DEFINE OBJECTS 204
DEFINE OBJECT (noname)                
DEFINE OBJECT DTN_STADDOORA            // Object number -1
DEFINE OBJECT DTN_STADDOORB            // Object number -2
DEFINE OBJECT DTHOTRING_A              // Object number -3
DEFINE OBJECT BRIBE                    // Object number -4
DEFINE OBJECT CI_GATESCLOSED           // Object number -5
DEFINE OBJECT CI_BACKGATECLOSE         // Object number -6
DEFINE OBJECT INFO                     // Object number -7
DEFINE OBJECT YT_MAIN_BODY             // Object number -8
DEFINE OBJECT YT_MAIN_BODY2            // Object number -9
DEFINE OBJECT YT_DOORS14               // Object number -10
DEFINE OBJECT YT_TMP_BOAT              // Object number -11
DEFINE OBJECT LODMAIN_BODY             // Object number -12
DEFINE OBJECT YACHT_CHUNK_KB           // Object number -13
DEFINE OBJECT YT_GANGPLNK_TMP          // Object number -14
DEFINE OBJECT DTBLOODRING_A            // Object number -15
DEFINE OBJECT DTDIRTRING_A             // Object number -16
DEFINE OBJECT PICKUPSAVE               // Object number -17
DEFINE OBJECT BODYARMOUR               // Object number -18
DEFINE OBJECT STRIPCLBDROPEN           // Object number -19
DEFINE OBJECT OD_CLBDR_OPEN            // Object number -20
DEFINE OBJECT COP_DR_CLOSED            // Object number -21
DEFINE OBJECT STRPBCKDRCLSD            // Object number -22
DEFINE OBJECT STRIPCLBDRCLSD           // Object number -23
DEFINE OBJECT COP_DR_OPEN              // Object number -24
DEFINE OBJECT OD_CLBDR_CLOSE           // Object number -25
DEFINE OBJECT LH_IMP_EXP01             // Object number -26
DEFINE OBJECT LH_IMP_EXP02             // Object number -27
DEFINE OBJECT LH_IMP_EXP03             // Object number -28
DEFINE OBJECT LH_IMP_EXP04             // Object number -29
DEFINE OBJECT LH_STRIKETHROUGH         // Object number -30
DEFINE OBJECT COMGATE1OPEN             // Object number -31
DEFINE OBJECT COMGATE2OPEN             // Object number -32
DEFINE OBJECT ELECTRICGATE             // Object number -33
DEFINE OBJECT MONEYBAG                 // Object number -34
DEFINE OBJECT BOOMSHINE                // Object number -35
DEFINE OBJECT MASK                     // Object number -36
DEFINE OBJECT COKE_VOODOO              // Object number -37
DEFINE OBJECT TROPHY1                  // Object number -38
DEFINE OBJECT SUTIBAG                  // Object number -39
DEFINE OBJECT PORNPOSTERS              // Object number -40
DEFINE OBJECT FRAME1                   // Object number -41
DEFINE OBJECT FRAME1DAMAGED            // Object number -42
DEFINE OBJECT FLAME_TINS               // Object number -43
DEFINE OBJECT TROPHIES                 // Object number -44
DEFINE OBJECT HELI_BOX                 // Object number -45
DEFINE OBJECT PIZZA_BOX1               // Object number -46
DEFINE OBJECT PIZZA_MESS               // Object number -47
DEFINE OBJECT PIZZA_MESS2              // Object number -48
DEFINE OBJECT MAN_RUBBISH03            // Object number -49
DEFINE OBJECT GASH_BAGS1               // Object number -50
DEFINE OBJECT GASHBAGS2                // Object number -51
DEFINE OBJECT POLOROIDS                // Object number -52
DEFINE OBJECT GUN_DOCS                 // Object number -53
DEFINE OBJECT SHOVEL                   // Object number -54
DEFINE OBJECT KILLFRENZY               // Object number -55
DEFINE OBJECT COMGATE1CLOSED           // Object number -56
DEFINE OBJECT COMGATE2CLOSED           // Object number -57
DEFINE OBJECT NT_ROADBLOCKCI           // Object number -58
DEFINE OBJECT NT_ROADBLOCKGF           // Object number -59
DEFINE OBJECT WSH_ROADBLOCK            // Object number -60
DEFINE OBJECT MANSION_NEW_DOORS        // Object number -61
DEFINE OBJECT MAN_DOORCLOSED           // Object number -62
DEFINE OBJECT WSHPERDRCLSD             // Object number -63
DEFINE OBJECT HAITAXIDR                // Object number -64
DEFINE OBJECT B_HSE_DOORS              // Object number -65
DEFINE OBJECT DK_CAMJONESDOOR          // Object number -66
DEFINE OBJECT DTS_GS_LIFTDOORL         // Object number -67
DEFINE OBJECT DTS_GS_LIFTDOORR         // Object number -68
DEFINE OBJECT DTS_SPOT_A               // Object number -69
DEFINE OBJECT DTS_SOAPYTITWANK_A       // Object number -70
DEFINE OBJECT DT_GSPOT_STAIRS          // Object number -71
DEFINE OBJECT OD_CELLDOOR02            // Object number -72
DEFINE OBJECT CI_JETYGATESCLOSED       // Object number -73
DEFINE OBJECT NHAITPLATDR              // Object number -74
DEFINE OBJECT NHAITPLATDRR             // Object number -75
DEFINE OBJECT SPAD_DR_CLOSED1          // Object number -76
DEFINE OBJECT SPAD_DR_CLOSED2          // Object number -77
DEFINE OBJECT SPAD_DR_CLOSED3          // Object number -78
DEFINE OBJECT PH_BUILD_DR_CLOSED       // Object number -79
DEFINE OBJECT ICEDOOR                  // Object number -80
DEFINE OBJECT DTS_BBDOOR               // Object number -81
DEFINE OBJECT GOLF_GATESCLOSED         // Object number -82
DEFINE OBJECT PRINTDOOOR               // Object number -83
DEFINE OBJECT UNROCKETED_WIN1          // Object number -84
DEFINE OBJECT BNK_GRILL01              // Object number -85
DEFINE OBJECT HEALTH                   // Object number -86
DEFINE OBJECT ADRENALINE               // Object number -87
DEFINE OBJECT MOB_MOBROOM2             // Object number -88
DEFINE OBJECT MOB_DETAILSB             // Object number -89
DEFINE OBJECT AP_RADAR1_01             // Object number -90
DEFINE OBJECT VEG_PALM04               // Object number -91
DEFINE OBJECT DOC_CRANEEGGS04          // Object number -92
DEFINE OBJECT DOC_CRANE_CAB04          // Object number -93
DEFINE OBJECT DOCKFUEL07               // Object number -94
DEFINE OBJECT LODCARGOSHP03            // Object number -95
DEFINE OBJECT LODCARGOSHP04            // Object number -96
DEFINE OBJECT LODCARGOSHP05            // Object number -97
DEFINE OBJECT LODCARGOSHP24            // Object number -98
DEFINE OBJECT LODCARGOSHP25            // Object number -99
DEFINE OBJECT LODCARGOSHP28            // Object number -100
DEFINE OBJECT LODCARGOSHP32            // Object number -101
DEFINE OBJECT LODCARGOSHP35            // Object number -102
DEFINE OBJECT LODCARGOSHP41            // Object number -103
DEFINE OBJECT LODCARGOSHP47            // Object number -104
DEFINE OBJECT LODCARGOSHP50            // Object number -105
DEFINE OBJECT LODCARGOSHP51            // Object number -106
DEFINE OBJECT LODCARGOSHP64            // Object number -107
DEFINE OBJECT LODCARGOSHP70            // Object number -108
DEFINE OBJECT LODCARGOSHP71            // Object number -109
DEFINE OBJECT LODCARGOSHP72            // Object number -110
DEFINE OBJECT LODCARGOSHP73            // Object number -111
DEFINE OBJECT LODARGOHULL2             // Object number -112
DEFINE OBJECT BIG_POLY_TINGS_B         // Object number -113
DEFINE OBJECT BARREL4                  // Object number -114
DEFINE OBJECT BIG_POLY_TINGS           // Object number -115
DEFINE OBJECT SPAD_DR_OPEN3            // Object number -116
DEFINE OBJECT SPAD_DR_OPEN2            // Object number -117
DEFINE OBJECT SPAD_DR_OPEN1            // Object number -118
DEFINE OBJECT SEXYPOOLCOVER            // Object number -119
DEFINE OBJECT BRIEFCASE                // Object number -120
DEFINE OBJECT FAKETARGET               // Object number -121
DEFINE OBJECT MAN_DOOROPEN             // Object number -122
DEFINE OBJECT GOLF_GATESOPEN           // Object number -123
DEFINE OBJECT DYNAMITE                 // Object number -124
DEFINE OBJECT BARREL2                  // Object number -125
DEFINE OBJECT BLDNGST2MESHDAM          // Object number -126
DEFINE OBJECT BLDNGST2MESH             // Object number -127
DEFINE OBJECT JW_COFFIN                // Object number -128
DEFINE OBJECT KEYCARD                  // Object number -129
DEFINE OBJECT TAR_GUN1                 // Object number -130
DEFINE OBJECT TAR_GUN2                 // Object number -131
DEFINE OBJECT TAR_FRAME                // Object number -132
DEFINE OBJECT TAR_DOWNLEFT             // Object number -133
DEFINE OBJECT TAR_DOWNRIGHT            // Object number -134
DEFINE OBJECT TAR_TOP                  // Object number -135
DEFINE OBJECT TAR_UPLEFT               // Object number -136
DEFINE OBJECT TAR_UPRIGHT              // Object number -137
DEFINE OBJECT BNK_LFT_DOOR1            // Object number -138
DEFINE OBJECT BNK_LFT_DOOR2            // Object number -139
DEFINE OBJECT GASGRENADE               // Object number -140
DEFINE OBJECT ROCKETED_WIN1            // Object number -141
DEFINE OBJECT OD_CLUBOUT_DY            // Object number -142
DEFINE OBJECT OD_CLUBOUT_NT            // Object number -143
DEFINE OBJECT OD_CLUBNEON              // Object number -144
DEFINE OBJECT OD_CLUBDOORS             // Object number -145
DEFINE OBJECT VEG_PALMKBB11            // Object number -146
DEFINE OBJECT ODNROAD01_NT             // Object number -147
DEFINE OBJECT ODNROAD01_DY             // Object number -148
DEFINE OBJECT OD_CLUBBACK              // Object number -149
DEFINE OBJECT MIAMIODNROADXA           // Object number -150
DEFINE OBJECT LODD_BUILD2              // Object number -151
DEFINE OBJECT SPAD_BUILDNEW            // Object number -152
DEFINE OBJECT VEG_PALMBIG14            // Object number -153
DEFINE OBJECT GUNBOX                   // Object number -154
DEFINE OBJECT OD_WTSIGN                // Object number -155
DEFINE OBJECT OD_CHARIOT               // Object number -156
DEFINE OBJECT LODD_BUILDNEW            // Object number -157
DEFINE OBJECT LODCHARIOT               // Object number -158
DEFINE OBJECT PH_BUILD_DR_OPEN         // Object number -159
DEFINE OBJECT DTS_SOAPYTITWANK_B       // Object number -160
DEFINE OBJECT ML_TARBRUSH              // Object number -161
DEFINE OBJECT ML_TARBRUSHDAMAGE        // Object number -162
DEFINE OBJECT CI_GATESOPEN             // Object number -163
DEFINE OBJECT CI_BACKGATEOPEN          // Object number -164
DEFINE OBJECT CI_JETYGATESOPEN         // Object number -165
DEFINE OBJECT DK_REEF                  // Object number -166
DEFINE OBJECT DOONTOON50               // Object number -167
DEFINE OBJECT ROAD_DOWNTOWN_NEW2       // Object number -168
DEFINE OBJECT ROAD_DOWNTOWN02          // Object number -169
DEFINE OBJECT AMMUNATION_DT            // Object number -170
DEFINE OBJECT DOONTOON19               // Object number -171
DEFINE OBJECT DT_COMPOUND_ROOF         // Object number -172
DEFINE OBJECT DOONTOON51               // Object number -173
DEFINE OBJECT LODNTOON28               // Object number -174
DEFINE OBJECT AMMU_WINDOWS1            // Object number -175
DEFINE OBJECT WATERJUMPX2              // Object number -176
DEFINE OBJECT WATERJUMP1               // Object number -177
DEFINE OBJECT BUILD1                   // Object number -178
DEFINE OBJECT BUILDBLOWN               // Object number -179
DEFINE OBJECT HDRUGFACTORYINT          // Object number -180
DEFINE OBJECT HDRUGFACTORYPOL          // Object number -181
DEFINE OBJECT LODLD1                   // Object number -182
DEFINE OBJECT LODLDBLOWN               // Object number -183
DEFINE OBJECT RCBOMB                   // Object number -184
DEFINE OBJECT LF_MEDIASTAGE            // Object number -185
DEFINE OBJECT PIZZABOX                 // Object number -186
DEFINE OBJECT LH_RACE01                // Object number -187
DEFINE OBJECT LH_RACE02                // Object number -188
DEFINE OBJECT LH_RACE03                // Object number -189
DEFINE OBJECT LH_RACE04                // Object number -190
DEFINE OBJECT LH_RACE05                // Object number -191
DEFINE OBJECT LH_RACE06                // Object number -192
DEFINE OBJECT TRAFFICCONE              // Object number -193
DEFINE OBJECT CRAIGPACKAGE             // Object number -194
DEFINE OBJECT B_HSE_PIER               // Object number -195
DEFINE OBJECT B_HSE_EXT                // Object number -196
DEFINE OBJECT DOCKS28                  // Object number -197
DEFINE OBJECT DOCKSPROPS12             // Object number -198
DEFINE OBJECT DOCKS85                  // Object number -199
DEFINE OBJECT DK_DOCKROADS04           // Object number -200
DEFINE OBJECT B_HSE_PIERFENCE          // Object number -201
DEFINE OBJECT B_HSE_INTERIOR           // Object number -202
DEFINE OBJECT BOAT_KB2                 // Object number -203

