group
01C2: remove_references_to_actor 25@ // Like turning an actor into a random pedestrian 
06C9: remove_actor 26@ from_group 
01C2: remove_references_to_actor 26@ // Like turning an actor into a random pedestrian
06C9: remove_actor 27@ from_group 
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian
06C9: remove_actor 28@ from_group
01C2: remove_references_to_actor 28@ // Like turning an actor into a random pedestrian 
06C9: remove_actor 29@ from_group 
01C2: remove_references_to_actor 29@ // Like turning an actor into a random pedestrian
06C9: remove_actor 30@ from_group 
01C2: remove_references_to_actor 30@ // Like turning an actor into a random pedestrian
06C9: remove_actor 31@ from_group 
01C2: remove_references_to_actor 31@ // Like turning an actor into a random pedestrian
0568: set_actor 7@ untargetable 0
0568: set_actor 8@ untargetable 0
0568: set_actor 9@ untargetable 0
0568: set_actor 25@ untargetable 0
0568: set_actor 26@ untargetable 0
0568: set_actor 27@ untargetable 0
0568: set_actor 28@ untargetable 0
0568: set_actor 29@ untargetable 0
0568: set_actor 30@ untargetable 0
0568: set_actor 31@ untargetable 0
jump @NONAME_1819

:NONAME_1779
wait 0
if
    test_cheat "ENDSUP03" 
jf @NONAME_1689
06C9: remove_actor 7@ from_group
01C2: remove_references_to_actor 7@ // Like turning an actor into a random pedestrian 
06C9: remove_actor 8@ from_group 
01C2: remove_references_to_actor 8@ // Like turning an actor into a random pedestrian
06C9: remove_actor 9@ from_group 
01C2: remove_references_to_actor 9@ // Like turning an actor into a random pedestrian
06C9: remove_actor 25@ from_group
01C2: remove_references_to_actor 25@ // Like turning an actor into a random pedestrian 
06C9: remove_actor 26@ from_group 
01C2: remove_references_to_actor 26@ // Like turning an actor into a random pedestrian
06C9: remove_actor 27@ from_group 
01C2: remove_references_to_actor 27@ // Like turning an actor into a random pedestrian
06C9: remove_actor 28@ from_group
01C2: remove_references_to_actor 28@ // Like turning an actor into a random pedestrian 
06C9: remove_actor 29@ from_group 
01C2: remove_references_to_actor 29@ // Like turning an actor into a random pedestrian
06C9: remove_actor 30@ from_group 
01C2: remove_references_to_actor 30@ // Like turning an actor into a random pedestrian
06C9: remove_actor 31@ from_group 
01C2: remove_references_to_actor 31@ // Like turning an actor into a random pedestrian
0568: set_actor 7@ untargetable 0
0568: set_actor 8@ untargetable 0
0568: set_actor 9@ untargetable 0
0568: set_actor 25@ untargetable 0
0568: set_actor 26@ untargetable 0
0568: set_actor 27@ untargetable 0
0568: set_actor 28@ untargetable 0
0568: set_actor 29@ untargetable 0
0568: set_actor 30@ untargetable 0
0568: set_actor 31@ untargetable 0

:NONAME_1819
return 

:NONAME_1827
wait 0
10@ = 19500
11@ = 19500
12@ = 19500
18@ = 19500
19@ = 19500
20@ = 19500
21@ = 19500
22@ = 19500
23@ = 19500
24@ = 19500
return

:NONAME_1828
wait 100
0006: 2@ = 12645208 
000A: 2@ += 1806 
0A8D: 10@ = read_memory 2@ size 2 virtual_protect 0 
000A: 2@ += 2 
0A8D: 11@ = read_memory 2@ size 2 virtual_protect 0 
000A: 2@ += 2 
0A8D: 12@ = read_memory 2@ size 2 virtual_protect 0 
000A: 2@ += 2
0A8D: 18@ = read_memory 2@ size 2 virtual_protect 0 
000A: 2@ += 2 
0A8D: 19@ = read_memory 2@ size 2 virtual_protect 0 
000A: 2@ += 2 
0A8D: 20@ = read_memory 2@ size 2 virtual_protect 0 
000A: 2@ += 2
0A8D: 21@ = read_memory 2@ size 2 virtual_protect 0 
000A: 2@ += 2 
0A8D: 22@ = read_memory 2@ size 2 virtual_protect 0 
000A: 2@ += 2 
0A8D: 23@ = read_memory 2@ size 2 virtual_protect 0 
000A: 2@ += 2 
0A8D: 24@ = read_memory 2@ size 2 virtual_protect 0 
000E: 2@ -= 18
jf @NONAME_1828 
return

:PWPMV2_8325
08DA: remove_panel 1@ 
0581: enable_radar 1 
0826: enable_hud 1 
Player.CanMove(0) = True
03E6: remove_text_box 
03F0: enable_text_draw 0 
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
gosub @PWPMV2_8440 
wait 2000 
20@ = 0
21@ = 0 
return 

:PWPMV2_8440
32@ = 0 
1@ = 0 
2@ = 0 
4@ = 0 
7@ = 0 
8@ = 0 
10@ = 0 
16@ = 0 
20@ = 0
21@ = 0
wait 0 
return 
terminate_this_custom_script 