DEFINE MISSIONS 1
DEFINE MISSION 0 AT @INITIAL           // Initial

//-------------MAIN---------------
thread 'MAIN' 
fade 0 0 
042C: set_total_missions_to 1 
030D: set_total_mission_points_to 1 
030C: progress_made += 154 
01F0: set_max_wanted_level_to 6 
set_wb_check_to 0 
00C0: set_current_time 22 0 
04E4: unknown_refresh_game_renderer_at -304.5 -561.1 
Camera.SetAtPos(-304.5, -561.1, 14.0)
$6 = Player.Create(#NULL, 17.4519, -1337.09, 11.7401)
$7 = Actor.EmulateFromPlayer($6)
start_mission 0  // Initial
create_thread @HOTCOF 
$8 = Object.Init(#DTN_STADDOORA, -1109.615, 1330.097, 20.372)
Object.RemoveFromMissionCleanupList($8)
$9 = Object.Init(#DTN_STADDOORB, -1109.615, 1331.932, 20.372)
Object.RemoveFromMissionCleanupList($9)
$10 = Object.Init(#DTHOTRING_A, -1037.08, 1340.258, 36.552)
Object.RemoveFromMissionCleanupList($10)
$11 = 0 // integer values 
$12 = Pickup.Create(#BRIBE, 15, 293.686, -256.432, 12.6898)
$13 = Pickup.Create(#BRIBE, 15, 116.0, -1313.1, 4.4)
$14 = Pickup.Create(#BRIBE, 15, 393.7, -660.6, 10.7)
$15 = Pickup.Create(#BRIBE, 15, 470.7, 70.1, 10.8)
$16 = Pickup.Create(#BRIBE, 15, 382.7, 364.1, 10.8)
$17 = Pickup.Create(#BRIBE, 15, 422.4, 971.2, 12.1)
$18 = Pickup.Create(#BRIBE, 15, 89.1, 887.4, 10.5)
$19 = Pickup.Create(#BRIBE, 15, -556.624, 701.401, 20.2)
$20 = Pickup.Create(#BRIBE, 15, -900.69, 251.4, 17.1)
$21 = Pickup.Create(#BRIBE, 15, -973.7, 61.0, 10.4)
$22 = Pickup.Create(#BRIBE, 15, -937.9, -114.1, 17.0)
$24 = Pickup.Create(#BRIBE, 15, -1015.9, -627.9, 11.2)
$25 = Pickup.Create(#BRIBE, 15, -906.3, -834.0, 15.7)
014B: $26 = init_car_generator #DELUXO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1022.6 -868.6 12.2 angle 175.0 
014C: set_parked_car_generator $26 cars_to_generate_to 101 
014B: $27 = init_car_generator #SABRETUR -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.1 -869.4 12.2 angle 188.0 
014C: set_parked_car_generator $27 cars_to_generate_to 101 
014B: $28 = init_car_generator #SANDKING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.3 -868.8 17.9 angle 195.0 
014C: set_parked_car_generator $28 cars_to_generate_to 101 
014B: $29 = init_car_generator #HOTRING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1023.2 -868.1 17.9 angle 172.0 
014C: set_parked_car_generator $29 cars_to_generate_to 101 
014B: $30 = init_car_generator #SEASPAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -379.0 -632.1 10.2 angle 187.2 
014C: set_parked_car_generator $30 cars_to_generate_to 101 
014B: $31 = init_car_generator #RHINO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1720.3 -239.6 14.8 angle 92.0 
014C: set_parked_car_generator $31 cars_to_generate_to 101 
014B: $32 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1681.2 -103.7 14.7 angle 180.0 
014C: set_parked_car_generator $32 cars_to_generate_to 101 
014B: $33 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -72.4 -1607.9 12.7 angle 0.0 
014C: set_parked_car_generator $33 cars_to_generate_to 101 
$34 = Object.Init(#CI_GATESOPEN, 10.273, 963.308, 12.258)
Object.RemoveFromMissionCleanupList($34)
$35 = Object.Init(#CI_BACKGATEOPEN, -14.381, 884.12, 13.542)
Object.RemoveFromMissionCleanupList($35)
$36 = Object.Init(#CI_JETYGATESOPEN, -115.825, 1028.55, 11.334)
Object.RemoveFromMissionCleanupList($36)
0180: set_on_mission_flag_to $37 
$38 = 304.5 // floating-point values 
$39 = 376.3 // floating-point values 
$40 = 12.7 // floating-point values 
$41 = -834.8 // floating-point values 
$42 = 1306.9 // floating-point values 
$43 = 11.0 // floating-point values 
$44 = 14.0 // floating-point values 
$45 = -1500.7 // floating-point values 
$46 = 12.7 // floating-point values 
$47 = 88.5 // floating-point values 
$48 = -804.7 // floating-point values 
$49 = 11.2 // floating-point values 
$50 = 531.4 // floating-point values 
$51 = 1273.7 // floating-point values 
$52 = 17.6 // floating-point values 
$53 = -560.1 // floating-point values 
$54 = 703.6 // floating-point values 
$55 = 20.5 // floating-point values 
$56 = 209.5 // floating-point values 
$57 = -1288.9 // floating-point values 
$58 = 12.4 // floating-point values 
$59 = 257.1 // floating-point values 
$60 = -231.7 // floating-point values 
$61 = 10.0 // floating-point values 
$62 = -1059.6 // floating-point values 
$63 = -274.5 // floating-point values 
$64 = 11.4 // floating-point values 
$65 = -1007.3 // floating-point values 
$66 = -869.9 // floating-point values 
$67 = 12.8 // floating-point values 
$68 = 15.2 // floating-point values 
$69 = 962.6 // floating-point values 
$70 = 10.9 // floating-point values 
$71 = -864.3 // floating-point values 
$72 = -576.6 // floating-point values 
$73 = 11.0 // floating-point values 
$74 = -1011.7 // floating-point values 
$75 = 203.9 // floating-point values 
$76 = 11.2 // floating-point values 
$77 = 487.2 // floating-point values 
$78 = -81.5 // floating-point values 
$79 = 11.4 // floating-point values 
$80 = -685.8 // floating-point values 
$81 = -1495.6 // floating-point values 
$82 = 12.5 // floating-point values 
$83 = -1003.1 // floating-point values 
$84 = 207.0 // floating-point values 
$85 = 10.0 // floating-point values 
$86 = -246.6 // floating-point values 
$87 = -1360.5 // floating-point values 
$88 = 7.3 // floating-point values 
$89 = -378.5 // floating-point values 
$90 = -551.3 // floating-point values 
$91 = 18.2 // floating-point values 
$92 = 463.9 // floating-point values 
$93 = -58.5 // floating-point values 
$94 = 10.5 // floating-point values 
$95 = -1101.1 // floating-point values 
$96 = 343.2 // floating-point values 
$97 = 10.2 // floating-point values 
$98 = -69.4 // floating-point values 
$99 = 932.7 // floating-point values 
$100 = 9.9 // floating-point values 
$101 = -1062.6 // floating-point values 
$102 = -278.8 // floating-point values 
$103 = 11.0 // floating-point values 
$104 = 119.2 // floating-point values 
$105 = -826.9 // floating-point values 
$106 = 9.7 // floating-point values 
$107 = 488.6 // floating-point values 
$108 = -75.4 // floating-point values 
$109 = 10.4 // floating-point values 
$110 = -597.3 // floating-point values 
$111 = 652.9 // floating-point values 
$112 = 10.0 // floating-point values 
$113 = -875.5 // floating-point values 
$114 = 1159.3 // floating-point values 
$115 = 10.2 // floating-point values 
$116 = -1170.0 // floating-point values 
$117 = -606.9 // floating-point values 
$118 = 10.6 // floating-point values 
$119 = -962.4 // floating-point values 
$120 = 143.0 // floating-point values 
$121 = 8.2 // floating-point values 
$122 = 99.5 // floating-point values 
$123 = -1468.5 // floating-point values 
$125 = 9.9 // floating-point values 
$126 = 428.4 // floating-point values 
$127 = 605.9 // floating-point values 
$128 = 12.2 // floating-point values 
$129 = -865.9 // floating-point values 
$130 = -571.9 // floating-point values 
$131 = 11.0 // floating-point values 
$132 = -1.9 // floating-point values 
$133 = 959.9 // floating-point values 
$134 = 10.9 // floating-point values 
$136 = -640.8 // floating-point values 
$137 = -1491.8 // floating-point values 
$138 = 13.7 // floating-point values 
$139 = -997.1 // floating-point values 
$140 = 189.8 // floating-point values 
$141 = 11.4 // floating-point values 
04AE: $142 = 7 // = constant 
04AE: $143 = 10 // = constant 
04AE: $144 = 11 // = constant 
04AE: $145 = 12 // = constant 
04AE: $146 = 13 // = constant 
04AE: $147 = 14 // = constant 
04AE: $148 = 15 // = constant 
04AE: $149 = 17 // = constant 
04AE: $150 = 20 // = constant 
04AE: $151 = 21 // = constant 
04AE: $152 = 22 // = constant 
04AE: $153 = 23 // = constant 
04AE: $154 = 24 // = constant 
04AE: $155 = 26 // = constant 
04AE: $156 = 29 // = constant 
04AE: $157 = 30 // = constant 
04CE: $158 = create_icon_marker_without_sphere $148 at $132 $133 $134 
04CE: $159 = create_icon_marker_without_sphere $154 at $101 $102 $103 
04CE: $160 = create_icon_marker_without_sphere $152 at $83 $84 $85 
04CE: $161 = create_icon_marker_without_sphere $146 at $77 $78 $79 
04CE: $162 = create_icon_marker_without_sphere $145 at -664.1 -1476.3 13.8 
04CE: $163 = create_icon_marker_without_sphere $150 at $122 $123 $125 
04CE: $164 = create_icon_marker_without_sphere $151 at -878.5 -575.1 11.2 
04CE: $165 = create_icon_marker_without_sphere $155 at $65 $66 $67 
04CE: $166 = create_icon_marker_without_sphere $156 at $89 $90 $91 
$167 = 10000 // integer values 
$168 = 2000 // integer values 
$169 = 0 // integer values 
$170 = 20000 // integer values 
$171 = 3000 // integer values 
$172 = 0 // integer values 
$173 = 30000 // integer values 
$174 = 4000 // integer values 
$175 = 0 // integer values 
$176 = 40000 // integer values 
$177 = 5000 // integer values 
$178 = 0 // integer values 
$179 = 50000 // integer values 
$180 = 1500 // integer values 
$181 = 0 // integer values 
$182 = 60000 // integer values 
$183 = 7000 // integer values 
$184 = 0 // integer values 
$185 = 70000 // integer values 
$186 = 8000 // integer values 
$187 = 120000 // integer values 
$188 = 10000 // integer values 
$189 = 0 // integer values 
$190 = 1000 // integer values 
$191 = 2500 // integer values 
$192 = 3000 // integer values 
$193 = 6000 // integer values 
$194 = 7000 // integer values 
$195 = 8000 // integer values 
$196 = 14000 // integer values 
0570: $197 = create_asset_radar_marker_with_icon 19 at $126 $127 $128 
018B: show_on_radar $197 2 
0570: $198 = create_asset_radar_marker_with_icon 19 at $38 $39 $40 
018B: show_on_radar $198 2 
0570: $199 = create_asset_radar_marker_with_icon 19 at $41 $42 $43 
018B: show_on_radar $199 2 
0570: $200 = create_asset_radar_marker_with_icon 19 at $44 $45 $46 
018B: show_on_radar $200 2 
0570: $201 = create_asset_radar_marker_with_icon 19 at $47 $48 $49 
018B: show_on_radar $201 2 
0570: $202 = create_asset_radar_marker_with_icon 19 at $50 $51 $52 
018B: show_on_radar $202 2 
0570: $203 = create_asset_radar_marker_with_icon 19 at $53 $54 $55 
018B: show_on_radar $203 2 
0570: $204 = create_asset_radar_marker_with_icon 19 at 220.7 -1275.6 12.1 
018B: show_on_radar $204 2 
0219: $205 = create_garage_type 5 door -914.129 -1263.54 10.706 to -906.3 -1266.9 14.421 depth -907.137 -1246.626 
0219: $206 = create_garage_type 5 door -1014.341 -857.732 6.325 to -1014.341 -841.532 10.885 depth -1001.315 -857.732 
03BB: set_garage $206 door_type_to_swing_open 
0219: $207 = create_garage_type 5 door -886.157 -115.158 9.992 to -876.7 -119.83 15.58 depth -882.699 -108.312 
0219: $208 = create_garage_type 5 door 323.9 427.4 10.0 to 313.9 430.53 15.7 depth 326.3 434.5 
0219: $209 = create_garage_type 5 door -7.55 -1253.77 9.322 to 2.64 -1253.7 14.4 depth -7.55 -1261.2 
0219: $210 = create_garage_type 1 door -1056.05 -469.668 10.053 to -1038.966 -467.675 14.753 depth -1054.074 -486.611 
03BB: set_garage $210 door_type_to_swing_open 
0219: $211 = create_garage_type 23 door -823.448 -1488.083 10.852 to -842.0 -1481.0 16.165 depth -834.686 -1515.899 
03DA: set_garage $211 camera_follows_player 
03BB: set_garage $211 door_type_to_swing_open 
0219: $212 = create_garage_type 1 door -966.016 -861.529 5.761 to -966.016 -841.683 11.273 depth -978.454 -861.529 
03DA: set_garage $212 camera_follows_player 
03BB: set_garage $212 door_type_to_swing_open 
0219: $213 = create_garage_type 19 door 449.137 340.002 10.794 to 465.43 326.187 14.7 depth 465.42 340.002 
03BB: set_garage $213 door_type_to_swing_open 
0219: $214 = create_garage_type 4 door -1163.248 -1407.282 10.157 to -1159.338 -1397.813 16.989 depth -1178.292 -1400.939 
0219: $215 = create_garage_type 26 door 303.998 400.718 12.025 to 301.281 410.584 16.044 depth 298.697 402.389 
03DA: set_garage $215 camera_follows_player 
03BB: set_garage $215 door_type_to_swing_open 
057A: set_garage $215 max_cars_to 1 
0219: $216 = create_garage_type 17 door -848.225 1303.119 10.421 to -836.832 1307.033 15.816 depth -853.657 1318.901 
03DA: set_garage $216 camera_follows_player 
057A: set_garage $216 max_cars_to 4 
0219: $217 = create_garage_type 18 door -825.466 1311.499 10.537 to -817.159 1314.355 15.061 depth -828.66 1320.791 
03DA: set_garage $217 camera_follows_player 
057A: set_garage $217 max_cars_to 2 
0219: $218 = create_garage_type 24 door -816.37 1314.69 10.582 to -819.54 1324.01 15.061 depth -808.09 1317.46 
03DA: set_garage $218 camera_follows_player 
057A: set_garage $218 max_cars_to 2 
0219: $219 = create_garage_type 25 door 27.143 -1483.954 9.423 to 21.365 -1490.59 12.994 depth 22.611 -1483.384 
03BB: set_garage $219 door_type_to_swing_open 
03DA: set_garage $219 camera_follows_player 
057A: set_garage $219 max_cars_to 1 
0219: $220 = create_garage_type 16 door 450.136 641.029 10.112 to 457.977 641.029 13.092 depth 450.136 635.726 
03BB: set_garage $220 door_type_to_swing_open 
03DA: set_garage $220 camera_follows_player 
057A: set_garage $220 max_cars_to 1 
0219: $221 = create_garage_type 27 door -981.654 -802.265 6.325 to -981.654 -821.865 10.73 depth -991.127 -802.265 
03BB: set_garage $221 door_type_to_swing_open 
03DA: set_garage $221 camera_follows_player 
057A: set_garage $221 max_cars_to 2 
0219: $222 = create_garage_type 28 door -992.416 -802.265 6.325 to -992.416 -821.865 10.73 depth -1001.889 -802.265 
03BB: set_garage $222 door_type_to_swing_open 
03DA: set_garage $222 camera_follows_player 
057A: set_garage $222 max_cars_to 2 
0219: $223 = create_garage_type 29 door -1003.771 -802.265 6.325 to -1003.771 -821.865 10.73 depth -1013.244 -802.265 
03BB: set_garage $223 door_type_to_swing_open 
03DA: set_garage $223 camera_follows_player 
057A: set_garage $223 max_cars_to 2 
0219: $228 = create_garage_type 30 door -1015.436 -802.265 6.325 to -1015.436 -821.865 10.73 depth -1024.909 -802.265 
03BB: set_garage $228 door_type_to_swing_open 
03DA: set_garage $228 camera_follows_player 
057A: set_garage $228 max_cars_to 2 
0219: $234 = create_garage_type 31 door -362.12 -550.214 11.722 to -353.12 -550.214 15.16 depth -362.12 -539.484 
03BB: set_garage $234 door_type_to_swing_open 
03DA: set_garage $234 camera_follows_player 
057A: set_garage $234 max_cars_to 2 
02A8: $240 = create_marker 27 at $241 $243 $245 
Marker.Disable($240)
049C: $246 = scripted_path_file 0 width 90.0 
$247 = Object.Init(#YT_MAIN_BODY, -375.499, -1322.31, 9.81124)
$248 = Object.Init(#YT_MAIN_BODY2, -375.499, -1322.31, 9.81124)
$249 = Object.Init(#YT_DOORS14, -375.499, -1322.31, 9.81124)
$250 = Object.Init(#YT_TMP_BOAT, -375.499, -1322.31, 9.81124)
$251 = Object.Init(#LODMAIN_BODY, -375.499, -1322.31, 9.81124)
Object.RemoveFromMissionCleanupList($247)
Object.RemoveFromMissionCleanupList($248)
Object.RemoveFromMissionCleanupList($249)
Object.RemoveFromMissionCleanupList($250)
Object.RemoveFromMissionCleanupList($251)
049D: attach_scripted_file $246 with_object $247 
049D: attach_scripted_file $246 with_object $248 
049D: attach_scripted_file $246 with_object $249 
049D: attach_scripted_file $246 with_object $250 
049D: attach_scripted_file $246 with_object $251 
049E: set_scripted_file $246 speed_to 0.0 
wait 0 
wait 0 
$252 = Object.Init(#YACHT_CHUNK_KB, $253, $254, $255)
Object.RemoveFromMissionCleanupList($252)
$256 = Object.Init(#YT_GANGPLNK_TMP, $253, $254, $255)
Object.RemoveFromMissionCleanupList($256)
wait 250 
$257 = 1 // integer values 
$258 = 1 // integer values 
$259 = 1 // integer values 
$260 = 1 // integer values 
$265 = 1 // integer values 
$266 = 1 // integer values 
$267 = 1 // integer values 
create_thread @PSAVE1 
create_thread @ARMYBAS 
create_thread_wb @AMMU 
create_thread_wb @SECURE 
create_thread_wb @INTERIO 
create_thread_wb @BUS 
create_thread_wb @CARGEN 
create_thread_wb @PICKUPS 
create_thread_wb @JUNKFUD 
create_thread_wb @SHOPS 
create_thread_wb @AUDIO 
wait 0 
create_thread @PSAVE2 
create_thread @PSAVE3 
create_thread @PSAVE4 
create_thread @PSAVE5 
create_thread @PSAVE6 
create_thread @PSAVE7 
create_thread @PSAVE8 
create_thread @PSAVE9 
create_thread @PSAVE10 
create_thread @SAVE1 
create_thread @SAVE2 
create_thread @SAVE3 
create_thread @SAVE4 
create_thread @SAVE5 
create_thread @SAVE6 
create_thread @SAVE7 
create_thread @GANGMEM 
create_thread @AMBBANK 
wait 0 
if 
   Player.Defined($6)
jf @MAIN_4595 
set_weather 0 
if 
   not Actor.Dead($7)
jf @MAIN_4552 
0352: set_actor $7 skin_to 'PLAYER' 
038B: load_requested_models 
if 
   not Actor.Dead($7)
jf @MAIN_4552 
0353: refresh_actor $7 

:MAIN_4552
fade 1 1000 
if 
   Player.Defined($6)
jf @MAIN_4586 
select_interior 0 
Player.CanMove($6) = True

:MAIN_4586
01B7: release_weather 
jump @MAIN_4595 

:MAIN_4595
wait 1000 
jump @MAIN_4595 

:MAIN_4607
$37 = 1 // integer values 
Player.CanMove($6) = False
03D8: show_save_screen 
wait 0 

:MAIN_4627
if 
83D9:   not save_done 
jf @MAIN_4651 
wait 0 
jump @MAIN_4627 

:MAIN_4651
0169: set_fade_color 0 0 0 
fade 0 1000 
if 
   Player.Defined($6)
jf @MAIN_4697 
0222: set_player $6 health_to 200 
Player.CanMove($6) = False

:MAIN_4697
return 

:MAIN_4699
if 
   Player.Defined($6)
jf @MAIN_4719 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:MAIN_4719
wait 500 
if 
   Player.Defined($6)
jf @MAIN_4754 
Player.CanMove($6) = True
$37 = 0 // integer values 

:MAIN_4754
return 

:AMBBANK
thread 'AMBBANK' 
0@ = 0 // integer values 

:AMBBANK_17
wait $268 
if 
  $269 == 1 // integer values 
jf @AMBBANK_280 
if 
   Player.Defined($6)
jf @AMBBANK_273 
if 
  0@ == 0 // integer values 
jf @AMBBANK_273 
if 
00F5:   player $6 0 -926.8099 -327.8378 13.3894 radius 4.0 4.0 4.0 
jf @AMBBANK_273 
Player.SetMinWantedLevel($6, 4)
02E1: 1@ = create_cash_pickup 500 at -965.2795 -334.6384 15.0 
02E1: 2@ = create_cash_pickup 500 at -965.3696 -333.3853 15.0 
02E1: 3@ = create_cash_pickup 500 at -927.4954 -339.4821 17.2 
02E1: 4@ = create_cash_pickup 500 at -930.0884 -339.5698 17.2 
02E1: 5@ = create_cash_pickup 500 at -932.9709 -339.4713 17.2 
018D: 6@ = create_sound 0 at -923.4324 -333.2397 14.3816 
0@ = 1 // integer values 

:AMBBANK_273
jump @AMBBANK_335 

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

:AMBBANK_335
jump @AMBBANK_17 

:GANGMEM
thread 'GANGMEM' 
$270 = -1 // integer values 
0@ = -1 // integer values 
1@ = -1 // integer values 
7@ = 0 // integer values 
8@ = 0 // integer values 
9@ = 0 // integer values 
3@ = 0 // integer values 
4@ = 0 // integer values 
5@ = 0 // integer values 
$271 = 0.0 // floating-point values 

:GANGMEM_83
wait $268 
058C: $271 = percentage_completed 

:GANGMEM_93
if 
  $271 == 100.0 // floating-point values 
jf @GANGMEM_478 
wait 100 
0084: $272 = $270 // integer values and handles 
0085: 2@ = 3@ // integer values and handles 
0085: 6@ = 7@ // integer values and handles 
10@ = -403.7998 // floating-point values 
11@ = -558.5297 // floating-point values 
12@ = 17.9388 // floating-point values 
13@ = 170.5255 // floating-point values 
14@ = -403.7675 // floating-point values 
15@ = -559.4329 // floating-point values 
gosub @GANGMEM_485 
0084: $270 = $272 // integer values and handles 
0085: 3@ = 2@ // integer values and handles 
0085: 7@ = 6@ // integer values and handles 
wait 100 
008A: $272 = 0@ // integer values and handles 
0085: 2@ = 4@ // integer values and handles 
0085: 6@ = 8@ // integer values and handles 
10@ = -401.1314 // floating-point values 
11@ = -565.7331 // floating-point values 
12@ = 18.5404 // floating-point values 
13@ = 100.8949 // floating-point values 
14@ = -402.1638 // floating-point values 
15@ = -565.7678 // floating-point values 
gosub @GANGMEM_485 
008B: 0@ = $272 // integer values and handles 
0085: 4@ = 2@ // integer values and handles 
0085: 8@ = 6@ // integer values and handles 
wait 100 
008A: $272 = 1@ // integer values and handles 
0085: 2@ = 5@ // integer values and handles 
0085: 6@ = 9@ // integer values and handles 
10@ = -404.3082 // floating-point values 
11@ = -561.7204 // floating-point values 
12@ = 17.9388 // floating-point values 
13@ = 7.0257 // floating-point values 
14@ = -404.3812 // floating-point values 
15@ = -561.1186 // floating-point values 
gosub @GANGMEM_485 
008B: 1@ = $272 // integer values and handles 
0085: 5@ = 2@ // integer values and handles 
0085: 9@ = 6@ // integer values and handles 
jump @GANGMEM_93 

:GANGMEM_478
jump @GANGMEM_83 

:GANGMEM_485
if 
   Player.Defined($6)
jf @GANGMEM_1093 
if 
   Player.InZone($6, 'GANG1')
jf @GANGMEM_789 
if 
   Player.Money($6) > 6000
jf @GANGMEM_782 
if 
  2@ == 0 // integer values 
jf @GANGMEM_782 
Model.Load(#PGA)
Model.Load(#UZI)
if 
   Model.Available(#PGA)
jf @GANGMEM_782 
if 
   Model.Available(#UZI)
jf @GANGMEM_782 
if 
80C2:   not sphere_onscreen 10@ 11@ 12@ 1.0 
jf @GANGMEM_782 
$272 = Actor.Create(CivMale, #PGA, 10@, 11@, 12@)
Actor.Angle($272) = 13@
04F5: unknown_actor $272 kiss_player $6 on 1 
0243: set_actor $272 ped_stats_to 16 
01ED: clear_actor $272 threat_search 
0568: set_actor $272 untargetable 1 
01B2: give_actor $272 weapon 23 ammo 9999 // Load the weapon model before using this 
0372: set_actor $272 anim 24 wait_state_time 60000000 ms 
01C5: remove_actor_from_mission_cleanup_list $272 
0319: set_actor $272 running 1 
Actor.Health($272) = 250
02E2: set_actor $272 weapon_accuracy_to 80 
054A: set_actor $272 can_be_shot_in_a_car 0 
0446: set_actor $272 dismemberment_possible 0 
03BC: 6@ = create_sphere 14@ 15@ 12@ 0.75 
2@ = 1 // integer values 
Model.Destroy(#PGA)
Model.Destroy(#UZI)

:GANGMEM_782
jump @GANGMEM_824 

:GANGMEM_789
if 
  2 > 2@ // integer values 
jf @GANGMEM_824 
Actor.RemoveReferences($272)
2@ = 0 // integer values 
03BD: destroy_sphere 6@ 

:GANGMEM_824
if 
  2@ == 1 // integer values 
jf @GANGMEM_966 
if 
   not Actor.Dead($272)
jf @GANGMEM_959 
if 
00F5:   player $6 0 14@ 15@ 12@ radius 1.0 1.0 2.0 
jf @GANGMEM_952 
if 
   Player.Money($6) > 2000
jf @GANGMEM_927 
Player.Money($6) += -2000

:GANGMEM_927
01DF: tie_actor $272 to_player $6 
053D:  $272 
03BD: destroy_sphere 6@ 
2@ = 2 // integer values 

:GANGMEM_952
jump @GANGMEM_966 

:GANGMEM_959
gosub @GANGMEM_1116 

:GANGMEM_966
if 
  2@ == 2 // integer values 
jf @GANGMEM_1086 
if 
   not Actor.Dead($272)
jf @GANGMEM_1079 
if 
00E9:   player $6 0 $272 radius 100.0 100.0 
jf @GANGMEM_1065 
if 
8320:   not actor $272 in_range_of_player $6 
jf @GANGMEM_1058 
01DF: tie_actor $272 to_player $6 

:GANGMEM_1058
jump @GANGMEM_1072 

:GANGMEM_1065
gosub @GANGMEM_1116 

:GANGMEM_1072
jump @GANGMEM_1086 

:GANGMEM_1079
gosub @GANGMEM_1116 

:GANGMEM_1086
jump @GANGMEM_1100 

:GANGMEM_1093
gosub @GANGMEM_1116 

:GANGMEM_1100
jump @GANGMEM_1114 
gosub @GANGMEM_1116 

:GANGMEM_1114
return 

:GANGMEM_1116
if 
   not 2@ == 0 // integer values 
jf @GANGMEM_1205 
Actor.RemoveReferences($272)
if 
   Player.Defined($6)
jf @GANGMEM_1193 
if 
   not Player.InZone($6, 'GANG1')
jf @GANGMEM_1186 
2@ = 0 // integer values 

:GANGMEM_1186
jump @GANGMEM_1200 

:GANGMEM_1193
2@ = 0 // integer values 

:GANGMEM_1200
03BD: destroy_sphere 6@ 

:GANGMEM_1205
return 

:ARMYBAS
thread 'ARMYBAS' 
0@ = 0 // integer values 

:ARMYBAS_17
wait $268 
if 
   Player.Defined($6)
jf @ARMYBAS_322 
if or
   Player.InZone($6, 'AIRPORT')
   Player.InZone($6, 'ARMYBAS')
jf @ARMYBAS_235 
if 
  0@ == 0 // integer values 
jf @ARMYBAS_132 
0235: set_gang 2 models_to #ARMY #ARMY 
03F1: pedtype 9 add_threat 1 
0237: set_gang 2 primary_weapon_to 26 secondary_weapon_to 26 
0592: unknown_gang 2 flag 1 
Model.Load(#ARMY)
0@ = 1 // integer values 

:ARMYBAS_132
if 
  0@ == 1 // integer values 
jf @ARMYBAS_228 
if or
00DE:   player $6 driving_vehicle_type #HUNTER 
0500:   player $6 skin == 'PLAYER6' 
0056:   player $6 0 -1682.24 -179.9125 -1600.448 -150.8878 
jf @ARMYBAS_222 
03F2: pedtype 9 remove_threat 1 
jump @ARMYBAS_228 

:ARMYBAS_222
03F1: pedtype 9 add_threat 1 

:ARMYBAS_228
jump @ARMYBAS_322 

:ARMYBAS_235
if 
  0@ == 1 // integer values 
jf @ARMYBAS_322 
0235: set_gang 2 models_to #SGA #SGB 
03F2: pedtype 9 remove_threat 1 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0592: unknown_gang 2 flag 0 
wait 0 
wait 0 
wait 0 
if 
  $273 == 0 // integer values 
jf @ARMYBAS_315 
Model.Destroy(#ARMY)

:ARMYBAS_315
0@ = 0 // integer values 

:ARMYBAS_322
jump @ARMYBAS_17 

:PSAVE1
thread 'PSAVE1' 

:PSAVE1_10
wait 250 
if 
   Player.Defined($6)
jf @PSAVE1_563 
if 
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
jf @PSAVE1_563 
if 
   Player.Controllable($6)
jf @PSAVE1_563 
if 
  $37 == 0 // integer values 
jf @PSAVE1_533 
if 
  $274 == 0 // integer values 
jf @PSAVE1_138 
$275 = Pickup.Create(#PICKUPSAVE, 3, 219.3, -1273.5, 11.5)
$274 = 1 // integer values 

:PSAVE1_138
if 
   Pickup.Picked_up($275)
jf @PSAVE1_526 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @PSAVE1_491 
Pickup.Destroy($275)
$275 = Pickup.Create(#PICKUPSAVE, 3, 219.3, -1273.5, 11.5)
fade 1 1000 
if 
  $276 == 0 // integer values 
jf @PSAVE1_433 
0395: clear_area 1 at 220.3 -1275.5 range 11.0 1.0 
0055: put_player $6 at 220.3 -1275.5 11.0 
0171: set_player $6 z_angle_to 121.0 
Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0)
Camera.PointAt(222.563, -1278.279, 13.565, 2)
03E5: text_box 'HELP19'  // Walk into the ~q~pink marker ~w~to continue.
16@ = 0 // integer values 

:PSAVE1_353
if 
   not 16@ > 2000 // integer values 
jf @PSAVE1_426 
wait 0 
if 
  16@ > 500 // integer values 
jf @PSAVE1_419 
if 
00E1:   player 0 pressed_button 16 
jf @PSAVE1_419 
jump @PSAVE1_426 

:PSAVE1_419
jump @PSAVE1_353 

:PSAVE1_426
jump @PSAVE1_487 

:PSAVE1_433
0395: clear_area 1 at 223.1 -1276.7 range 11.0 1.0 
0055: put_player $6 at 223.1 -1276.7 11.0 
0171: set_player $6 z_angle_to 258.0 

:PSAVE1_487
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer

:PSAVE1_491
wait 500 
if 
   Player.Defined($6)
jf @PSAVE1_526 
Player.CanMove($6) = True
$37 = 0 // integer values 

:PSAVE1_526
jump @PSAVE1_563 

:PSAVE1_533
if 
  $274 == 1 // integer values 
jf @PSAVE1_563 
Pickup.Destroy($275)
$274 = 0 // integer values 

:PSAVE1_563
jump @PSAVE1_10 

:PSAVE2
thread 'PSAVE2' 

:PSAVE2_10
wait 250 
if 
   Player.Defined($6)
jf @PSAVE2_311 
if 
0121:   player $6 in_zone 'STARI'  // Starfish Island
jf @PSAVE2_311 
if 
   Player.Controllable($6)
jf @PSAVE2_311 
if 
  $37 == 0 // integer values 
jf @PSAVE2_281 
if 
  $277 == 0 // integer values 
jf @PSAVE2_138 
$278 = Pickup.Create(#PICKUPSAVE, 3, -378.3, -597.2, 25.8)
$277 = 1 // integer values 

:PSAVE2_138
if 
   Pickup.Picked_up($278)
jf @PSAVE2_274 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @PSAVE2_267 
Pickup.Destroy($278)
$278 = Pickup.Create(#PICKUPSAVE, 3, -378.3, -597.2, 25.8)
fade 1 1000 
0395: clear_area 1 at -378.3 -592.3 range 25.3 1.0 
0055: put_player $6 at -378.5 -589.1 24.6 
0171: set_player $6 z_angle_to 0.0 

:PSAVE2_267
gosub @MAIN_4699 

:PSAVE2_274
jump @PSAVE2_311 

:PSAVE2_281
if 
  $277 == 1 // integer values 
jf @PSAVE2_311 
Pickup.Destroy($278)
$277 = 0 // integer values 

:PSAVE2_311
jump @PSAVE2_10 

:PSAVE3
thread 'PSAVE3' 

:PSAVE3_10
wait 250 
if 
   Player.Defined($6)
jf @PSAVE3_311 
if 
0121:   player $6 in_zone 'HAVANA'  // Little Havana
jf @PSAVE3_311 
if 
   Player.Controllable($6)
jf @PSAVE3_311 
if 
  $37 == 0 // integer values 
jf @PSAVE3_281 
if 
  $11 == 0 // integer values 
jf @PSAVE3_138 
$279 = Pickup.Create(#PICKUPSAVE, 3, -1033.8, -846.9, 13.0)
$11 = 1 // integer values 

:PSAVE3_138
if 
   Pickup.Picked_up($279)
jf @PSAVE3_274 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @PSAVE3_267 
Pickup.Destroy($279)
$279 = Pickup.Create(#PICKUPSAVE, 3, -1033.8, -846.9, 13.0)
fade 1 1000 
0395: clear_area 1 at -1028.3 -851.9 range 12.3 1.0 
0055: put_player $6 at -1028.3 -851.9 12.3 
0171: set_player $6 z_angle_to 226.0 

:PSAVE3_267
gosub @MAIN_4699 

:PSAVE3_274
jump @PSAVE3_311 

:PSAVE3_281
if 
  $11 == 1 // integer values 
jf @PSAVE3_311 
Pickup.Destroy($279)
$11 = 0 // integer values 

:PSAVE3_311
jump @PSAVE3_10 

:PSAVE4
thread 'PSAVE4' 

:PSAVE4_10
wait 250 
if 
   Player.Defined($6)
jf @PSAVE4_311 
if 
0121:   player $6 in_zone 'HAITI'  // Little Haiti
jf @PSAVE4_311 
if 
   Player.Controllable($6)
jf @PSAVE4_311 
if 
  $37 == 0 // integer values 
jf @PSAVE4_281 
if 
  $280 == 0 // integer values 
jf @PSAVE4_138 
$281 = Pickup.Create(#PICKUPSAVE, 3, -992.7, 193.4, 11.4)
$280 = 1 // integer values 

:PSAVE4_138
if 
   Pickup.Picked_up($281)
jf @PSAVE4_274 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @PSAVE4_267 
Pickup.Destroy($281)
$281 = Pickup.Create(#PICKUPSAVE, 3, -992.7, 193.4, 11.4)
fade 1 1000 
0395: clear_area 1 at -996.5 194.1 range 10.6 1.0 
0055: put_player $6 at -996.5 194.1 10.6 
0171: set_player $6 z_angle_to 80.0 

:PSAVE4_267
gosub @MAIN_4699 

:PSAVE4_274
jump @PSAVE4_311 

:PSAVE4_281
if 
  $280 == 1 // integer values 
jf @PSAVE4_311 
Pickup.Destroy($281)
$280 = 0 // integer values 

:PSAVE4_311
jump @PSAVE4_10 

:PSAVE5
thread 'PSAVE5' 

:PSAVE5_10
wait 250 
if 
   Player.Defined($6)
jf @PSAVE5_299 
if 
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
jf @PSAVE5_299 
if 
   Player.Controllable($6)
jf @PSAVE5_299 
if 
  $37 == 0 // integer values 
jf @PSAVE5_269 
if 
  $282 == 0 // integer values 
jf @PSAVE5_132 
$283 = Pickup.Create(#PICKUPSAVE, 3, $122, $123, $125)
$282 = 1 // integer values 

:PSAVE5_132
if 
   Pickup.Picked_up($283)
jf @PSAVE5_262 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @PSAVE5_255 
Pickup.Destroy($283)
$283 = Pickup.Create(#PICKUPSAVE, 3, $122, $123, $125)
fade 1 1000 
0395: clear_area 1 at 100.9297 -1470.622 range 9.3871 1.0 
0055: put_player $6 at 100.9297 -1470.622 9.3871 
0171: set_player $6 z_angle_to 218.0275 

:PSAVE5_255
gosub @MAIN_4699 

:PSAVE5_262
jump @PSAVE5_299 

:PSAVE5_269
if 
  $282 == 1 // integer values 
jf @PSAVE5_299 
Pickup.Destroy($283)
$282 = 0 // integer values 

:PSAVE5_299
jump @PSAVE5_10 

:PSAVE6
thread 'PSAVE6' 

:PSAVE6_10
wait 250 
if 
   Player.Defined($6)
jf @PSAVE6_311 
if 
0121:   player $6 in_zone 'DOCKS'  // Viceport
jf @PSAVE6_311 
if 
   Player.Controllable($6)
jf @PSAVE6_311 
if 
  $37 == 0 // integer values 
jf @PSAVE6_281 
if 
  $287 == 0 // integer values 
jf @PSAVE6_138 
$291 = Pickup.Create(#PICKUPSAVE, 3, -664.1, -1476.3, 13.8)
$287 = 1 // integer values 

:PSAVE6_138
if 
   Pickup.Picked_up($291)
jf @PSAVE6_274 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @PSAVE6_267 
Pickup.Destroy($291)
$291 = Pickup.Create(#PICKUPSAVE, 3, -664.1, -1476.3, 13.8)
fade 1 1000 
0395: clear_area 1 at -660.0 -1477.8 range 13.0 1.0 
0055: put_player $6 at -660.0 -1477.8 13.0 
0171: set_player $6 z_angle_to 248.0 

:PSAVE6_267
gosub @MAIN_4699 

:PSAVE6_274
jump @PSAVE6_311 

:PSAVE6_281
if 
  $287 == 1 // integer values 
jf @PSAVE6_311 
Pickup.Destroy($291)
$287 = 0 // integer values 

:PSAVE6_311
jump @PSAVE6_10 

:PSAVE7
thread 'PSAVE7' 

:PSAVE7_10
wait 250 
if 
   Player.Defined($6)
jf @PSAVE7_311 
if 
0121:   player $6 in_zone 'HAVANA'  // Little Havana
jf @PSAVE7_311 
if 
   Player.Controllable($6)
jf @PSAVE7_311 
if 
  $37 == 0 // integer values 
jf @PSAVE7_281 
if 
  $292 == 0 // integer values 
jf @PSAVE7_138 
$293 = Pickup.Create(#PICKUPSAVE, 3, -878.5, -575.1, 11.2)
$292 = 1 // integer values 

:PSAVE7_138
if 
   Pickup.Picked_up($293)
jf @PSAVE7_274 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @PSAVE7_267 
Pickup.Destroy($293)
$293 = Pickup.Create(#PICKUPSAVE, 3, -878.5, -575.1, 11.2)
fade 1 1000 
0395: clear_area 1 at -872.0 -573.4 range 10.4 1.0 
0055: put_player $6 at -872.0 -573.4 10.4 
0171: set_player $6 z_angle_to 277.0 

:PSAVE7_267
gosub @MAIN_4699 

:PSAVE7_274
jump @PSAVE7_311 

:PSAVE7_281
if 
  $292 == 1 // integer values 
jf @PSAVE7_311 
Pickup.Destroy($293)
$292 = 0 // integer values 

:PSAVE7_311
jump @PSAVE7_10 

:PSAVE8
thread 'PSAVE8' 

:PSAVE8_10
wait 250 
if 
   Player.Defined($6)
jf @PSAVE8_311 
if 
0121:   player $6 in_zone 'HAVANA'  // Little Havana
jf @PSAVE8_311 
if 
   Player.Controllable($6)
jf @PSAVE8_311 
if 
  $37 == 0 // integer values 
jf @PSAVE8_281 
if 
  $294 == 0 // integer values 
jf @PSAVE8_138 
$295 = Pickup.Create(#PICKUPSAVE, 3, -1059.6, -282.2, 11.2)
$294 = 1 // integer values 

:PSAVE8_138
if 
   Pickup.Picked_up($295)
jf @PSAVE8_274 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @PSAVE8_267 
Pickup.Destroy($295)
$295 = Pickup.Create(#PICKUPSAVE, 3, -1059.6, -282.2, 11.2)
fade 1 1000 
0395: clear_area 1 at -1056.7 -279.7 range 10.6 1.0 
0055: put_player $6 at -1056.7 -279.7 10.6 
0171: set_player $6 z_angle_to 273.0 

:PSAVE8_267
gosub @MAIN_4699 

:PSAVE8_274
jump @PSAVE8_311 

:PSAVE8_281
if 
  $294 == 1 // integer values 
jf @PSAVE8_311 
Pickup.Destroy($295)
$294 = 0 // integer values 

:PSAVE8_311
jump @PSAVE8_10 

:PSAVE9
thread 'PSAVE9' 

:PSAVE9_10
wait 250 
if 
   Player.Defined($6)
jf @PSAVE9_311 
if 
0121:   player $6 in_zone 'PORNI'  // Prawn Island
jf @PSAVE9_311 
if 
   Player.Controllable($6)
jf @PSAVE9_311 
if 
  $37 == 0 // integer values 
jf @PSAVE9_281 
if 
  $296 == 0 // integer values 
jf @PSAVE9_138 
$297 = Pickup.Create(#PICKUPSAVE, 3, 0.0, 957.9, 11.1)
$296 = 1 // integer values 

:PSAVE9_138
if 
   Pickup.Picked_up($297)
jf @PSAVE9_274 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @PSAVE9_267 
Pickup.Destroy($297)
$297 = Pickup.Create(#PICKUPSAVE, 3, 0.0, 957.9, 11.1)
fade 1 1000 
0395: clear_area 1 at 1.4 960.7 range 10.2 1.0 
0055: put_player $6 at 1.4 960.7 10.2 
0171: set_player $6 z_angle_to 274.3 

:PSAVE9_267
gosub @MAIN_4699 

:PSAVE9_274
jump @PSAVE9_311 

:PSAVE9_281
if 
  $296 == 1 // integer values 
jf @PSAVE9_311 
Pickup.Destroy($297)
$296 = 0 // integer values 

:PSAVE9_311
jump @PSAVE9_10 

:PSAVE10
thread 'PSAVE10' 

:PSAVE10_10
wait 250 
if 
   Player.Defined($6)
jf @PSAVE10_311 
if 
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @PSAVE10_311 
if 
   Player.Controllable($6)
jf @PSAVE10_311 
if 
  $37 == 0 // integer values 
jf @PSAVE10_281 
if 
  $298 == 0 // integer values 
jf @PSAVE10_138 
$299 = Pickup.Create(#PICKUPSAVE, 3, 499.5, -66.9, 11.4)
$298 = 1 // integer values 

:PSAVE10_138
if 
   Pickup.Picked_up($299)
jf @PSAVE10_274 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @PSAVE10_267 
Pickup.Destroy($299)
$299 = Pickup.Create(#PICKUPSAVE, 3, 499.5, -66.9, 11.4)
fade 1 1000 
0395: clear_area 1 at 492.0 -80.6 range 10.7 0.5 
0055: put_player $6 at 492.0 -80.6 10.7 
0171: set_player $6 z_angle_to 224.5 

:PSAVE10_267
gosub @MAIN_4699 

:PSAVE10_274
jump @PSAVE10_311 

:PSAVE10_281
if 
  $298 == 1 // integer values 
jf @PSAVE10_311 
Pickup.Destroy($299)
$298 = 0 // integer values 

:PSAVE10_311
jump @PSAVE10_10 

:SAVE1
thread 'SAVE1' 

:SAVE1_10
wait 250 
if 
   Player.Defined($6)
jf @SAVE1_299 
if 
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @SAVE1_299 
if 
   Player.Controllable($6)
jf @SAVE1_299 
if 
  $37 == 0 // integer values 
jf @SAVE1_269 
if 
  $300 == 0 // integer values 
jf @SAVE1_132 
$301 = Pickup.Create(#PICKUPSAVE, 3, $126, $127, $128)
$300 = 1 // integer values 

:SAVE1_132
if 
   Pickup.Picked_up($301)
jf @SAVE1_262 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @SAVE1_255 
Pickup.Destroy($301)
$301 = Pickup.Create(#PICKUPSAVE, 3, $126, $127, $128)
fade 1 1000 
0395: clear_area 1 at 428.4 609.1 range 12.0 1.0 
0055: put_player $6 at 428.4 609.1 12.0 
0171: set_player $6 z_angle_to 0.0 

:SAVE1_255
gosub @MAIN_4699 

:SAVE1_262
jump @SAVE1_299 

:SAVE1_269
if 
  $300 == 1 // integer values 
jf @SAVE1_299 
Pickup.Destroy($301)
$300 = 0 // integer values 

:SAVE1_299
jump @SAVE1_10 

:SAVE2
thread 'SAVE2' 

:SAVE2_10
wait 250 
if 
   Player.Defined($6)
jf @SAVE2_299 
if 
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @SAVE2_299 
if 
   Player.Controllable($6)
jf @SAVE2_299 
if 
  $37 == 0 // integer values 
jf @SAVE2_269 
if 
  $302 == 0 // integer values 
jf @SAVE2_132 
$303 = Pickup.Create(#PICKUPSAVE, 3, $38, $39, $40)
$302 = 1 // integer values 

:SAVE2_132
if 
   Pickup.Picked_up($303)
jf @SAVE2_262 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @SAVE2_255 
Pickup.Destroy($303)
$303 = Pickup.Create(#PICKUPSAVE, 3, $38, $39, $40)
fade 1 1000 
0395: clear_area 1 at 306.5728 376.2928 range 12.1856 1.0 
0055: put_player $6 at 306.5728 376.2928 12.1856 
0171: set_player $6 z_angle_to 276.3156 

:SAVE2_255
gosub @MAIN_4699 

:SAVE2_262
jump @SAVE2_299 

:SAVE2_269
if 
  $302 == 1 // integer values 
jf @SAVE2_299 
Pickup.Destroy($303)
$302 = 0 // integer values 

:SAVE2_299
jump @SAVE2_10 

:SAVE3
thread 'SAVE3' 

:SAVE3_10
wait 250 
if 
   Player.Defined($6)
jf @SAVE3_299 
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @SAVE3_299 
if 
   Player.Controllable($6)
jf @SAVE3_299 
if 
  $37 == 0 // integer values 
jf @SAVE3_269 
if 
  $304 == 0 // integer values 
jf @SAVE3_132 
$305 = Pickup.Create(#PICKUPSAVE, 3, $41, $42, $43)
$304 = 1 // integer values 

:SAVE3_132
if 
   Pickup.Picked_up($305)
jf @SAVE3_262 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @SAVE3_255 
Pickup.Destroy($305)
$305 = Pickup.Create(#PICKUPSAVE, 3, $41, $42, $43)
fade 1 1000 
0395: clear_area 1 at -833.811 1304.07 range 10.5131 1.0 
0055: put_player $6 at -833.811 1304.07 10.5131 
0171: set_player $6 z_angle_to 200.4458 

:SAVE3_255
gosub @MAIN_4699 

:SAVE3_262
jump @SAVE3_299 

:SAVE3_269
if 
  $304 == 1 // integer values 
jf @SAVE3_299 
Pickup.Destroy($305)
$304 = 0 // integer values 

:SAVE3_299
jump @SAVE3_10 

:SAVE4
thread 'SAVE4' 

:SAVE4_10
wait 250 
if 
   Player.Defined($6)
jf @SAVE4_299 
if 
0121:   player $6 in_zone 'BEACH2'  // Washington Beach
jf @SAVE4_299 
if 
   Player.Controllable($6)
jf @SAVE4_299 
if 
  $37 == 0 // integer values 
jf @SAVE4_269 
if 
  $306 == 0 // integer values 
jf @SAVE4_132 
$307 = Pickup.Create(#PICKUPSAVE, 3, $47, $48, $49)
$306 = 1 // integer values 

:SAVE4_132
if 
   Pickup.Picked_up($307)
jf @SAVE4_262 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @SAVE4_255 
Pickup.Destroy($307)
$307 = Pickup.Create(#PICKUPSAVE, 3, $47, $48, $49)
fade 1 1000 
0395: clear_area 1 at 90.781 -806.1213 range 10.3349 1.0 
0055: put_player $6 at 90.781 -806.1213 10.3349 
0171: set_player $6 z_angle_to 238.8605 

:SAVE4_255
gosub @MAIN_4699 

:SAVE4_262
jump @SAVE4_299 

:SAVE4_269
if 
  $306 == 1 // integer values 
jf @SAVE4_299 
Pickup.Destroy($307)
$306 = 0 // integer values 

:SAVE4_299
jump @SAVE4_10 

:SAVE5
thread 'SAVE5' 

:SAVE5_10
wait 250 
if 
   Player.Defined($6)
jf @SAVE5_299 
if 
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
jf @SAVE5_299 
if 
   Player.Controllable($6)
jf @SAVE5_299 
if 
  $37 == 0 // integer values 
jf @SAVE5_269 
if 
  $308 == 0 // integer values 
jf @SAVE5_132 
$309 = Pickup.Create(#PICKUPSAVE, 3, $44, $45, $46)
$308 = 1 // integer values 

:SAVE5_132
if 
   Pickup.Picked_up($309)
jf @SAVE5_262 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @SAVE5_255 
Pickup.Destroy($309)
$309 = Pickup.Create(#PICKUPSAVE, 3, $44, $45, $46)
fade 1 1000 
0395: clear_area 1 at 14.4571 -1498.594 range 12.1974 1.0 
0055: put_player $6 at 14.4571 -1498.594 12.1974 
0171: set_player $6 z_angle_to 353.8286 

:SAVE5_255
gosub @MAIN_4699 

:SAVE5_262
jump @SAVE5_299 

:SAVE5_269
if 
  $308 == 1 // integer values 
jf @SAVE5_299 
Pickup.Destroy($309)
$308 = 0 // integer values 

:SAVE5_299
jump @SAVE5_10 

:SAVE6
thread 'SAVE6' 

:SAVE6_10
wait 250 
if 
   Player.Defined($6)
jf @SAVE6_299 
if 
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @SAVE6_299 
if 
   Player.Controllable($6)
jf @SAVE6_299 
if 
  $37 == 0 // integer values 
jf @SAVE6_269 
if 
  $310 == 0 // integer values 
jf @SAVE6_132 
$311 = Pickup.Create(#PICKUPSAVE, 3, $50, $51, $52)
$310 = 1 // integer values 

:SAVE6_132
if 
   Pickup.Picked_up($311)
jf @SAVE6_262 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @SAVE6_255 
Pickup.Destroy($311)
$311 = Pickup.Create(#PICKUPSAVE, 3, $50, $51, $52)
fade 1 1000 
0395: clear_area 1 at 529.6626 1272.155 range 16.822 1.0 
0055: put_player $6 at 529.6626 1272.155 16.822 
0171: set_player $6 z_angle_to 131.5277 

:SAVE6_255
gosub @MAIN_4699 

:SAVE6_262
jump @SAVE6_299 

:SAVE6_269
if 
  $310 == 1 // integer values 
jf @SAVE6_299 
Pickup.Destroy($311)
$310 = 0 // integer values 

:SAVE6_299
jump @SAVE6_10 

:SAVE7
thread 'SAVE7' 

:SAVE7_10
wait 250 
if 
   Player.Defined($6)
jf @SAVE7_327 
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @SAVE7_327 
if 
   Player.Defined($6)
jf @SAVE7_327 
if 
   Player.Controllable($6)
jf @SAVE7_327 
if 
  $37 == 0 // integer values 
jf @SAVE7_297 
if 
  $312 == 0 // integer values 
jf @SAVE7_154 
$314 = Pickup.Create(#PICKUPSAVE, 3, -562.8, 699.7, 20.6)
$312 = 1 // integer values 

:SAVE7_154
if 
   Pickup.Picked_up($314)
jf @SAVE7_290 
gosub @MAIN_4607 
if 
   Player.Defined($6)
jf @SAVE7_283 
Pickup.Destroy($314)
$314 = Pickup.Create(#PICKUPSAVE, 3, -562.8, 699.7, 20.6)
fade 1 1000 
0395: clear_area 1 at -559.9 705.4 range 19.8 1.0 
0055: put_player $6 at -559.9 705.4 19.8 
0171: set_player $6 z_angle_to 243.0 

:SAVE7_283
gosub @MAIN_4699 

:SAVE7_290
jump @SAVE7_327 

:SAVE7_297
if 
  $312 == 1 // integer values 
jf @SAVE7_327 
Pickup.Destroy($314)
$312 = 0 // integer values 

:SAVE7_327
jump @SAVE7_10 

:AMMU
$315 = 0 // integer values 
$316 = -30000 // integer values 
$317 = -60000 // integer values 
$318 = 0 // integer values 
$319 = 0 // integer values 
$320 = 0 // integer values 
$321 = 0 // integer values 
$322 = 0 // integer values 
$323 = 0 // integer values 
$324 = 0 // integer values 
$325 = 0 // integer values 
$326 = 0 // integer values 
$327 = 0 // integer values 
$328 = 0 // integer values 
$329 = 0 // integer values 
$330 = 0 // integer values 
$331 = 1 // integer values 
$332 = 1 // integer values 
$333 = 1 // integer values 
$334 = 1 // integer values 
$335 = 1 // integer values 
$336 = 1 // integer values 
$337 = 1 // integer values 
$338 = 1 // integer values 
$339 = 1 // integer values 
$340 = 1 // integer values 
$341 = 1 // integer values 
$342 = 1 // integer values 
$343 = 1 // integer values 
$344 = 0 // integer values 
$345 = 0 // integer values 
$346 = 0 // integer values 
018D: $347 = create_sound 0 at $348 $349 $350 
018E: stop_sound $347 
thread 'AMMU' 
set_wb_check_to 0 
create_thread @AMMU1 
create_thread @AMMU2 
create_thread @AMMU3 
create_thread @HARD1 
create_thread @HARD2 
create_thread @HARD3 
end_thread 

:AMMU1
thread 'AMMU1' 

:AMMU1_10
wait 0 
if 
   Player.Defined($6)
jf @AMMU1_3425 
if 
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
jf @AMMU1_3418 
if 
00F5:   player $6 0 $351 $352 $353 radius 35.0 35.0 20.0 
jf @AMMU1_3393 
if 
  $321 == 0 // integer values 
jf @AMMU1_423 
gosub @HARD3_5492 
0084: $354 = $315 // integer values and handles 
0060: $354 -= $316 // integer values 
$355 = Object.Create(#COLT45, -60.793, -1488.141, 12.24)
Object.ToggleInMovingList($355) = False
0453: object $355 set_rotation 0.0 8.0 0.0 
$356 = Object.Create(#INGRAMSL, -62.293, -1488.241, 12.223)
Object.ToggleInMovingList($356) = False
0453: object $356 set_rotation 0.0 2.0 0.0 
$357 = Object.Create(#CHROMEGUN, -63.993, -1488.241, 12.24)
Object.ToggleInMovingList($357) = False
0453: object $357 set_rotation 0.0 7.0 0.0 
$358 = Object.Create(#RUGER, -65.393, -1488.221, 12.18)
Object.ToggleInMovingList($358) = False
$359 = Object.Create(#BODYARMOUR, -66.629, -1488.0, 12.113)
Object.ToggleInMovingList($359) = False
if 
  $354 > 30000 // integer values 
jf @AMMU1_409 
$360 = Actor.Create(CivMale, #SPECIAL21, -62.5, -1485.1, 9.6)
01ED: clear_actor $360 threat_search 
0350: set_actor $360 maintain_position_when_attacked 1 
gosub @HARD3_4804 

:AMMU1_409
$321 = 1 // integer values 
jump @AMMU1_478 

:AMMU1_423
if 
0057:   player $6 0 -57.7 -1468.8 13.4 -69.1 -1487.2 9.0 
jf @AMMU1_478 
gosub @HARD3_2766 

:AMMU1_478
if 
   not Actor.Dead($360)
jf @AMMU1_3386 
if 
  $324 == 0 // integer values 
jf @AMMU1_3386 
if 
  $361 == 0 // integer values 
jf @AMMU1_3386 
01FA: $362 = rampage_status 
if 
   not $362 == 1 // integer values 
jf @AMMU1_3386 
if 
00F9:   player $6 stopped 1 $351 $352 $353 radius 1.0 1.0 2.0 
jf @AMMU1_3303 
gosub @HARD3_4750 

:AMMU1_602
if 
  $319 == 0 // integer values 
jf @AMMU1_3296 
$361 = 1 // integer values 
wait 0 
if 
   Player.Defined($6)
jf @AMMU1_1161 
if 
  $318 == 0 // integer values 
jf @AMMU1_1161 
Player.CanMove($6) = False
if 
   not Actor.Dead($360)
jf @AMMU1_696 
0210: player $6 look_at_actor $360 

:AMMU1_696
Camera.SetPosition(-60.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-60.593, -1487.241, 12.433, 1)
if 
  $327 == 0 // integer values 
jf @AMMU1_789 
0460: set_camera_pointing_time 0.0 1200 
$327 = 1 // integer values 
jump @AMMU1_799 

:AMMU1_789
0460: set_camera_pointing_time 0.0 800 

:AMMU1_799
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU1_848 
0055: put_player $6 at $351 $352 $353 
Actor.LockInCurrentPosition($7) = True

:AMMU1_848
if 
  $318 == 0 // integer values 
jf @AMMU1_1161 
wait 0 
00BA: text_styled 'PISTOL' 1000 ms 4  // Pistol
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @AMMU1_1154 
gosub @HARD3_3761 
04B8: get_weapon_data_from_player $7 slot 4 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if 
0490:   player $6 has_weapon 18 
jf @AMMU1_983 
01E5: text_1number_highpriority 'HELP54' 100 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_983
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_1129 
0419: $364 = player $6 weapon 17 ammo 
if 
   Player.Money($6) > 99
jf @AMMU1_1122 
if 
  9999 > $364 // integer values 
jf @AMMU1_1115 
01B1: give_player $6 weapon 17 ammo 68 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU1_1085 
01B1: give_player $6 weapon 17 ammo 9999 // Load the weapon model before using this 

:AMMU1_1085
01B8: set_player $6 armed_weapon_to 17 
gosub @HARD3_3688 
Player.Money($6) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_1115
jump @AMMU1_1129 

:AMMU1_1122
gosub @HARD3_3615 

:AMMU1_1129
if 
  $319 == 1 // integer values 
jf @AMMU1_1154 
jump @AMMU1_10 

:AMMU1_1154
jump @AMMU1_848 

:AMMU1_1161
if 
   Player.Defined($6)
jf @AMMU1_1644 
if 
  $318 == 1 // integer values 
jf @AMMU1_1644 
Camera.SetPosition(-62.008, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-62.093, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU1_1312 
0055: put_player $6 at $351 $352 $353 

:AMMU1_1312
if 
  $318 == 1 // integer values 
jf @AMMU1_1644 
wait 0 
00BA: text_styled 'INGRAM' 1000 ms 4  // Mac
01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @AMMU1_1637 
gosub @HARD3_3761 
04B8: get_weapon_data_from_player $7 slot 6 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if or
0490:   player $6 has_weapon 25 
0490:   player $6 has_weapon 23 
0490:   player $6 has_weapon 22 
jf @AMMU1_1463 
01E5: text_1number_highpriority 'HELP54' 300 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_1463
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_1612 
0419: $364 = player $6 weapon 24 ammo 
if 
   Player.Money($6) > 299
jf @AMMU1_1605 
if 
  9999 > $364 // integer values 
jf @AMMU1_1598 
01B1: give_player $6 weapon 24 ammo 120 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU1_1566 
01B1: give_player $6 weapon 24 ammo 9999 // Load the weapon model before using this 

:AMMU1_1566
01B8: set_player $6 armed_weapon_to 24 
gosub @HARD3_3688 
Player.Money($6) += -300
0528: add 300 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_1598
jump @AMMU1_1612 

:AMMU1_1605
gosub @HARD3_3615 

:AMMU1_1612
if 
  $319 == 1 // integer values 
jf @AMMU1_1637 
jump @AMMU1_10 

:AMMU1_1637
jump @AMMU1_1312 

:AMMU1_1644
if 
   Player.Defined($6)
jf @AMMU1_2210 
if 
  $318 == 2 // integer values 
jf @AMMU1_2210 
Camera.SetPosition(-63.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-63.593, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU1_1795 
0055: put_player $6 at $351 $352 $353 

:AMMU1_1795
if 
  $318 == 2 // integer values 
jf @AMMU1_2210 
wait 0 
00BA: text_styled 'SHOTGN1' 1000 ms 4  // Shotgun
if 
  $331 == 0 // integer values 
jf @AMMU1_1872 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @AMMU1_1890 

:AMMU1_1872
01E5: text_1number_highpriority 'G_COST' 500 flag 1000 time 1  // Cost: $~1~

:AMMU1_1890
if 
   Player.Defined($6)
jf @AMMU1_2203 
gosub @HARD3_3761 
04B8: get_weapon_data_from_player $7 slot 5 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if 
  $331 == 1 // integer values 
jf @AMMU1_1997 
if or
0490:   player $6 has_weapon 20 
0490:   player $6 has_weapon 21 
jf @AMMU1_1997 
01E5: text_1number_highpriority 'HELP54' 500 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_1997
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_2178 
if 
  $331 == 1 // integer values 
jf @AMMU1_2171 
0419: $364 = player $6 weapon 19 ammo 
if 
   Player.Money($6) > 499
jf @AMMU1_2157 
if 
  9999 > $364 // integer values 
jf @AMMU1_2150 
01B1: give_player $6 weapon 19 ammo 32 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU1_2118 
01B1: give_player $6 weapon 19 ammo 9999 // Load the weapon model before using this 

:AMMU1_2118
01B8: set_player $6 armed_weapon_to 19 
gosub @HARD3_3688 
Player.Money($6) += -500
0528: add 500 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_2150
jump @AMMU1_2164 

:AMMU1_2157
gosub @HARD3_3615 

:AMMU1_2164
jump @AMMU1_2178 

:AMMU1_2171
gosub @HARD3_3615 

:AMMU1_2178
if 
  $319 == 1 // integer values 
jf @AMMU1_2203 
jump @AMMU1_10 

:AMMU1_2203
jump @AMMU1_1795 

:AMMU1_2210
if 
   Player.Defined($6)
jf @AMMU1_2770 
if 
  $318 == 3 // integer values 
jf @AMMU1_2770 
Camera.SetPosition(-65.008, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-65.093, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU1_2361 
0055: put_player $6 at $351 $352 $353 

:AMMU1_2361
if 
  $318 == 3 // integer values 
jf @AMMU1_2770 
wait 0 
00BA: text_styled 'RUGER' 1000 ms 4  // Kruger
if 
  $332 == 0 // integer values 
jf @AMMU1_2438 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @AMMU1_2456 

:AMMU1_2438
01E5: text_1number_highpriority 'G_COST' 1000 flag 1000 time 1  // Cost: $~1~

:AMMU1_2456
if 
   Player.Defined($6)
jf @AMMU1_2763 
gosub @HARD3_3761 
04B8: get_weapon_data_from_player $7 slot 7 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if 
  $332 == 1 // integer values 
jf @AMMU1_2556 
if 
0490:   player $6 has_weapon 26 
jf @AMMU1_2556 
01E5: text_1number_highpriority 'HELP54' 1000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU1_2556
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_2738 
if 
  $332 == 1 // integer values 
jf @AMMU1_2731 
0419: $364 = player $6 weapon 27 ammo 
if 
   Player.Money($6) > 999
jf @AMMU1_2717 
if 
  9999 > $364 // integer values 
jf @AMMU1_2710 
01B1: give_player $6 weapon 27 ammo 150 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU1_2678 
01B1: give_player $6 weapon 27 ammo 9999 // Load the weapon model before using this 

:AMMU1_2678
01B8: set_player $6 armed_weapon_to 27 
gosub @HARD3_3688 
Player.Money($6) += -1000
0528: add 1000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_2710
jump @AMMU1_2724 

:AMMU1_2717
gosub @HARD3_3615 

:AMMU1_2724
jump @AMMU1_2738 

:AMMU1_2731
gosub @HARD3_3615 

:AMMU1_2738
if 
  $319 == 1 // integer values 
jf @AMMU1_2763 
jump @AMMU1_10 

:AMMU1_2763
jump @AMMU1_2361 

:AMMU1_2770
if 
   Player.Defined($6)
jf @AMMU1_3289 
if 
  $318 == 4 // integer values 
jf @AMMU1_3289 
Camera.SetPosition(-66.508, -1486.245, 12.428, 0.0, 0.0, 0.0)
Camera.PointAt(-66.593, -1487.241, 12.433, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU1_2921 
0055: put_player $6 at $351 $352 $353 

:AMMU1_2921
if 
  $318 == 4 // integer values 
jf @AMMU1_3289 
wait 0 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
if 
  $335 == 0 // integer values 
jf @AMMU1_2998 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @AMMU1_3016 

:AMMU1_2998
01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1  // Cost: $~1~

:AMMU1_3016
if 
   Player.Defined($6)
jf @AMMU1_3282 
gosub @HARD3_3761 
04DD: $366 = actor $7 armour 
if 
00E1:   player 0 pressed_button 16 
jf @AMMU1_3257 
if 
  $335 == 1 // integer values 
jf @AMMU1_3250 
if 
   Player.Money($6) > 199
jf @AMMU1_3236 
if 
  100 > $366 // integer values 
jf @AMMU1_3159 
035E: set_player $6 armour_to 200 
gosub @HARD3_3688 
Player.Money($6) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 
jump @AMMU1_3229 

:AMMU1_3159
if 
  $367 == 1 // integer values 
jf @AMMU1_3229 
if 
  200 > $366 // integer values 
jf @AMMU1_3229 
035E: set_player $6 armour_to 200 
gosub @HARD3_3688 
Player.Money($6) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 

:AMMU1_3229
jump @AMMU1_3243 

:AMMU1_3236
gosub @HARD3_3615 

:AMMU1_3243
jump @AMMU1_3257 

:AMMU1_3250
gosub @HARD3_3615 

:AMMU1_3257
if 
  $319 == 1 // integer values 
jf @AMMU1_3282 
jump @AMMU1_10 

:AMMU1_3282
jump @AMMU1_2921 

:AMMU1_3289
jump @AMMU1_602 

:AMMU1_3296
jump @AMMU1_3386 

:AMMU1_3303
if 
80F6:   not player $6 1 $351 $352 $353 radius 1.0 1.0 2.0 
jf @AMMU1_3386 
if 
  $319 == 1 // integer values 
jf @AMMU1_3386 
if 
   Player.Defined($6)
jf @AMMU1_3386 
gosub @HARD3_5024 

:AMMU1_3386
jump @AMMU1_3418 

:AMMU1_3393
if 
  $321 == 1 // integer values 
jf @AMMU1_3418 
gosub @HARD3_5056 

:AMMU1_3418
jump @AMMU1_3432 

:AMMU1_3425
gosub @HARD3_5056 

:AMMU1_3432
jump @AMMU1_10 

:AMMU2
thread 'AMMU2' 

:AMMU2_10
wait 0 
if 
   Player.Defined($6)
jf @AMMU2_3980 
if 
  $368 == 1 // integer values 
jf @AMMU2_3973 
if 
0057:   player $6 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
jf @AMMU2_3948 
if 
  $321 == 0 // integer values 
jf @AMMU2_503 
gosub @HARD3_5492 
0084: $354 = $315 // integer values and handles 
0060: $354 -= $316 // integer values 
$355 = Object.Create(#COLT45, 367.0, 1049.5, 21.09)
Object.ToggleInMovingList($355) = False
0453: object $355 set_rotation 0.0 8.0 0.0 
$356 = Object.Create(#UZI, 366.0, 1049.5, 21.05)
Object.ToggleInMovingList($356) = False
0453: object $356 set_rotation 0.0 4.0 0.0 
$357 = Object.Create(#BUDDYSHOT, 364.9, 1049.5, 21.067)
Object.ToggleInMovingList($357) = False
0453: object $357 set_rotation 0.0 9.0 0.0 
$358 = Object.Create(#SNIPER, 363.9, 1049.5, 21.05)
Object.ToggleInMovingList($358) = False
0453: object $358 set_rotation 0.0 5.0 0.0 
$359 = Object.Create(#GRENADE, 363.1, 1049.5, 20.76)
Object.ToggleInMovingList($359) = False
$369 = Object.Create(#GRENADE, 363.0, 1049.5, 20.72)
Object.ToggleInMovingList($369) = False
$370 = Object.Create(#BODYARMOUR, 362.1, 1049.5, 20.9)
Object.ToggleInMovingList($370) = False
if 
  $354 > 30000 // integer values 
jf @AMMU2_489 
$360 = Actor.Create(CivMale, #SPECIAL21, 366.1, 1052.2, 18.2)
01ED: clear_actor $360 threat_search 
0350: set_actor $360 maintain_position_when_attacked 1 
gosub @HARD3_4804 

:AMMU2_489
$321 = 1 // integer values 
jump @AMMU2_558 

:AMMU2_503
if 
0057:   player $6 0 369.9 1068.7 22.3 359.8 1048.5 18.1 
jf @AMMU2_558 
gosub @HARD3_2766 

:AMMU2_558
if 
   not Actor.Dead($360)
jf @AMMU2_3941 
if 
  $324 == 0 // integer values 
jf @AMMU2_3941 
if 
  $361 == 0 // integer values 
jf @AMMU2_3941 
01FA: $362 = rampage_status 
if 
   not $362 == 1 // integer values 
jf @AMMU2_3941 
if 
00F9:   player $6 stopped 1 $371 $372 $373 radius 1.0 1.0 2.0 
jf @AMMU2_3858 
gosub @HARD3_4750 

:AMMU2_682
if 
  $319 == 0 // integer values 
jf @AMMU2_3851 
$361 = 1 // integer values 
wait 0 
if 
   Player.Defined($6)
jf @AMMU2_1241 
if 
  $318 == 0 // integer values 
jf @AMMU2_1241 
Player.CanMove($6) = False
if 
   not Actor.Dead($360)
jf @AMMU2_776 
0210: player $6 look_at_actor $360 

:AMMU2_776
Camera.SetPosition(367.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(367.152, 1050.163, 21.291, 1)
if 
  $327 == 0 // integer values 
jf @AMMU2_869 
0460: set_camera_pointing_time 0.0 1200 
$327 = 1 // integer values 
jump @AMMU2_879 

:AMMU2_869
0460: set_camera_pointing_time 0.0 800 

:AMMU2_879
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU2_928 
0055: put_player $6 at $371 $372 $373 
Actor.LockInCurrentPosition($7) = True

:AMMU2_928
if 
  $318 == 0 // integer values 
jf @AMMU2_1241 
wait 0 
00BA: text_styled 'PISTOL' 1000 ms 4  // Pistol
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @AMMU2_1234 
gosub @HARD3_4026 
04B8: get_weapon_data_from_player $7 slot 4 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if 
0490:   player $6 has_weapon 18 
jf @AMMU2_1063 
01E5: text_1number_highpriority 'HELP54' 100 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_1063
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_1209 
0419: $364 = player $6 weapon 17 ammo 
if 
   Player.Money($6) > 99
jf @AMMU2_1202 
if 
  9999 > $364 // integer values 
jf @AMMU2_1195 
01B1: give_player $6 weapon 17 ammo 68 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU2_1165 
01B1: give_player $6 weapon 17 ammo 9999 // Load the weapon model before using this 

:AMMU2_1165
01B8: set_player $6 armed_weapon_to 17 
gosub @HARD3_3688 
Player.Money($6) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_1195
jump @AMMU2_1209 

:AMMU2_1202
gosub @HARD3_3615 

:AMMU2_1209
if 
  $319 == 1 // integer values 
jf @AMMU2_1234 
jump @AMMU2_10 

:AMMU2_1234
jump @AMMU2_928 

:AMMU2_1241
if 
   Player.Defined($6)
jf @AMMU2_1724 
if 
  $318 == 1 // integer values 
jf @AMMU2_1724 
Camera.SetPosition(366.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(366.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU2_1392 
0055: put_player $6 at $371 $372 $373 

:AMMU2_1392
if 
  $318 == 1 // integer values 
jf @AMMU2_1724 
wait 0 
00BA: text_styled 'UZI' 1000 ms 4  // Uz-1
01E5: text_1number_highpriority 'G_COST' 400 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @AMMU2_1717 
gosub @HARD3_4026 
04B8: get_weapon_data_from_player $7 slot 6 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if or
0490:   player $6 has_weapon 25 
0490:   player $6 has_weapon 24 
0490:   player $6 has_weapon 22 
jf @AMMU2_1543 
01E5: text_1number_highpriority 'HELP54' 400 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_1543
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_1692 
0419: $364 = player $6 weapon 23 ammo 
if 
   Player.Money($6) > 399
jf @AMMU2_1685 
if 
  9999 > $364 // integer values 
jf @AMMU2_1678 
01B1: give_player $6 weapon 23 ammo 120 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU2_1646 
01B1: give_player $6 weapon 23 ammo 9999 // Load the weapon model before using this 

:AMMU2_1646
01B8: set_player $6 armed_weapon_to 23 
gosub @HARD3_3688 
Player.Money($6) += -400
0528: add 400 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_1678
jump @AMMU2_1692 

:AMMU2_1685
gosub @HARD3_3615 

:AMMU2_1692
if 
  $319 == 1 // integer values 
jf @AMMU2_1717 
jump @AMMU2_10 

:AMMU2_1717
jump @AMMU2_1392 

:AMMU2_1724
if 
   Player.Defined($6)
jf @AMMU2_2290 
if 
  $318 == 2 // integer values 
jf @AMMU2_2290 
Camera.SetPosition(365.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(365.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU2_1875 
0055: put_player $6 at $371 $372 $373 

:AMMU2_1875
if 
  $318 == 2 // integer values 
jf @AMMU2_2290 
wait 0 
00BA: text_styled 'SHOTGN3' 1000 ms 4  // Stubby shotgun
if 
  $336 == 0 // integer values 
jf @AMMU2_1952 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @AMMU2_1970 

:AMMU2_1952
01E5: text_1number_highpriority 'G_COST' 600 flag 1000 time 1  // Cost: $~1~

:AMMU2_1970
if 
   Player.Defined($6)
jf @AMMU2_2283 
gosub @HARD3_4026 
04B8: get_weapon_data_from_player $7 slot 5 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if 
  $336 == 1 // integer values 
jf @AMMU2_2077 
if or
0490:   player $6 has_weapon 20 
0490:   player $6 has_weapon 19 
jf @AMMU2_2077 
01E5: text_1number_highpriority 'HELP54' 600 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_2077
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_2258 
if 
  $336 == 1 // integer values 
jf @AMMU2_2251 
0419: $364 = player $6 weapon 21 ammo 
if 
   Player.Money($6) > 599
jf @AMMU2_2237 
if 
  9999 > $364 // integer values 
jf @AMMU2_2230 
01B1: give_player $6 weapon 21 ammo 20 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU2_2198 
01B1: give_player $6 weapon 21 ammo 9999 // Load the weapon model before using this 

:AMMU2_2198
01B8: set_player $6 armed_weapon_to 21 
gosub @HARD3_3688 
Player.Money($6) += -600
0528: add 600 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_2230
jump @AMMU2_2244 

:AMMU2_2237
gosub @HARD3_3615 

:AMMU2_2244
jump @AMMU2_2258 

:AMMU2_2251
gosub @HARD3_3615 

:AMMU2_2258
if 
  $319 == 1 // integer values 
jf @AMMU2_2283 
jump @AMMU2_10 

:AMMU2_2283
jump @AMMU2_1875 

:AMMU2_2290
if 
   Player.Defined($6)
jf @AMMU2_2849 
if 
  $318 == 3 // integer values 
jf @AMMU2_2849 
Camera.SetPosition(364.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(364.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU2_2441 
0055: put_player $6 at $371 $372 $373 

:AMMU2_2441
if 
  $318 == 3 // integer values 
jf @AMMU2_2849 
wait 0 
00BA: text_styled 'SNIPE' 1000 ms 4  // Sniper rifle
if 
  $337 == 0 // integer values 
jf @AMMU2_2518 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @AMMU2_2536 

:AMMU2_2518
01E5: text_1number_highpriority 'G_COST' 1500 flag 1000 time 1  // Cost: $~1~

:AMMU2_2536
if 
   Player.Defined($6)
jf @AMMU2_2842 
gosub @HARD3_4026 
04B8: get_weapon_data_from_player $7 slot 9 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if 
  $337 == 1 // integer values 
jf @AMMU2_2636 
if 
0490:   player $6 has_weapon 29 
jf @AMMU2_2636 
01E5: text_1number_highpriority 'HELP54' 1500 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_2636
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_2817 
if 
  $337 == 1 // integer values 
jf @AMMU2_2810 
0419: $364 = player $6 weapon 28 ammo 
if 
   Player.Money($6) > 1499
jf @AMMU2_2796 
if 
  9999 > $364 // integer values 
jf @AMMU2_2789 
01B1: give_player $6 weapon 28 ammo 40 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU2_2757 
01B1: give_player $6 weapon 28 ammo 9999 // Load the weapon model before using this 

:AMMU2_2757
01B8: set_player $6 armed_weapon_to 28 
gosub @HARD3_3688 
Player.Money($6) += -1500
0528: add 1500 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_2789
jump @AMMU2_2803 

:AMMU2_2796
gosub @HARD3_3615 

:AMMU2_2803
jump @AMMU2_2817 

:AMMU2_2810
gosub @HARD3_3615 

:AMMU2_2817
if 
  $319 == 1 // integer values 
jf @AMMU2_2842 
jump @AMMU2_10 

:AMMU2_2842
jump @AMMU2_2441 

:AMMU2_2849
if 
   Player.Defined($6)
jf @AMMU2_3325 
if 
  $318 == 4 // integer values 
jf @AMMU2_3325 
Camera.SetPosition(363.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(363.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU2_3000 
0055: put_player $6 at $371 $372 $373 

:AMMU2_3000
if 
  $318 == 4 // integer values 
jf @AMMU2_3325 
wait 0 
00BA: text_styled 'GRENADE' 1000 ms 4  // Grenades
01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @AMMU2_3318 
gosub @HARD3_4026 
04B8: get_weapon_data_from_player $7 slot 3 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if or
0490:   player $6 has_weapon 13 
0490:   player $6 has_weapon 15 
0490:   player $6 has_weapon 14 
jf @AMMU2_3151 
01E5: text_1number_highpriority 'HELP54' 300 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU2_3151
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_3293 
0419: $364 = player $6 weapon 12 ammo 
if 
   Player.Money($6) > 299
jf @AMMU2_3286 
if 
  9999 > $364 // integer values 
jf @AMMU2_3279 
01B1: give_player $6 weapon 12 ammo 8 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU2_3254 
01B1: give_player $6 weapon 12 ammo 9999 // Load the weapon model before using this 

:AMMU2_3254
gosub @HARD3_3688 
Player.Money($6) += -300
0528: add 300 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_3279
jump @AMMU2_3293 

:AMMU2_3286
gosub @HARD3_3615 

:AMMU2_3293
if 
  $319 == 1 // integer values 
jf @AMMU2_3318 
jump @AMMU2_10 

:AMMU2_3318
jump @AMMU2_3000 

:AMMU2_3325
if 
   Player.Defined($6)
jf @AMMU2_3844 
if 
  $318 == 5 // integer values 
jf @AMMU2_3844 
Camera.SetPosition(362.203, 1051.161, 21.269, 0.0, 0.0, 0.0)
Camera.PointAt(362.152, 1050.163, 21.291, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU2_3476 
0055: put_player $6 at $371 $372 $373 

:AMMU2_3476
if 
  $318 == 5 // integer values 
jf @AMMU2_3844 
wait 0 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
if 
  $335 == 0 // integer values 
jf @AMMU2_3553 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @AMMU2_3571 

:AMMU2_3553
01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1  // Cost: $~1~

:AMMU2_3571
if 
   Player.Defined($6)
jf @AMMU2_3837 
gosub @HARD3_4026 
04DD: $366 = actor $7 armour 
if 
00E1:   player 0 pressed_button 16 
jf @AMMU2_3812 
if 
  $335 == 1 // integer values 
jf @AMMU2_3805 
if 
   Player.Money($6) > 199
jf @AMMU2_3791 
if 
  100 > $366 // integer values 
jf @AMMU2_3714 
035E: set_player $6 armour_to 200 
gosub @HARD3_3688 
Player.Money($6) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 
jump @AMMU2_3784 

:AMMU2_3714
if 
  $367 == 1 // integer values 
jf @AMMU2_3784 
if 
  200 > $366 // integer values 
jf @AMMU2_3784 
035E: set_player $6 armour_to 200 
gosub @HARD3_3688 
Player.Money($6) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 

:AMMU2_3784
jump @AMMU2_3798 

:AMMU2_3791
gosub @HARD3_3615 

:AMMU2_3798
jump @AMMU2_3812 

:AMMU2_3805
gosub @HARD3_3615 

:AMMU2_3812
if 
  $319 == 1 // integer values 
jf @AMMU2_3837 
jump @AMMU2_10 

:AMMU2_3837
jump @AMMU2_3476 

:AMMU2_3844
jump @AMMU2_682 

:AMMU2_3851
jump @AMMU2_3941 

:AMMU2_3858
if 
80F6:   not player $6 1 $371 $372 $373 radius 1.0 1.0 2.0 
jf @AMMU2_3941 
if 
  $319 == 1 // integer values 
jf @AMMU2_3941 
if 
   Player.Defined($6)
jf @AMMU2_3941 
gosub @HARD3_5024 

:AMMU2_3941
jump @AMMU2_3973 

:AMMU2_3948
if 
  $321 == 1 // integer values 
jf @AMMU2_3973 
gosub @HARD3_5056 

:AMMU2_3973
jump @AMMU2_3987 

:AMMU2_3980
gosub @HARD3_5056 

:AMMU2_3987
jump @AMMU2_10 

:AMMU3
thread 'AMMU3' 

:AMMU3_10
wait 0 
if 
   Player.Defined($6)
jf @AMMU3_4198 
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @AMMU3_4191 
if 
00F5:   player $6 0 $374 $375 $376 radius 35.0 35.0 20.0 
jf @AMMU3_4166 
if 
  $321 == 0 // integer values 
jf @AMMU3_513 
gosub @HARD3_5492 
0084: $354 = $315 // integer values and handles 
0060: $354 -= $316 // integer values 
$355 = Object.Create(#PYTHON, -683.6, 1200.549, 12.93)
Object.ToggleInMovingList($355) = False
0453: object $355 set_rotation 0.0 4.0 90.0 
$356 = Object.Create(#MP5LNG, -683.6, 1202.049, 12.86)
Object.ToggleInMovingList($356) = False
0453: object $356 set_rotation 0.0 8.0 95.0 
$357 = Object.Create(#SHOTGSPA, -683.6, 1203.449, 12.91)
Object.ToggleInMovingList($357) = False
0453: object $357 set_rotation 0.0 9.0 95.0 
$358 = Object.Create(#M4, -683.6, 1205.049, 12.88)
Object.ToggleInMovingList($358) = False
0453: object $358 set_rotation 0.0 3.0 95.0 
$359 = Object.Create(#LASER, -683.6, 1206.549, 12.81)
Object.ToggleInMovingList($359) = False
0453: object $359 set_rotation 0.0 2.0 95.0 
$369 = Object.Create(#BODYARMOUR, -683.5, 1208.189, 12.809)
Object.ToggleInMovingList($369) = False
Object.Angle($369) = 90.0
if 
  $354 > 30000 // integer values 
jf @AMMU3_499 
$360 = Actor.Create(CivMale, #SPECIAL21, -679.97, 1203.5, 10.0)
Actor.Angle($360) = 270.0
01ED: clear_actor $360 threat_search 
0350: set_actor $360 maintain_position_when_attacked 1 
gosub @HARD3_4804 

:AMMU3_499
$321 = 1 // integer values 
jump @AMMU3_568 

:AMMU3_513
if 
0057:   player $6 0 -684.5 1199.3 16.9 -663.8 1211.1 10.0 
jf @AMMU3_568 
gosub @HARD3_2766 

:AMMU3_568
if 
  $377 == 0 // integer values 
jf @AMMU3_4159 
if 
   not Actor.Dead($360)
jf @AMMU3_4159 
if 
  $324 == 0 // integer values 
jf @AMMU3_4159 
if 
  $361 == 0 // integer values 
jf @AMMU3_4159 
01FA: $362 = rampage_status 
if 
   not $362 == 1 // integer values 
jf @AMMU3_4159 
if 
00F9:   player $6 stopped 1 $374 $375 $376 radius 1.0 1.0 2.0 
jf @AMMU3_4076 
gosub @HARD3_4750 

:AMMU3_710
if 
  $319 == 0 // integer values 
jf @AMMU3_4069 
$361 = 1 // integer values 
wait 0 
if 
   Player.Defined($6)
jf @AMMU3_1364 
if 
  $318 == 0 // integer values 
jf @AMMU3_1364 
Player.CanMove($6) = False
if 
   not Actor.Dead($360)
jf @AMMU3_804 
0210: player $6 look_at_actor $360 

:AMMU3_804
Camera.SetPosition(-682.161, 1200.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1200.697, 13.171, 1)
if 
  $327 == 0 // integer values 
jf @AMMU3_897 
0460: set_camera_pointing_time 0.0 1200 
$327 = 1 // integer values 
jump @AMMU3_907 

:AMMU3_897
0460: set_camera_pointing_time 0.0 800 

:AMMU3_907
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU3_956 
0055: put_player $6 at $374 $375 $376 
Actor.LockInCurrentPosition($7) = True

:AMMU3_956
if 
  $318 == 0 // integer values 
jf @AMMU3_1364 
wait 0 
00BA: text_styled 'PYTHON' 2000 ms 4  // .357
if 
  $341 == 0 // integer values 
jf @AMMU3_1033 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @AMMU3_1051 

:AMMU3_1033
01E5: text_1number_highpriority 'G_COST' 2000 flag 1000 time 1  // Cost: $~1~

:AMMU3_1051
if 
   Player.Defined($6)
jf @AMMU3_1357 
gosub @HARD3_4026 
04B8: get_weapon_data_from_player $7 slot 4 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if 
  $341 == 1 // integer values 
jf @AMMU3_1151 
if 
0490:   player $6 has_weapon 17 
jf @AMMU3_1151 
01E5: text_1number_highpriority 'HELP54' 2000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_1151
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_1332 
if 
  $341 == 1 // integer values 
jf @AMMU3_1325 
0419: $364 = player $6 weapon 18 ammo 
if 
   Player.Money($6) > 1999
jf @AMMU3_1311 
if 
  9999 > $364 // integer values 
jf @AMMU3_1304 
01B1: give_player $6 weapon 18 ammo 24 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU3_1272 
01B1: give_player $6 weapon 18 ammo 9999 // Load the weapon model before using this 

:AMMU3_1272
01B8: set_player $6 armed_weapon_to 18 
gosub @HARD3_3688 
Player.Money($6) += -2000
0528: add 2000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_1304
jump @AMMU3_1318 

:AMMU3_1311
gosub @HARD3_3615 

:AMMU3_1318
jump @AMMU3_1332 

:AMMU3_1325
gosub @HARD3_3615 

:AMMU3_1332
if 
  $319 == 1 // integer values 
jf @AMMU3_1357 
jump @AMMU3_10 

:AMMU3_1357
jump @AMMU3_956 

:AMMU3_1364
if 
   Player.Defined($6)
jf @AMMU3_1937 
if 
  $318 == 1 // integer values 
jf @AMMU3_1937 
Camera.SetPosition(-682.161, 1202.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1202.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU3_1515 
0055: put_player $6 at $374 $375 $376 

:AMMU3_1515
if 
  $318 == 1 // integer values 
jf @AMMU3_1937 
wait 0 
00BA: text_styled 'MP5' 1000 ms 4  // MP
if 
  $342 == 0 // integer values 
jf @AMMU3_1592 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @AMMU3_1610 

:AMMU3_1592
01E5: text_1number_highpriority 'G_COST' 3000 flag 1000 time 1  // Cost: $~1~

:AMMU3_1610
if 
   Player.Defined($6)
jf @AMMU3_1930 
gosub @HARD3_4026 
04B8: get_weapon_data_from_player $7 slot 6 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if 
  $342 == 1 // integer values 
jf @AMMU3_1724 
if or
0490:   player $6 has_weapon 23 
0490:   player $6 has_weapon 24 
0490:   player $6 has_weapon 22 
jf @AMMU3_1724 
01E5: text_1number_highpriority 'HELP54' 3000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_1724
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_1905 
if 
  $342 == 1 // integer values 
jf @AMMU3_1898 
0419: $364 = player $6 weapon 25 ammo 
if 
   Player.Money($6) > 2999
jf @AMMU3_1884 
if 
  9999 > $364 // integer values 
jf @AMMU3_1877 
01B1: give_player $6 weapon 25 ammo 120 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU3_1845 
01B1: give_player $6 weapon 25 ammo 9999 // Load the weapon model before using this 

:AMMU3_1845
01B8: set_player $6 armed_weapon_to 25 
gosub @HARD3_3688 
Player.Money($6) += -3000
0528: add 3000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_1877
jump @AMMU3_1891 

:AMMU3_1884
gosub @HARD3_3615 

:AMMU3_1891
jump @AMMU3_1905 

:AMMU3_1898
gosub @HARD3_3615 

:AMMU3_1905
if 
  $319 == 1 // integer values 
jf @AMMU3_1930 
jump @AMMU3_10 

:AMMU3_1930
jump @AMMU3_1515 

:AMMU3_1937
if 
   Player.Defined($6)
jf @AMMU3_2503 
if 
  $318 == 2 // integer values 
jf @AMMU3_2503 
Camera.SetPosition(-682.161, 1203.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1203.697, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU3_2088 
0055: put_player $6 at $374 $375 $376 

:AMMU3_2088
if 
  $318 == 2 // integer values 
jf @AMMU3_2503 
wait 0 
00BA: text_styled 'SHOTGN2' 1000 ms 4  // S.P.A.S. 12
if 
  $339 == 0 // integer values 
jf @AMMU3_2165 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @AMMU3_2183 

:AMMU3_2165
01E5: text_1number_highpriority 'G_COST' 4000 flag 1000 time 1  // Cost: $~1~

:AMMU3_2183
if 
   Player.Defined($6)
jf @AMMU3_2496 
gosub @HARD3_4026 
04B8: get_weapon_data_from_player $7 slot 5 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if 
  $339 == 1 // integer values 
jf @AMMU3_2290 
if or
0490:   player $6 has_weapon 21 
0490:   player $6 has_weapon 19 
jf @AMMU3_2290 
01E5: text_1number_highpriority 'HELP54' 4000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_2290
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_2471 
if 
  $339 == 1 // integer values 
jf @AMMU3_2464 
0419: $364 = player $6 weapon 20 ammo 
if 
   Player.Money($6) > 3999
jf @AMMU3_2450 
if 
  9999 > $364 // integer values 
jf @AMMU3_2443 
01B1: give_player $6 weapon 20 ammo 28 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU3_2411 
01B1: give_player $6 weapon 20 ammo 9999 // Load the weapon model before using this 

:AMMU3_2411
01B8: set_player $6 armed_weapon_to 20 
gosub @HARD3_3688 
Player.Money($6) += -4000
0528: add 4000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_2443
jump @AMMU3_2457 

:AMMU3_2450
gosub @HARD3_3615 

:AMMU3_2457
jump @AMMU3_2471 

:AMMU3_2464
gosub @HARD3_3615 

:AMMU3_2471
if 
  $319 == 1 // integer values 
jf @AMMU3_2496 
jump @AMMU3_10 

:AMMU3_2496
jump @AMMU3_2088 

:AMMU3_2503
if 
   Player.Defined($6)
jf @AMMU3_3063 
if 
  $318 == 3 // integer values 
jf @AMMU3_3063 
Camera.SetPosition(-682.161, 1205.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1205.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU3_2654 
0055: put_player $6 at $374 $375 $376 

:AMMU3_2654
if 
  $318 == 3 // integer values 
jf @AMMU3_3063 
wait 0 
00BA: text_styled 'M4' 1000 ms 4  // M4
if 
  $338 == 0 // integer values 
jf @AMMU3_2731 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @AMMU3_2749 

:AMMU3_2731
01E5: text_1number_highpriority 'G_COST' 5000 flag 1000 time 1  // Cost: $~1~

:AMMU3_2749
if 
   Player.Defined($6)
jf @AMMU3_3056 
gosub @HARD3_4026 
04B8: get_weapon_data_from_player $7 slot 7 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if 
  $338 == 1 // integer values 
jf @AMMU3_2849 
if 
0490:   player $6 has_weapon 27 
jf @AMMU3_2849 
01E5: text_1number_highpriority 'HELP54' 5000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_2849
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_3031 
if 
  $338 == 1 // integer values 
jf @AMMU3_3024 
0419: $364 = player $6 weapon 26 ammo 
if 
   Player.Money($6) > 4999
jf @AMMU3_3010 
if 
  9999 > $364 // integer values 
jf @AMMU3_3003 
01B1: give_player $6 weapon 26 ammo 150 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU3_2971 
01B1: give_player $6 weapon 26 ammo 9999 // Load the weapon model before using this 

:AMMU3_2971
01B8: set_player $6 armed_weapon_to 26 
gosub @HARD3_3688 
Player.Money($6) += -5000
0528: add 5000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_3003
jump @AMMU3_3017 

:AMMU3_3010
gosub @HARD3_3615 

:AMMU3_3017
jump @AMMU3_3031 

:AMMU3_3024
gosub @HARD3_3615 

:AMMU3_3031
if 
  $319 == 1 // integer values 
jf @AMMU3_3056 
jump @AMMU3_10 

:AMMU3_3056
jump @AMMU3_2654 

:AMMU3_3063
if 
   Player.Defined($6)
jf @AMMU3_3615 
if 
  $318 == 4 // integer values 
jf @AMMU3_3615 
Camera.SetPosition(-682.161, 1206.594, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1206.697, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU3_3214 
0055: put_player $6 at $374 $375 $376 

:AMMU3_3214
if 
  $318 == 4 // integer values 
jf @AMMU3_3615 
wait 0 
00BA: text_styled 'LASER' 1000 ms 4  // .308 Sniper
if 
  $340 == 0 // integer values 
jf @AMMU3_3291 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @AMMU3_3309 

:AMMU3_3291
01E5: text_1number_highpriority 'G_COST' 6000 flag 1000 time 1  // Cost: $~1~

:AMMU3_3309
if 
   Player.Defined($6)
jf @AMMU3_3608 
gosub @HARD3_4026 
04B8: get_weapon_data_from_player $7 slot 9 weapon $363 ammo $364 model $365 
gosub @HARD3_5678 
if 
  $340 == 1 // integer values 
jf @AMMU3_3409 
if 
0490:   player $6 has_weapon 28 
jf @AMMU3_3409 
01E5: text_1number_highpriority 'HELP54' 6000 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:AMMU3_3409
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_3583 
if 
  $340 == 1 // integer values 
jf @AMMU3_3576 
0419: $364 = player $6 weapon 29 ammo 
if 
   Player.Money($6) > 5999
jf @AMMU3_3562 
if 
  9999 > $364 // integer values 
jf @AMMU3_3555 
01B1: give_player $6 weapon 29 ammo 28 // Load the weapon model before using this 
if 
  $364 > 9999 // integer values 
jf @AMMU3_3530 
01B1: give_player $6 weapon 29 ammo 9999 // Load the weapon model before using this 

:AMMU3_3530
gosub @HARD3_3688 
Player.Money($6) += -6000
0528: add 6000 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_3555
jump @AMMU3_3569 

:AMMU3_3562
gosub @HARD3_3615 

:AMMU3_3569
jump @AMMU3_3583 

:AMMU3_3576
gosub @HARD3_3615 

:AMMU3_3583
if 
  $319 == 1 // integer values 
jf @AMMU3_3608 
jump @AMMU3_10 

:AMMU3_3608
jump @AMMU3_3214 

:AMMU3_3615
if 
   Player.Defined($6)
jf @AMMU3_4062 
if 
  $318 == 5 // integer values 
jf @AMMU3_4062 
Camera.SetPosition(-682.161, 1208.094, 13.133, 0.0, 0.0, 0.0)
Camera.PointAt(-683.155, 1208.197, 13.171, 1)
0460: set_camera_pointing_time 0.0 800 
$329 = 0 // integer values 
$330 = 0 // integer values 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @AMMU3_3766 
0055: put_player $6 at $374 $375 $376 

:AMMU3_3766
if 
  $318 == 5 // integer values 
jf @AMMU3_4062 
wait 0 
00BA: text_styled 'ARMOUR' 1000 ms 4  // Body Armor
01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @AMMU3_4055 
gosub @HARD3_4026 
04DD: $366 = actor $7 armour 
if 
00E1:   player 0 pressed_button 16 
jf @AMMU3_4030 
if 
   Player.Money($6) > 199
jf @AMMU3_4023 
if 
  100 > $366 // integer values 
jf @AMMU3_3946 
035E: set_player $6 armour_to 200 
gosub @HARD3_3688 
Player.Money($6) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 
jump @AMMU3_4016 

:AMMU3_3946
if 
  $367 == 1 // integer values 
jf @AMMU3_4016 
if 
  200 > $366 // integer values 
jf @AMMU3_4016 
035E: set_player $6 armour_to 200 
gosub @HARD3_3688 
Player.Money($6) += -200
0528: add 200 to_money_spent_on_weapons_stats 
wait 300 

:AMMU3_4016
jump @AMMU3_4030 

:AMMU3_4023
gosub @HARD3_3615 

:AMMU3_4030
if 
  $319 == 1 // integer values 
jf @AMMU3_4055 
jump @AMMU3_10 

:AMMU3_4055
jump @AMMU3_3766 

:AMMU3_4062
jump @AMMU3_710 

:AMMU3_4069
jump @AMMU3_4159 

:AMMU3_4076
if 
80F6:   not player $6 1 $374 $375 $376 radius 1.0 1.0 2.0 
jf @AMMU3_4159 
if 
  $319 == 1 // integer values 
jf @AMMU3_4159 
if 
   Player.Defined($6)
jf @AMMU3_4159 
gosub @HARD3_5024 

:AMMU3_4159
jump @AMMU3_4191 

:AMMU3_4166
if 
  $321 == 1 // integer values 
jf @AMMU3_4191 
gosub @HARD3_5056 

:AMMU3_4191
jump @AMMU3_4205 

:AMMU3_4198
gosub @HARD3_5056 

:AMMU3_4205
jump @AMMU3_10 

:HARD1
thread 'HARD1' 

:HARD1_10
wait 0 
if 
   Player.Defined($6)
jf @HARD1_2927 
if 
0121:   player $6 in_zone 'BEACH2'  // Washington Beach
jf @HARD1_2920 
if 
00F5:   player $6 0 $378 $379 $380 radius 35.0 35.0 30.0 
jf @HARD1_2895 
if 
  $322 == 0 // integer values 
jf @HARD1_423 
gosub @HARD3_5554 
0084: $381 = $315 // integer values and handles 
0060: $381 -= $317 // integer values 
$382 = Object.Create(#SCREWDRIVER, 201.508, -469.297, 13.79)
Object.ToggleInMovingList($382) = False
$383 = Object.Create(#HAMMER, 202.508, -469.297, 13.73)
Object.ToggleInMovingList($383) = False
0453: object $383 set_rotation 0.0 4.0 0.0 
$384 = Object.Create(#CLEAVER, 203.508, -469.297, 13.77)
Object.ToggleInMovingList($384) = False
$385 = Object.Create(#BAT, 204.606, -469.297, 13.91)
Object.ToggleInMovingList($385) = False
0453: object $385 set_rotation 85.0 0.0 90.0 
$386 = Object.Create(#MACHETE, 205.858, -469.297, 14.0)
Object.ToggleInMovingList($386) = False
0453: object $386 set_rotation 0.0 90.0 0.0 
if 
  $381 > 60000 // integer values 
jf @HARD1_409 
$387 = Actor.Create(CivMale, #SPECIAL16, 202.4, -471.1, 10.1)
Actor.Angle($387) = 180.1
gosub @HARD3_5204 

:HARD1_409
$322 = 1 // integer values 
jump @HARD1_478 

:HARD1_423
if 
0057:   player $6 0 190.0 -481.0 15.7 209.6 -468.5 10.0 
jf @HARD1_478 
gosub @HARD3_2856 

:HARD1_478
if 
   not Actor.Dead($387)
jf @HARD1_2888 
if 
  $325 == 0 // integer values 
jf @HARD1_2888 
if 
  $361 == 0 // integer values 
jf @HARD1_2888 
01FA: $362 = rampage_status 
if 
   not $362 == 1 // integer values 
jf @HARD1_2888 
if 
00F9:   player $6 stopped 1 $378 $379 $380 radius 1.0 1.0 2.0 
jf @HARD1_2805 
gosub @HARD3_4777 

:HARD1_602
if 
  $320 == 0 // integer values 
jf @HARD1_2798 
$361 = 1 // integer values 
wait 0 
if 
   Player.Defined($6)
jf @HARD1_1091 
if 
  $318 == 0 // integer values 
jf @HARD1_1091 
Player.CanMove($6) = False
if 
   not Actor.Dead($387)
jf @HARD1_696 
0210: player $6 look_at_actor $387 

:HARD1_696
Camera.SetPosition(201.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(201.608, -469.797, 14.217, 1)
if 
  $327 == 0 // integer values 
jf @HARD1_789 
0460: set_camera_pointing_time 0.0 1200 
$327 = 1 // integer values 
jump @HARD1_799 

:HARD1_789
0460: set_camera_pointing_time 0.0 800 

:HARD1_799
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD1_848 
0055: put_player $6 at $378 $379 $380 
Actor.LockInCurrentPosition($7) = True

:HARD1_848
if 
  $318 == 0 // integer values 
jf @HARD1_1091 
wait 0 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD1_1084 
gosub @HARD3_4369 
$388 = 10 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_1059 
if 
   Player.Money($6) > 9
jf @HARD1_1052 
if 
82D7:   not player $6 currentweapon == 2 
jf @HARD1_1038 
01B1: give_player $6 weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 2 
gosub @HARD3_3688 
Player.Money($6) += -10
0528: add 10 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_1045 

:HARD1_1038
gosub @HARD3_3615 

:HARD1_1045
jump @HARD1_1059 

:HARD1_1052
gosub @HARD3_3615 

:HARD1_1059
if 
  $320 == 1 // integer values 
jf @HARD1_1084 
jump @HARD1_10 

:HARD1_1084
jump @HARD1_848 

:HARD1_1091
if 
   Player.Defined($6)
jf @HARD1_1471 
if 
  $318 == 1 // integer values 
jf @HARD1_1471 
Camera.SetPosition(202.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(202.608, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD1_1228 
0055: put_player $6 at $378 $379 $380 

:HARD1_1228
if 
  $318 == 1 // integer values 
jf @HARD1_1471 
wait 0 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD1_1464 
gosub @HARD3_4369 
$388 = 20 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_1439 
if 
   Player.Money($6) > 19
jf @HARD1_1432 
if 
82D7:   not player $6 currentweapon == 7 
jf @HARD1_1418 
01B1: give_player $6 weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 7 
gosub @HARD3_3688 
Player.Money($6) += -20
0528: add 20 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_1425 

:HARD1_1418
gosub @HARD3_3615 

:HARD1_1425
jump @HARD1_1439 

:HARD1_1432
gosub @HARD3_3615 

:HARD1_1439
if 
  $320 == 1 // integer values 
jf @HARD1_1464 
jump @HARD1_10 

:HARD1_1464
jump @HARD1_1228 

:HARD1_1471
if 
   Player.Defined($6)
jf @HARD1_1851 
if 
  $318 == 2 // integer values 
jf @HARD1_1851 
Camera.SetPosition(203.616, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(203.608, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD1_1608 
0055: put_player $6 at $378 $379 $380 

:HARD1_1608
if 
  $318 == 2 // integer values 
jf @HARD1_1851 
wait 0 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD1_1844 
gosub @HARD3_4369 
$388 = 50 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_1819 
if 
   Player.Money($6) > 49
jf @HARD1_1812 
if 
82D7:   not player $6 currentweapon == 8 
jf @HARD1_1798 
01B1: give_player $6 weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 8 
gosub @HARD3_3688 
Player.Money($6) += -50
0528: add 50 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_1805 

:HARD1_1798
gosub @HARD3_3615 

:HARD1_1805
jump @HARD1_1819 

:HARD1_1812
gosub @HARD3_3615 

:HARD1_1819
if 
  $320 == 1 // integer values 
jf @HARD1_1844 
jump @HARD1_10 

:HARD1_1844
jump @HARD1_1608 

:HARD1_1851
if 
   Player.Defined($6)
jf @HARD1_2321 
if 
  $318 == 3 // integer values 
jf @HARD1_2321 
Camera.SetPosition(204.816, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(204.808, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD1_1988 
0055: put_player $6 at $378 $379 $380 

:HARD1_1988
if 
  $318 == 3 // integer values 
jf @HARD1_2321 
wait 0 
00BA: text_styled 'BASEBAT' 1000 ms 4  // Baseball bat
if 
  $333 == 0 // integer values 
jf @HARD1_2065 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @HARD1_2082 

:HARD1_2065
01E5: text_1number_highpriority 'G_COST' 80 flag 1000 time 1  // Cost: $~1~

:HARD1_2082
if 
   Player.Defined($6)
jf @HARD1_2314 
gosub @HARD3_4369 
if 
  $333 == 1 // integer values 
jf @HARD1_2137 
$388 = 80 // integer values 
gosub @HARD3_5616 

:HARD1_2137
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_2289 
if 
  $333 == 1 // integer values 
jf @HARD1_2282 
if 
   Player.Money($6) > 79
jf @HARD1_2268 
if 
82D7:   not player $6 currentweapon == 6 
jf @HARD1_2254 
01B1: give_player $6 weapon 6 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 6 
gosub @HARD3_3688 
Player.Money($6) += -80
0528: add 80 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_2261 

:HARD1_2254
gosub @HARD3_3615 

:HARD1_2261
jump @HARD1_2275 

:HARD1_2268
gosub @HARD3_3615 

:HARD1_2275
jump @HARD1_2289 

:HARD1_2282
gosub @HARD3_3615 

:HARD1_2289
if 
  $320 == 1 // integer values 
jf @HARD1_2314 
jump @HARD1_10 

:HARD1_2314
jump @HARD1_1988 

:HARD1_2321
if 
   Player.Defined($6)
jf @HARD1_2791 
if 
  $318 == 4 // integer values 
jf @HARD1_2791 
Camera.SetPosition(206.116, -470.795, 14.284, 0.0, 0.0, 0.0)
Camera.PointAt(206.108, -469.797, 14.217, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD1_2458 
0055: put_player $6 at $378 $379 $380 

:HARD1_2458
if 
  $318 == 4 // integer values 
jf @HARD1_2791 
wait 0 
00BA: text_styled 'MACHETE' 1000 ms 4  // Machete
if 
  $334 == 0 // integer values 
jf @HARD1_2535 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @HARD1_2552 

:HARD1_2535
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1  // Cost: $~1~

:HARD1_2552
if 
   Player.Defined($6)
jf @HARD1_2784 
gosub @HARD3_4369 
if 
  $334 == 1 // integer values 
jf @HARD1_2607 
$388 = 100 // integer values 
gosub @HARD3_5616 

:HARD1_2607
if 
00E1:   player 0 pressed_button 16 
jf @HARD1_2759 
if 
  $334 == 1 // integer values 
jf @HARD1_2752 
if 
   Player.Money($6) > 99
jf @HARD1_2738 
if 
82D7:   not player $6 currentweapon == 9 
jf @HARD1_2724 
01B1: give_player $6 weapon 9 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 9 
gosub @HARD3_3688 
Player.Money($6) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD1_2731 

:HARD1_2724
gosub @HARD3_3615 

:HARD1_2731
jump @HARD1_2745 

:HARD1_2738
gosub @HARD3_3615 

:HARD1_2745
jump @HARD1_2759 

:HARD1_2752
gosub @HARD3_3615 

:HARD1_2759
if 
  $320 == 1 // integer values 
jf @HARD1_2784 
jump @HARD1_10 

:HARD1_2784
jump @HARD1_2458 

:HARD1_2791
jump @HARD1_602 

:HARD1_2798
jump @HARD1_2888 

:HARD1_2805
if 
80F6:   not player $6 1 $378 $379 $380 radius 1.0 1.0 2.0 
jf @HARD1_2888 
if 
  $320 == 1 // integer values 
jf @HARD1_2888 
if 
   Player.Defined($6)
jf @HARD1_2888 
gosub @HARD3_5265 

:HARD1_2888
jump @HARD1_2920 

:HARD1_2895
if 
  $322 == 1 // integer values 
jf @HARD1_2920 
gosub @HARD3_5297 

:HARD1_2920
jump @HARD1_2934 

:HARD1_2927
gosub @HARD3_5297 

:HARD1_2934
jump @HARD1_10 

:HARD2
thread 'HARD2' 

:HARD2_10
wait 0 
if 
   Player.Defined($6)
jf @HARD2_2822 
if 
  $368 == 1 // integer values 
jf @HARD2_2815 
if 
0057:   player $6 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
jf @HARD2_2790 
if 
  $322 == 0 // integer values 
jf @HARD2_403 
gosub @HARD3_5554 
0084: $381 = $315 // integer values and handles 
0060: $381 -= $317 // integer values 
$382 = Object.Create(#SCREWDRIVER, 365.96, 1072.8, 20.68)
Object.ToggleInMovingList($382) = False
$383 = Object.Create(#HAMMER, 364.96, 1072.8, 20.669)
Object.ToggleInMovingList($383) = False
0453: object $383 set_rotation 0.0 4.0 0.0 
$384 = Object.Create(#CLEAVER, 363.96, 1072.8, 20.729)
Object.ToggleInMovingList($384) = False
$385 = Object.Create(#KNIFECUR, 362.92, 1072.8, 20.639)
Object.ToggleInMovingList($385) = False
$386 = Object.Create(#KATANA, 362.0, 1072.8, 20.75)
Object.ToggleInMovingList($386) = False
0453: object $386 set_rotation 0.0 -20.0 0.0 
if 
  $381 > 60000 // integer values 
jf @HARD2_389 
$387 = Actor.Create(CivMale, #SPECIAL16, 364.5, 1074.3, 18.0)
Actor.Angle($387) = 358.1
gosub @HARD3_5204 

:HARD2_389
$322 = 1 // integer values 
jump @HARD2_458 

:HARD2_403
if 
0057:   player $6 0 369.9 1089.8 22.3 359.8 1071.7 18.1 
jf @HARD2_458 
gosub @HARD3_2856 

:HARD2_458
if 
   not Actor.Dead($387)
jf @HARD2_2783 
if 
  $325 == 0 // integer values 
jf @HARD2_2783 
if 
  $361 == 0 // integer values 
jf @HARD2_2783 
01FA: $362 = rampage_status 
if 
   not $362 == 1 // integer values 
jf @HARD2_2783 
if 
00F9:   player $6 stopped 1 $389 $390 $391 radius 1.0 1.0 2.0 
jf @HARD2_2700 
gosub @HARD3_4777 

:HARD2_582
if 
  $320 == 0 // integer values 
jf @HARD2_2693 
$361 = 1 // integer values 
wait 0 
if 
   Player.Defined($6)
jf @HARD2_1071 
if 
  $318 == 0 // integer values 
jf @HARD2_1071 
Player.CanMove($6) = False
if 
   not Actor.Dead($387)
jf @HARD2_676 
0210: player $6 look_at_actor $387 

:HARD2_676
Camera.SetPosition(366.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(366.089, 1073.72, 21.084, 1)
if 
  $327 == 0 // integer values 
jf @HARD2_769 
0460: set_camera_pointing_time 0.0 1200 
$327 = 1 // integer values 
jump @HARD2_779 

:HARD2_769
0460: set_camera_pointing_time 0.0 800 

:HARD2_779
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD2_828 
0055: put_player $6 at $389 $390 $391 
Actor.LockInCurrentPosition($7) = True

:HARD2_828
if 
  $318 == 0 // integer values 
jf @HARD2_1071 
wait 0 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD2_1064 
gosub @HARD3_4369 
$388 = 10 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_1039 
if 
   Player.Money($6) > 9
jf @HARD2_1032 
if 
82D7:   not player $6 currentweapon == 2 
jf @HARD2_1018 
01B1: give_player $6 weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 2 
gosub @HARD3_3688 
Player.Money($6) += -10
0528: add 10 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_1025 

:HARD2_1018
gosub @HARD3_3615 

:HARD2_1025
jump @HARD2_1039 

:HARD2_1032
gosub @HARD3_3615 

:HARD2_1039
if 
  $320 == 1 // integer values 
jf @HARD2_1064 
jump @HARD2_10 

:HARD2_1064
jump @HARD2_828 

:HARD2_1071
if 
   Player.Defined($6)
jf @HARD2_1451 
if 
  $318 == 1 // integer values 
jf @HARD2_1451 
Camera.SetPosition(365.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(365.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD2_1208 
0055: put_player $6 at $389 $390 $391 

:HARD2_1208
if 
  $318 == 1 // integer values 
jf @HARD2_1451 
wait 0 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD2_1444 
gosub @HARD3_4369 
$388 = 20 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_1419 
if 
   Player.Money($6) > 19
jf @HARD2_1412 
if 
82D7:   not player $6 currentweapon == 7 
jf @HARD2_1398 
01B1: give_player $6 weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 7 
gosub @HARD3_3688 
Player.Money($6) += -20
0528: add 20 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_1405 

:HARD2_1398
gosub @HARD3_3615 

:HARD2_1405
jump @HARD2_1419 

:HARD2_1412
gosub @HARD3_3615 

:HARD2_1419
if 
  $320 == 1 // integer values 
jf @HARD2_1444 
jump @HARD2_10 

:HARD2_1444
jump @HARD2_1208 

:HARD2_1451
if 
   Player.Defined($6)
jf @HARD2_1831 
if 
  $318 == 2 // integer values 
jf @HARD2_1831 
Camera.SetPosition(364.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(364.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD2_1588 
0055: put_player $6 at $389 $390 $391 

:HARD2_1588
if 
  $318 == 2 // integer values 
jf @HARD2_1831 
wait 0 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD2_1824 
gosub @HARD3_4369 
$388 = 50 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_1799 
if 
   Player.Money($6) > 49
jf @HARD2_1792 
if 
82D7:   not player $6 currentweapon == 8 
jf @HARD2_1778 
01B1: give_player $6 weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 8 
gosub @HARD3_3688 
Player.Money($6) += -50
0528: add 50 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_1785 

:HARD2_1778
gosub @HARD3_3615 

:HARD2_1785
jump @HARD2_1799 

:HARD2_1792
gosub @HARD3_3615 

:HARD2_1799
if 
  $320 == 1 // integer values 
jf @HARD2_1824 
jump @HARD2_10 

:HARD2_1824
jump @HARD2_1588 

:HARD2_1831
if 
   Player.Defined($6)
jf @HARD2_2211 
if 
  $318 == 3 // integer values 
jf @HARD2_2211 
Camera.SetPosition(363.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(363.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD2_1968 
0055: put_player $6 at $389 $390 $391 

:HARD2_1968
if 
  $318 == 3 // integer values 
jf @HARD2_2211 
wait 0 
00BA: text_styled 'KNIFE' 1000 ms 4  // Knife
01E5: text_1number_highpriority 'G_COST' 90 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD2_2204 
gosub @HARD3_4369 
$388 = 90 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_2179 
if 
   Player.Money($6) > 89
jf @HARD2_2172 
if 
82D7:   not player $6 currentweapon == 5 
jf @HARD2_2158 
01B1: give_player $6 weapon 5 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 5 
gosub @HARD3_3688 
Player.Money($6) += -90
0528: add 90 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_2165 

:HARD2_2158
gosub @HARD3_3615 

:HARD2_2165
jump @HARD2_2179 

:HARD2_2172
gosub @HARD3_3615 

:HARD2_2179
if 
  $320 == 1 // integer values 
jf @HARD2_2204 
jump @HARD2_10 

:HARD2_2204
jump @HARD2_1968 

:HARD2_2211
if 
   Player.Defined($6)
jf @HARD2_2686 
if 
  $318 == 4 // integer values 
jf @HARD2_2686 
Camera.SetPosition(362.1, 1074.719, 21.062, 0.0, 0.0, 0.0)
Camera.PointAt(362.089, 1073.72, 21.084, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD2_2348 
0055: put_player $6 at $389 $390 $391 

:HARD2_2348
if 
  $318 == 4 // integer values 
jf @HARD2_2686 
wait 0 
00BA: text_styled 'KATANA' 1000 ms 4  // Katana
if 
  $343 == 0 // integer values 
jf @HARD2_2425 
00BC: text_highpriority 'STOCK' 1000 ms 1  // ~r~out of stock
jump @HARD2_2443 

:HARD2_2425
01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1  // Cost: $~1~

:HARD2_2443
if 
   Player.Defined($6)
jf @HARD2_2679 
gosub @HARD3_4369 
if 
  $343 == 1 // integer values 
jf @HARD2_2499 
$388 = 300 // integer values 
gosub @HARD3_5616 

:HARD2_2499
if 
00E1:   player 0 pressed_button 16 
jf @HARD2_2654 
if 
  $343 == 1 // integer values 
jf @HARD2_2647 
if 
   Player.Money($6) > 299
jf @HARD2_2633 
if 
82D7:   not player $6 currentweapon == 10 
jf @HARD2_2619 
01B1: give_player $6 weapon 10 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 10 
gosub @HARD3_3688 
Player.Money($6) += -300
0528: add 300 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD2_2626 

:HARD2_2619
gosub @HARD3_3615 

:HARD2_2626
jump @HARD2_2640 

:HARD2_2633
gosub @HARD3_3615 

:HARD2_2640
jump @HARD2_2654 

:HARD2_2647
gosub @HARD3_3615 

:HARD2_2654
if 
  $320 == 1 // integer values 
jf @HARD2_2679 
jump @HARD2_10 

:HARD2_2679
jump @HARD2_2348 

:HARD2_2686
jump @HARD2_582 

:HARD2_2693
jump @HARD2_2783 

:HARD2_2700
if 
80F6:   not player $6 0 $389 $390 $391 radius 1.0 1.0 2.0 
jf @HARD2_2783 
if 
  $320 == 1 // integer values 
jf @HARD2_2783 
if 
   Player.Defined($6)
jf @HARD2_2783 
gosub @HARD3_5265 

:HARD2_2783
jump @HARD2_2815 

:HARD2_2790
if 
  $322 == 1 // integer values 
jf @HARD2_2815 
gosub @HARD3_5297 

:HARD2_2815
jump @HARD2_2829 

:HARD2_2822
gosub @HARD3_5297 

:HARD2_2829
jump @HARD2_10 

:HARD3
thread 'HARD3' 

:HARD3_10
wait 0 
if 
   Player.Defined($6)
jf @HARD3_2752 
if 
0121:   player $6 in_zone 'HAVANA'  // Little Havana
jf @HARD3_2745 
if 
00F5:   player $6 0 $392 $393 $395 radius 35.0 35.0 20.0 
jf @HARD3_2720 
if 
  $322 == 0 // integer values 
jf @HARD3_423 
gosub @HARD3_5554 
0084: $381 = $315 // integer values and handles 
0060: $381 -= $317 // integer values 
$382 = Object.Create(#SCREWDRIVER, -961.0, -689.87, 14.08)
Object.ToggleInMovingList($382) = False
Object.Angle($382) = 270.0
$383 = Object.Create(#HAMMER, -960.95, -690.88, 14.032)
Object.ToggleInMovingList($383) = False
0453: object $383 set_rotation 0.0 4.0 270.0 
$384 = Object.Create(#CLEAVER, -960.95, -691.9, 14.08)
Object.ToggleInMovingList($384) = False
Object.Angle($384) = 270.0
$385 = Object.Create(#MACHETE, -960.8, -693.0, 14.08)
Object.ToggleInMovingList($385) = False
Object.Angle($385) = 270.0
$386 = Object.Create(#CHNSAW, -960.8, -694.0, 14.162)
Object.ToggleInMovingList($386) = False
Object.Angle($386) = 270.0
if 
  $381 > 60000 // integer values 
jf @HARD3_409 
$387 = Actor.Create(CivMale, #SPECIAL16, -963.8, -692.3, 10.3)
Actor.Angle($387) = 90.0
gosub @HARD3_5204 

:HARD3_409
$322 = 1 // integer values 
jump @HARD3_478 

:HARD3_423
if 
0057:   player $6 0 -981.0 -688.0 15.1 -959.8 -696.0 10.1 
jf @HARD3_478 
gosub @HARD3_2856 

:HARD3_478
if 
   not Actor.Dead($387)
jf @HARD3_2713 
if 
  $325 == 0 // integer values 
jf @HARD3_2713 
if 
  $361 == 0 // integer values 
jf @HARD3_2713 
01FA: $362 = rampage_status 
if 
   not $362 == 1 // integer values 
jf @HARD3_2713 
if 
00F9:   player $6 stopped 1 $392 $393 $395 radius 1.0 1.0 2.0 
jf @HARD3_2630 
gosub @HARD3_4777 

:HARD3_602
if 
  $320 == 0 // integer values 
jf @HARD3_2623 
$361 = 1 // integer values 
wait 0 
if 
   Player.Defined($6)
jf @HARD3_1091 
if 
  $318 == 0 // integer values 
jf @HARD3_1091 
Player.CanMove($6) = False
if 
   not Actor.Dead($387)
jf @HARD3_696 
0210: player $6 look_at_actor $387 

:HARD3_696
Camera.SetPosition(-962.483, -690.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -690.029, 14.481, 1)
if 
  $327 == 0 // integer values 
jf @HARD3_789 
0460: set_camera_pointing_time 0.0 1200 
$327 = 1 // integer values 
jump @HARD3_799 

:HARD3_789
0460: set_camera_pointing_time 0.0 800 

:HARD3_799
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD3_848 
0055: put_player $6 at $392 $393 $395 
Actor.LockInCurrentPosition($7) = True

:HARD3_848
if 
  $318 == 0 // integer values 
jf @HARD3_1091 
wait 0 
00BA: text_styled 'SCREWD' 1000 ms 4  // Screwdriver
01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD3_1084 
gosub @HARD3_4369 
$388 = 10 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_1059 
if 
   Player.Money($6) > 9
jf @HARD3_1052 
if 
82D7:   not player $6 currentweapon == 2 
jf @HARD3_1038 
01B1: give_player $6 weapon 2 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 2 
gosub @HARD3_3688 
Player.Money($6) += -10
0528: add 10 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_1045 

:HARD3_1038
gosub @HARD3_3615 

:HARD3_1045
jump @HARD3_1059 

:HARD3_1052
gosub @HARD3_3615 

:HARD3_1059
if 
  $320 == 1 // integer values 
jf @HARD3_1084 
jump @HARD3_10 

:HARD3_1084
jump @HARD3_848 

:HARD3_1091
if 
   Player.Defined($6)
jf @HARD3_1471 
if 
  $318 == 1 // integer values 
jf @HARD3_1471 
Camera.SetPosition(-962.483, -691.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -691.029, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD3_1228 
0055: put_player $6 at $392 $393 $395 

:HARD3_1228
if 
  $318 == 1 // integer values 
jf @HARD3_1471 
wait 0 
00BA: text_styled 'HAMMER' 1000 ms 4  // Hammer
01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD3_1464 
gosub @HARD3_4369 
$388 = 20 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_1439 
if 
   Player.Money($6) > 19
jf @HARD3_1432 
if 
82D7:   not player $6 currentweapon == 7 
jf @HARD3_1418 
01B1: give_player $6 weapon 7 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 7 
gosub @HARD3_3688 
Player.Money($6) += -20
0528: add 20 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_1425 

:HARD3_1418
gosub @HARD3_3615 

:HARD3_1425
jump @HARD3_1439 

:HARD3_1432
gosub @HARD3_3615 

:HARD3_1439
if 
  $320 == 1 // integer values 
jf @HARD3_1464 
jump @HARD3_10 

:HARD3_1464
jump @HARD3_1228 

:HARD3_1471
if 
   Player.Defined($6)
jf @HARD3_1851 
if 
  $318 == 2 // integer values 
jf @HARD3_1851 
Camera.SetPosition(-962.483, -692.104, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -692.029, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD3_1608 
0055: put_player $6 at $392 $393 $395 

:HARD3_1608
if 
  $318 == 2 // integer values 
jf @HARD3_1851 
wait 0 
00BA: text_styled 'CLEVER' 1000 ms 4  // Meat Cleaver
01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD3_1844 
gosub @HARD3_4369 
$388 = 50 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_1819 
if 
   Player.Money($6) > 49
jf @HARD3_1812 
if 
82D7:   not player $6 currentweapon == 8 
jf @HARD3_1798 
01B1: give_player $6 weapon 8 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 8 
gosub @HARD3_3688 
Player.Money($6) += -50
0528: add 50 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_1805 

:HARD3_1798
gosub @HARD3_3615 

:HARD3_1805
jump @HARD3_1819 

:HARD3_1812
gosub @HARD3_3615 

:HARD3_1819
if 
  $320 == 1 // integer values 
jf @HARD3_1844 
jump @HARD3_10 

:HARD3_1844
jump @HARD3_1608 

:HARD3_1851
if 
   Player.Defined($6)
jf @HARD3_2231 
if 
  $318 == 3 // integer values 
jf @HARD3_2231 
Camera.SetPosition(-962.483, -693.204, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -693.129, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD3_1988 
0055: put_player $6 at $392 $393 $395 

:HARD3_1988
if 
  $318 == 3 // integer values 
jf @HARD3_2231 
wait 0 
00BA: text_styled 'MACHETE' 1000 ms 4  // Machete
01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD3_2224 
gosub @HARD3_4369 
$388 = 100 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_2199 
if 
   Player.Money($6) > 99
jf @HARD3_2192 
if 
82D7:   not player $6 currentweapon == 9 
jf @HARD3_2178 
01B1: give_player $6 weapon 9 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 9 
gosub @HARD3_3688 
Player.Money($6) += -100
0528: add 100 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_2185 

:HARD3_2178
gosub @HARD3_3615 

:HARD3_2185
jump @HARD3_2199 

:HARD3_2192
gosub @HARD3_3615 

:HARD3_2199
if 
  $320 == 1 // integer values 
jf @HARD3_2224 
jump @HARD3_10 

:HARD3_2224
jump @HARD3_1988 

:HARD3_2231
if 
   Player.Defined($6)
jf @HARD3_2616 
if 
  $318 == 4 // integer values 
jf @HARD3_2616 
Camera.SetPosition(-962.483, -694.504, 14.47, 0.0, 0.0, 0.0)
Camera.PointAt(-961.485, -694.429, 14.481, 1)
0460: set_camera_pointing_time 0.0 800 
$328 = 0 // integer values 
wait 800 
if 
   Player.Defined($6)
jf @HARD3_2368 
0055: put_player $6 at $392 $393 $395 

:HARD3_2368
if 
  $318 == 4 // integer values 
jf @HARD3_2616 
wait 0 
00BA: text_styled 'CHAINSA' 1000 ms 4  // Chainsaw
01E5: text_1number_highpriority 'G_COST' 500 flag 1000 time 1  // Cost: $~1~
if 
   Player.Defined($6)
jf @HARD3_2609 
gosub @HARD3_4369 
$388 = 500 // integer values 
gosub @HARD3_5616 
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_2584 
if 
   Player.Money($6) > 499
jf @HARD3_2577 
if 
82D7:   not player $6 currentweapon == 11 
jf @HARD3_2563 
01B1: give_player $6 weapon 11 ammo 0 // Load the weapon model before using this 
01B8: set_player $6 armed_weapon_to 11 
gosub @HARD3_3688 
Player.Money($6) += -500
0528: add 500 to_money_spent_on_weapons_stats 
wait 300 
jump @HARD3_2570 

:HARD3_2563
gosub @HARD3_3615 

:HARD3_2570
jump @HARD3_2584 

:HARD3_2577
gosub @HARD3_3615 

:HARD3_2584
if 
  $320 == 1 // integer values 
jf @HARD3_2609 
jump @HARD3_10 

:HARD3_2609
jump @HARD3_2368 

:HARD3_2616
jump @HARD3_602 

:HARD3_2623
jump @HARD3_2713 

:HARD3_2630
if 
80F6:   not player $6 0 $392 $393 $395 radius 1.0 1.0 2.0 
jf @HARD3_2713 
if 
  $320 == 1 // integer values 
jf @HARD3_2713 
if 
   Player.Defined($6)
jf @HARD3_2713 
gosub @HARD3_5265 

:HARD3_2713
jump @HARD3_2745 

:HARD3_2720
if 
  $322 == 1 // integer values 
jf @HARD3_2745 
gosub @HARD3_5297 

:HARD3_2745
jump @HARD3_2759 

:HARD3_2752
gosub @HARD3_5297 

:HARD3_2759
jump @HARD3_10 

:HARD3_2766
if 
   not Actor.Dead($360)
jf @HARD3_2854 
if or
02DF:   player $6 aggressive 
031D:   actor $360 hit_by_weapon 47 
jf @HARD3_2854 
if 
  $324 == 0 // integer values 
jf @HARD3_2854 
if 
   Player.Defined($6)
jf @HARD3_2847 
01CA: actor $360 kill_player $6 

:HARD3_2847
$324 = 1 // integer values 

:HARD3_2854
return 

:HARD3_2856
if 
   not Actor.Dead($387)
jf @HARD3_3613 
if 
0457:   player $6 aiming_at_actor $387 
jf @HARD3_3454 
if 
  $325 == 0 // integer values 
jf @HARD3_3013 
022F: set_actor $387 stop_looking 
if 
   not Actor.Dead($387)
jf @HARD3_2992 
04EB: actor $387 crouch 0 9999999 ms 
0372: set_actor $387 anim 0 wait_state_time 0 ms 
0372: set_actor $387 anim 17 wait_state_time 9999999 ms 
04C4: create_coordinate $348 $349 $350 from_actor $387 offset 0.0 1.2 0.0 

:HARD3_2992
16@ = 0 // integer values 
$325 = 1 // integer values 
jump @HARD3_3417 

:HARD3_3013
if and
  16@ > 2000 // integer values 
  6000 > 16@ // integer values 
jf @HARD3_3101 
if 
  $396 == 0 // integer values 
jf @HARD3_3101 
02E1: $397 = create_cash_pickup 50 at $348 $349 $350 
018C: play_sound 13 at $348 $349 $350 
gosub @HARD3_5706 
$396 = 1 // integer values 

:HARD3_3101
if and
  16@ > 6000 // integer values 
  10000 > 16@ // integer values 
jf @HARD3_3209 
if 
  $398 == 0 // integer values 
jf @HARD3_3209 
$349 += 0.1 // floating-point values 
$348 += 0.1 // floating-point values 
02E1: $399 = create_cash_pickup 100 at $348 $349 $350 
018C: play_sound 13 at $348 $349 $350 
Player.SetMinWantedLevel($6, 1)
$398 = 1 // integer values 

:HARD3_3209
if and
  16@ > 10000 // integer values 
  14000 > 16@ // integer values 
jf @HARD3_3308 
if 
  $400 == 0 // integer values 
jf @HARD3_3308 
$349 += 0.1 // floating-point values 
02E1: $401 = create_cash_pickup 250 at $348 $349 $350 
018C: play_sound 13 at $348 $349 $350 
Player.SetMinWantedLevel($6, 2)
$400 = 1 // integer values 

:HARD3_3308
if and
  16@ > 14000 // integer values 
  20000 > 16@ // integer values 
jf @HARD3_3417 
if 
  $402 == 0 // integer values 
jf @HARD3_3417 
$349 += 0.1 // floating-point values 
$348 += 0.1 // floating-point values 
02E1: $403 = create_cash_pickup 600 at $348 $349 $350 
018C: play_sound 13 at $348 $349 $350 
Player.SetMinWantedLevel($6, 3)
$402 = 1 // integer values 

:HARD3_3417
if or
02DF:   player $6 aggressive 
031D:   actor $387 hit_by_weapon 47 
jf @HARD3_3447 
jump @HARD3_3454 

:HARD3_3447
jump @HARD3_3613 

:HARD3_3454
if 
  $325 == 0 // integer values 
jf @HARD3_3509 
if or
02DF:   player $6 aggressive 
031D:   actor $387 hit_by_weapon 47 
jf @HARD3_3502 
$325 = 1 // integer values 

:HARD3_3502
jump @HARD3_3613 

:HARD3_3509
if 
   not Actor.Dead($387)
jf @HARD3_3613 
0372: set_actor $387 anim 0 wait_state_time 0 ms 
04EB: actor $387 crouch 1 9999999 ms 
if 
  $404 == 0 // integer values 
jf @HARD3_3613 
022F: set_actor $387 stop_looking 
Actor.StorePos($387, $348, $349, $350)
018D: $347 = create_sound 0 at $348 $349 $350 
Player.SetMinWantedLevel($6, 2)
$404 = 1 // integer values 

:HARD3_3613
return 

:HARD3_3615
if 
   Player.Defined($6)
jf @HARD3_3658 
0054: store_player $6 position_to $405 $406 $407 
018C: play_sound 14 at $405 $406 $407 

:HARD3_3658
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_3686 
wait 0 
jump @HARD3_3658 

:HARD3_3686
return 

:HARD3_3688
if 
   Player.Defined($6)
jf @HARD3_3731 
0054: store_player $6 position_to $405 $406 $407 
018C: play_sound 13 at $405 $406 $407 

:HARD3_3731
if 
00E1:   player 0 pressed_button 16 
jf @HARD3_3759 
wait 0 
jump @HARD3_3731 

:HARD3_3759
return 

:HARD3_3761
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $408 $409 $410 $411 
if or
00E1:   player 0 pressed_button 10 
  -100 > $408 // integer values 
jf @HARD3_3818 
$318 -= 1 // integer values 

:HARD3_3818
if or
00E1:   player 0 pressed_button 11 
  $408 > 100 // integer values 
jf @HARD3_3849 
$318 += 1 // integer values 

:HARD3_3849
if 
  0 > $318 // integer values 
jf @HARD3_3874 
$318 = 4 // integer values 

:HARD3_3874
if 
  $318 > 4 // integer values 
jf @HARD3_3899 
$318 = 0 // integer values 

:HARD3_3899
if 
00E1:   player 0 pressed_button 15 
jf @HARD3_4024 

:HARD3_3916
if 
00E1:   player 0 pressed_button 15 
jf @HARD3_3944 
wait 0 
jump @HARD3_3916 

:HARD3_3944
if 
   Player.Defined($6)
jf @HARD3_4024 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E6: remove_text_box 
0055: put_player $6 at $351 $352 $353 
if 
   Player.Defined($6)
jf @HARD3_4010 
Actor.LockInCurrentPosition($7) = False
Player.CanMove($6) = True

:HARD3_4010
$361 = 0 // integer values 
$319 = 1 // integer values 

:HARD3_4024
return 

:HARD3_4026
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $408 $409 $410 $411 
if or
00E1:   player 0 pressed_button 10 
  -100 > $408 // integer values 
jf @HARD3_4083 
$318 -= 1 // integer values 

:HARD3_4083
if or
00E1:   player 0 pressed_button 11 
  $408 > 100 // integer values 
jf @HARD3_4114 
$318 += 1 // integer values 

:HARD3_4114
if 
  0 > $318 // integer values 
jf @HARD3_4139 
$318 = 5 // integer values 

:HARD3_4139
if 
  $318 > 5 // integer values 
jf @HARD3_4164 
$318 = 0 // integer values 

:HARD3_4164
if 
00E1:   player 0 pressed_button 15 
jf @HARD3_4367 

:HARD3_4181
if 
80E1:   not player 0 pressed_button 15 
jf @HARD3_4209 
wait 0 
jump @HARD3_4181 

:HARD3_4209
if 
   Player.Defined($6)
jf @HARD3_4367 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E6: remove_text_box 
if 
   Player.Defined($6)
jf @HARD3_4323 
if 
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @HARD3_4285 
0055: put_player $6 at $371 $372 $373 

:HARD3_4285
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @HARD3_4323 
0055: put_player $6 at $374 $375 $376 

:HARD3_4323
if 
   Player.Defined($6)
jf @HARD3_4353 
Actor.LockInCurrentPosition($7) = False
Player.CanMove($6) = True

:HARD3_4353
$361 = 0 // integer values 
$319 = 1 // integer values 

:HARD3_4367
return 

:HARD3_4369
0512: show_permanent_text_box 'GUN_H1' 
0494: get_joystick 0 data_to $408 $409 $410 $411 
if or
00E1:   player 0 pressed_button 10 
  -100 > $408 // integer values 
jf @HARD3_4426 
$318 -= 1 // integer values 

:HARD3_4426
if or
00E1:   player 0 pressed_button 11 
  $408 > 100 // integer values 
jf @HARD3_4457 
$318 += 1 // integer values 

:HARD3_4457
if 
  0 > $318 // integer values 
jf @HARD3_4482 
$318 = 4 // integer values 

:HARD3_4482
if 
  $318 > 4 // integer values 
jf @HARD3_4507 
$318 = 0 // integer values 

:HARD3_4507
if 
00E1:   player 0 pressed_button 15 
jf @HARD3_4748 

:HARD3_4524
if 
00E1:   player 0 pressed_button 15 
jf @HARD3_4552 
wait 0 
jump @HARD3_4524 

:HARD3_4552
if 
   Player.Defined($6)
jf @HARD3_4748 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
03E6: remove_text_box 
if 
   Player.Defined($6)
jf @HARD3_4704 
if 
0121:   player $6 in_zone 'BEACH2'  // Washington Beach
jf @HARD3_4628 
0055: put_player $6 at $378 $379 $380 

:HARD3_4628
if 
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @HARD3_4666 
0055: put_player $6 at $389 $390 $391 

:HARD3_4666
if 
0121:   player $6 in_zone 'HAVANA'  // Little Havana
jf @HARD3_4704 
0055: put_player $6 at $392 $393 $395 

:HARD3_4704
if 
   Player.Defined($6)
jf @HARD3_4734 
Actor.LockInCurrentPosition($7) = False
Player.CanMove($6) = True

:HARD3_4734
$361 = 0 // integer values 
$320 = 1 // integer values 

:HARD3_4748
return 

:HARD3_4750
if 
  $323 == 0 // integer values 
jf @HARD3_4775 
$323 = 1 // integer values 

:HARD3_4775
return 

:HARD3_4777
if 
  $323 == 0 // integer values 
jf @HARD3_4802 
$323 = 1 // integer values 

:HARD3_4802
return 

:HARD3_4804
wait 1500 
if 
   Player.Defined($6)
jf @HARD3_5022 
if 
   not Actor.Dead($360)
jf @HARD3_5022 
0243: set_actor $360 ped_stats_to 16 
if 
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
jf @HARD3_4898 
if 
   Model.Available(#INGRAMSL)
jf @HARD3_4898 
01B2: give_actor $360 weapon 24 ammo 9999 // Load the weapon model before using this 

:HARD3_4898
if 
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @HARD3_4948 
if 
   Model.Available(#UZI)
jf @HARD3_4948 
01B2: give_actor $360 weapon 23 ammo 9999 // Load the weapon model before using this 

:HARD3_4948
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @HARD3_4998 
if 
   Model.Available(#PYTHON)
jf @HARD3_4998 
01B2: give_actor $360 weapon 18 ammo 9999 // Load the weapon model before using this 

:HARD3_4998
if 
   Player.Defined($6)
jf @HARD3_5022 
022D: set_actor $360 to_look_at_player $6 

:HARD3_5022
return 

:HARD3_5024
$319 = 0 // integer values 
$318 = 0 // integer values 
$323 = 0 // integer values 
$327 = 0 // integer values 
03E6: remove_text_box 
return 

:HARD3_5056
if and
   Actor.Dead($360)
  $354 > 30000 // integer values 
jf @HARD3_5085 
01BD: $316 = current_time_in_ms 

:HARD3_5085
Actor.DestroyInstantly($360)
0296: unload_special_actor 21 
if 
   Player.Defined($6)
jf @HARD3_5117 
Actor.LockInCurrentPosition($7) = False

:HARD3_5117
Object.Destroy($355)
Object.Destroy($356)
Object.Destroy($357)
Object.Destroy($358)
Object.Destroy($359)
Object.Destroy($369)
Object.Destroy($370)
$324 = 0 // integer values 
$321 = 0 // integer values 
$326 = 0 // integer values 
018E: stop_sound $347 
if 
   not Player.Defined($6)
jf @HARD3_5202 
$316 = -30000 // integer values 

:HARD3_5202
return 

:HARD3_5204
if 
   not Actor.Dead($387)
jf @HARD3_5263 
0243: set_actor $387 ped_stats_to 16 
01ED: clear_actor $387 threat_search 
0350: set_actor $387 maintain_position_when_attacked 1 
if 
   Player.Defined($6)
jf @HARD3_5263 
022D: set_actor $387 to_look_at_player $6 

:HARD3_5263
return 

:HARD3_5265
$320 = 0 // integer values 
$318 = 0 // integer values 
$323 = 0 // integer values 
$327 = 0 // integer values 
03E6: remove_text_box 
return 

:HARD3_5297
if or
   Actor.Dead($387)
  $325 == 1 // integer values 
jf @HARD3_5346 
if 
  $381 > 60000 // integer values 
jf @HARD3_5346 
01BD: $317 = current_time_in_ms 

:HARD3_5346
Actor.DestroyInstantly($387)
Object.Destroy($382)
Object.Destroy($383)
Object.Destroy($384)
Object.Destroy($385)
Object.Destroy($386)
0296: unload_special_actor 16 
if 
   Player.Defined($6)
jf @HARD3_5403 
Actor.LockInCurrentPosition($7) = False

:HARD3_5403
$396 = 0 // integer values 
$398 = 0 // integer values 
$400 = 0 // integer values 
$402 = 0 // integer values 
$325 = 0 // integer values 
$322 = 0 // integer values 
$326 = 0 // integer values 
$404 = 0 // integer values 
018E: stop_sound $347 
if 
   not Player.Defined($6)
jf @HARD3_5490 
$317 = -60000 // integer values 

:HARD3_5490
return 

:HARD3_5492
023C: load_special_actor 21 'SAM' 

:HARD3_5504
if 
823D:   not special_actor 21 loaded 
jf @HARD3_5542 
wait 0 
023C: load_special_actor 21 'SAM' 
jump @HARD3_5504 

:HARD3_5542
01BD: $315 = current_time_in_ms 
Actor.DestroyInstantly($360)
return 

:HARD3_5554
023C: load_special_actor 16 'S_KEEP' 

:HARD3_5566
if 
823D:   not special_actor 16 loaded 
jf @HARD3_5604 
wait 0 
023C: load_special_actor 16 'S_KEEP' 
jump @HARD3_5566 

:HARD3_5604
01BD: $315 = current_time_in_ms 
Actor.DestroyInstantly($387)
return 

:HARD3_5616
04B8: get_weapon_data_from_player $7 slot 2 weapon $363 ammo $364 model $365 
01B8: set_player $6 armed_weapon_to $363 
if 
84A3:   not  $363 == 0 // == constant 
jf @HARD3_5676 
01E5: text_1number_highpriority 'HELP54' $388 flag 1000 time 1  // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon.

:HARD3_5676
return 

:HARD3_5678
if 
  $364 > 0 // integer values 
jf @HARD3_5704 
01B8: set_player $6 armed_weapon_to $363 

:HARD3_5704
return 

:HARD3_5706
if and
00F5:   player $6 0 $378 $379 $380 radius 35.0 35.0 30.0 
  $344 == 0 // integer values 
jf @HARD3_5773 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$344 = 1 // integer values 

:HARD3_5773
if and
0057:   player $6 0 357.7 1016.6 30.1 410.4 1110.4 16.0 
  $345 == 0 // integer values 
jf @HARD3_5846 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$345 = 1 // integer values 

:HARD3_5846
if and
00F5:   player $6 0 $392 $393 $395 radius 35.0 35.0 20.0 
  $346 == 0 // integer values 
jf @HARD3_5913 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$346 = 1 // integer values 

:HARD3_5913
return 

:SECURE
$413 = 0 // integer values 
$414 = 0 // integer values 
$415 = 0 // integer values 
$416 = 0 // integer values 
$417 = 0 // integer values 
$418 = 0 // integer values 
$419 = 0 // integer values 
$420 = 0 // integer values 
$421 = 0 // integer values 
$422 = 0 // integer values 
$423 = 0 // integer values 
$424 = 0.0 // floating-point values 
$425 = -1436.0 // floating-point values 
$426 = -805.0 // floating-point values 
$427 = 0 // integer values 
thread 'SECURE' 
set_wb_check_to 0 
create_thread @SECURI 
end_thread 

:SECURI
thread 'SECURI' 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
jump @SECURI_347 
032B: $428 = create_weapon_pickup $429 3 ammo $430 at $431 $432 $433 
032B: $434 = create_weapon_pickup $429 3 ammo $430 at $431 $432 $433 
032B: $435 = create_weapon_pickup $429 3 ammo $430 at $431 $432 $433 
032B: $436 = create_weapon_pickup $429 3 ammo $430 at $431 $432 $433 
032B: $437 = create_weapon_pickup $429 3 ammo $430 at $431 $432 $433 
032B: $438 = create_weapon_pickup $429 3 ammo $430 at $431 $432 $433 
032B: $439 = create_weapon_pickup $429 3 ammo $430 at $431 $432 $433 
032B: $440 = create_weapon_pickup $429 3 ammo $430 at $431 $432 $433 
032B: $441 = create_weapon_pickup $429 3 ammo $430 at $431 $432 $433 
$442 = Actor.Create(CivMale, #GDA, $443, $444, $445)
$446 = Actor.Create(CivMale, #GDA, $443, $444, $445)

:SECURI_347
wait 0 
$427 += 1 // integer values 
if 
   Player.Defined($6)
jf @SECURI_1703 
01FA: $447 = rampage_status 
if 
   not $447 == 1 // integer values 
jf @SECURI_1696 
if 
  $427 == 1 // integer values 
jf @SECURI_1696 
if 
0121:   player $6 in_zone 'GOLFC'  // Leaf Links
jf @SECURI_1576 
$414 = 1 // integer values 
$448 = 95.0 // floating-point values 
$449 = 267.7 // floating-point values 
$450 = 21.0 // floating-point values 
0086: $451 = $448 // floating-point values only 
0086: $452 = $449 // floating-point values only 
0086: $453 = $450 // floating-point values only 
0086: $431 = $448 // floating-point values only 
0086: $432 = $449 // floating-point values only 
0086: $433 = $450 // floating-point values only 
$433 += 1.0 // floating-point values 
$454 = 99.0 // floating-point values 
$455 = 257.0 // floating-point values 
$456 = 24.4 // floating-point values 
$457 = 90.3 // floating-point values 
$458 = 277.6 // floating-point values 
$459 = 24.5 // floating-point values 
$443 = 91.1 // floating-point values 
$444 = 270.0 // floating-point values 
$445 = 21.8 // floating-point values 
$460 = 95.8 // floating-point values 
$461 = 271.5 // floating-point values 
$462 = 21.8 // floating-point values 
if 
00F5:   player $6 0 $448 $449 $450 radius 8.0 8.0 3.0 
jf @SECURI_954 
0054: store_player $6 position_to $463 $464 $465 
if 
0024:   $449 > $464 // floating-point values only 
jf @SECURI_797 
if 
  $417 == 0 // integer values 
jf @SECURI_797 
Camera.SetPosition($454, $455, $456, 0.0, 0.0, 0.0)
Camera.PointAt($451, $452, $453, 2)
04C7: toggle_camera_green_scanlines 1 
$417 = 1 // integer values 

:SECURI_797
if 
0024:   $464 > $449 // floating-point values only 
jf @SECURI_884 
if 
  $417 == 0 // integer values 
jf @SECURI_884 
Camera.SetPosition($457, $458, $459, 0.0, 0.0, 0.0)
Camera.PointAt($451, $452, $453, 2)
04C7: toggle_camera_green_scanlines 1 
$417 = 2 // integer values 

:SECURI_884
if 
00F5:   player $6 0 $448 $449 $450 radius 1.0 1.0 1.5 
jf @SECURI_947 
gosub @SECURI_2694 
gosub @SECURI_2935 
gosub @SECURI_4100 

:SECURI_947
jump @SECURI_1127 

:SECURI_954
if 
   not $417 == 0 // integer values 
jf @SECURI_1127 
0170: $466 = player $6 z_angle 
if 
  $417 == 1 // integer values 
jf @SECURI_1050 
if and
  $466 > 155.0 // floating-point values 
  245.0 > $466 // floating-point values 
jf @SECURI_1044 
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 
03C8: set_camera_directly_before_player 
jump @SECURI_1050 

:SECURI_1044
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 

:SECURI_1050
if 
  $417 == 2 // integer values 
jf @SECURI_1120 
if or
  $466 > 290.0 // floating-point values 
  110.0 > $466 // floating-point values 
jf @SECURI_1114 
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 
03C8: set_camera_directly_before_player 
jump @SECURI_1120 

:SECURI_1114
Camera.Restore_WithJumpCut
04C7: toggle_camera_green_scanlines 0 

:SECURI_1120
$417 = 0 // integer values 

:SECURI_1127
if 
  $416 == 1 // integer values 
jf @SECURI_1311 
if 
   not Actor.Dead($442)
jf @SECURI_1200 
if 
8184:   not actor $442 health >= 90 
jf @SECURI_1193 
gosub @SECURI_4141 
gosub @SECURI_4222 

:SECURI_1193
jump @SECURI_1212 

:SECURI_1200
Actor.RemoveReferences($442)
gosub @SECURI_4222 

:SECURI_1212
if 
   not Actor.Dead($446)
jf @SECURI_1267 
if 
8184:   not actor $446 health >= 90 
jf @SECURI_1260 
gosub @SECURI_4141 
gosub @SECURI_4222 

:SECURI_1260
jump @SECURI_1279 

:SECURI_1267
Actor.RemoveReferences($446)
gosub @SECURI_4141 

:SECURI_1279
if 
  $421 == 1 // integer values 
jf @SECURI_1311 
gosub @SECURI_4141 
gosub @SECURI_4222 

:SECURI_1311
if 
  $416 == 0 // integer values 
jf @SECURI_1569 
$467 = 0.0 // floating-point values 
$420 = 0 // integer values 
02CE: $467 = ground_z $443 $444 50.0 
if 
   not $467 == 0.0 // floating-point values 
jf @SECURI_1569 
if 
   Model.Available(#GDA)
jf @SECURI_1405 
$420 = 1 // integer values 

:SECURI_1405
if 
  $420 == 0 // integer values 
jf @SECURI_1453 
Model.Load(#GDA)

:SECURI_1427
if 
   not Model.Available(#GDA)
jf @SECURI_1453 
wait 0 
jump @SECURI_1427 

:SECURI_1453
$442 = Actor.Create(CivMale, #GDA, $443, $444, $445)
0243: set_actor $442 ped_stats_to 16 
Actor.Angle($442) = 300.0
009F: set_actor $442 idle 
$446 = Actor.Create(CivMale, #GDA, $460, $461, $462)
0243: set_actor $446 ped_stats_to 16 
Actor.Angle($446) = 130.0
009F: set_actor $446 idle 
if 
  $420 == 0 // integer values 
jf @SECURI_1555 
Model.Destroy(#GDA)

:SECURI_1555
$420 = 0 // integer values 
$416 = 1 // integer values 

:SECURI_1569
jump @SECURI_1696 

:SECURI_1576
if 
  $414 == 1 // integer values 
jf @SECURI_1689 
if 
  $416 == 1 // integer values 
jf @SECURI_1675 
if 
   not Actor.Dead($442)
jf @SECURI_1633 
Actor.RemoveReferences($442)

:SECURI_1633
if 
   not Actor.Dead($446)
jf @SECURI_1654 
Actor.RemoveReferences($446)

:SECURI_1654
$416 = 0 // integer values 
$418 = 0 // integer values 
$419 = 0 // integer values 

:SECURI_1675
gosub @SECURI_4060 
$414 = 0 // integer values 

:SECURI_1689
$423 = 0 // integer values 

:SECURI_1696
jump @SECURI_1710 

:SECURI_1703
gosub @SECURI_4060 

:SECURI_1710
if 
   Player.Defined($6)
jf @SECURI_2191 
01FA: $447 = rampage_status 
if 
   not $447 == 1 // integer values 
jf @SECURI_2184 
if 
  $427 == 2 // integer values 
jf @SECURI_2184 
if 
0121:   player $6 in_zone 'A_PORT'  // Escobar International
jf @SECURI_2115 
$414 = 2 // integer values 
$448 = -1464.1 // floating-point values 
$449 = -830.6 // floating-point values 
$450 = 13.9 // floating-point values 
0086: $433 = $450 // floating-point values only 
$433 += 1.0 // floating-point values 
if 
00F5:   player $6 0 $448 $449 $450 radius 1.0 1.0 1.5 
jf @SECURI_1941 
if 
  $415 == 2 // integer values 
jf @SECURI_1913 
$423 = 0 // integer values 

:SECURI_1913
$415 = 1 // integer values 
gosub @SECURI_2694 
gosub @SECURI_2935 
gosub @SECURI_4100 

:SECURI_1941
$448 = -1408.3 // floating-point values 
$449 = -831.5 // floating-point values 
$450 = 13.9 // floating-point values 
0086: $433 = $450 // floating-point values only 
$433 += 1.0 // floating-point values 
if 
00F5:   player $6 0 $448 $449 $450 radius 1.0 1.0 1.5 
jf @SECURI_2084 
if 
  $415 == 1 // integer values 
jf @SECURI_2056 
$423 = 0 // integer values 

:SECURI_2056
$415 = 2 // integer values 
gosub @SECURI_2694 
gosub @SECURI_2935 
gosub @SECURI_4100 

:SECURI_2084
if 
  $421 == 1 // integer values 
jf @SECURI_2108 
03F1: pedtype 11 add_threat 1 

:SECURI_2108
jump @SECURI_2184 

:SECURI_2115
if 
  $414 == 2 // integer values 
jf @SECURI_2177 
gosub @SECURI_4060 
03F2: pedtype 11 remove_threat 1 
$421 = 0 // integer values 
$424 = 0.0 // floating-point values 
$415 = 0 // integer values 
$414 = 0 // integer values 

:SECURI_2177
$423 = 0 // integer values 

:SECURI_2184
jump @SECURI_2198 

:SECURI_2191
gosub @SECURI_4060 

:SECURI_2198
if and
   Player.Defined($6)
  $37 == 0 // integer values 
jf @SECURI_2342 
if 
0121:   player $6 in_zone 'BEACH2'  // Washington Beach
jf @SECURI_2342 
if 
  $468 == 1 // integer values 
jf @SECURI_2342 
if 
8500:   not player $6 skin == 'PLAYER6' 
jf @SECURI_2342 
if 
80F5:   not player $6 0 392.0 -478.5 12.4 radius 5.0 5.0 5.0 
jf @SECURI_2342 
Player.SetMinWantedLevel($6, 2)

:SECURI_2342
if 
   Player.Defined($6)
jf @SECURI_2662 
if or
   Player.InZone($6, 'GOLF1')
   Player.InZone($6, 'GOLF2')
jf @SECURI_2541 
if 
  $422 == 0 // integer values 
jf @SECURI_2534 
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E7: remove_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
if 
  $469 == 0 // integer values 
jf @SECURI_2527 

:SECURI_2527
$422 = 1 // integer values 

:SECURI_2534
jump @SECURI_2662 

:SECURI_2541
if 
  $422 == 1 // integer values 
jf @SECURI_2662 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 
01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 
$422 = 0 // integer values 

:SECURI_2662
if 
  $427 > 1 // integer values 
jf @SECURI_2687 
$427 = 0 // integer values 

:SECURI_2687
jump @SECURI_347 

:SECURI_2694
04B8: get_weapon_data_from_player $7 slot 1 weapon $470 ammo $471 model $472 
04B8: get_weapon_data_from_player $7 slot 2 weapon $473 ammo $474 model $475 
04B8: get_weapon_data_from_player $7 slot 3 weapon $476 ammo $430 model $429 
04B8: get_weapon_data_from_player $7 slot 4 weapon $476 ammo $477 model $478 
04B8: get_weapon_data_from_player $7 slot 5 weapon $476 ammo $479 model $480 
04B8: get_weapon_data_from_player $7 slot 6 weapon $476 ammo $481 model $482 
04B8: get_weapon_data_from_player $7 slot 7 weapon $476 ammo $483 model $484 
04B8: get_weapon_data_from_player $7 slot 8 weapon $476 ammo $485 model $486 
04B8: get_weapon_data_from_player $7 slot 9 weapon $476 ammo $487 model $488 
03B8: clear_weapons_from_player $6 
if 
  $414 == 1 // integer values 
jf @SECURI_2919 
if 
  $472 > 0 // integer values 
jf @SECURI_2890 
01B1: give_player $6 weapon $470 ammo $471 // Load the weapon model before using this 

:SECURI_2890
if 
  $475 > 0 // integer values 
jf @SECURI_2919 
01B1: give_player $6 weapon $473 ammo $474 // Load the weapon model before using this 

:SECURI_2919
$423 = 0 // integer values 
$489 = 0 // integer values 
return 

:SECURI_2935
if 
  $414 == 2 // integer values 
jf @SECURI_3057 
if 
  $472 > 0 // integer values 
jf @SECURI_3005 
Pickup.Destroy($428)
gosub @SECURI_3423 
032B: $428 = create_weapon_pickup $472 3 ammo $471 at $431 $432 $433 

:SECURI_3005
if 
  $475 > 0 // integer values 
jf @SECURI_3057 
Pickup.Destroy($434)
gosub @SECURI_3423 
032B: $434 = create_weapon_pickup $475 3 ammo $474 at $431 $432 $433 

:SECURI_3057
if 
  $429 > 0 // integer values 
jf @SECURI_3109 
Pickup.Destroy($435)
gosub @SECURI_3423 
032B: $435 = create_weapon_pickup $429 3 ammo $430 at $431 $432 $433 

:SECURI_3109
if 
  $478 > 0 // integer values 
jf @SECURI_3161 
Pickup.Destroy($436)
gosub @SECURI_3423 
032B: $436 = create_weapon_pickup $478 3 ammo $477 at $431 $432 $433 

:SECURI_3161
if 
  $480 > 0 // integer values 
jf @SECURI_3213 
Pickup.Destroy($437)
gosub @SECURI_3423 
032B: $437 = create_weapon_pickup $480 3 ammo $479 at $431 $432 $433 

:SECURI_3213
if 
  $482 > 0 // integer values 
jf @SECURI_3265 
Pickup.Destroy($438)
gosub @SECURI_3423 
032B: $438 = create_weapon_pickup $482 3 ammo $481 at $431 $432 $433 

:SECURI_3265
if 
  $484 > 0 // integer values 
jf @SECURI_3317 
Pickup.Destroy($439)
gosub @SECURI_3423 
032B: $439 = create_weapon_pickup $484 3 ammo $483 at $431 $432 $433 

:SECURI_3317
if 
  $486 > 0 // integer values 
jf @SECURI_3369 
Pickup.Destroy($440)
gosub @SECURI_3423 
032B: $440 = create_weapon_pickup $486 3 ammo $485 at $431 $432 $433 

:SECURI_3369
if 
  $488 > 0 // integer values 
jf @SECURI_3421 
Pickup.Destroy($441)
gosub @SECURI_3423 
032B: $441 = create_weapon_pickup $488 3 ammo $487 at $431 $432 $433 

:SECURI_3421
return 

:SECURI_3423
wait 0 
$423 += 1 // integer values 
if 
  $414 == 1 // integer values 
jf @SECURI_3763 
if 
  $423 > 1 // integer values 
jf @SECURI_3727 
if 
  $489 == 4 // integer values 
jf @SECURI_3515 
$431 += 3.7 // floating-point values 
$432 += 1.5 // floating-point values 
$489 += 1 // integer values 

:SECURI_3515
if 
  $489 == 3 // integer values 
jf @SECURI_3560 
$432 -= 1.85 // floating-point values 
$431 += 0.75 // floating-point values 
$489 += 1 // integer values 

:SECURI_3560
if 
  $489 == 2 // integer values 
jf @SECURI_3605 
$431 -= 3.7 // floating-point values 
$432 -= 1.5 // floating-point values 
$489 += 1 // integer values 

:SECURI_3605
if 
  $489 == 1 // integer values 
jf @SECURI_3650 
$432 -= 1.85 // floating-point values 
$431 += 0.75 // floating-point values 
$489 += 1 // integer values 

:SECURI_3650
if 
  $489 == 0 // integer values 
jf @SECURI_3695 
$431 += 3.7 // floating-point values 
$432 += 1.5 // floating-point values 
$489 += 1 // integer values 

:SECURI_3695
if 
  $489 > 4 // integer values 
jf @SECURI_3720 
$489 = 0 // integer values 

:SECURI_3720
jump @SECURI_3763 

:SECURI_3727
0086: $431 = $448 // floating-point values only 
$431 -= 1.4 // floating-point values 
0086: $432 = $449 // floating-point values only 
$432 -= 2.6 // floating-point values 

:SECURI_3763
if 
  $414 == 2 // integer values 
jf @SECURI_3975 
if 
  $415 == 1 // integer values 
jf @SECURI_3816 
$490 = -5.0 // floating-point values 
jump @SECURI_3826 

:SECURI_3816
$490 = 5.0 // floating-point values 

:SECURI_3826
if 
  $423 > 1 // integer values 
jf @SECURI_3905 
if 
  10 > $489 // integer values 
jf @SECURI_3891 
0059: $424 += $490 // floating-point values 
gosub @SECURI_4006 
$489 += 1 // integer values 
jump @SECURI_3898 

:SECURI_3891
$489 = 0 // integer values 

:SECURI_3898
jump @SECURI_3975 

:SECURI_3905
if 
  $415 == 1 // integer values 
jf @SECURI_3940 
$424 = 220.0 // floating-point values 
gosub @SECURI_4006 

:SECURI_3940
if 
  $415 == 2 // integer values 
jf @SECURI_3975 
$424 = 140.0 // floating-point values 
gosub @SECURI_4006 

:SECURI_3975
if 
048C:   pickup_at $431 $432 $433 available_or_will_respawn 
jf @SECURI_4004 
jump @SECURI_3423 

:SECURI_4004
return 

:SECURI_4006
02F6: $431 = sine $424 // float 
$431 *= 34.5 // floating-point values 
0059: $431 += $425 // floating-point values 
02F7: $432 = cosine $424 
$432 *= 34.5 // floating-point values 
0059: $432 += $426 // floating-point values 
return 

:SECURI_4060
if 
  $417 > 0 // integer values 
jf @SECURI_4080 
Camera.Restore_WithJumpCut

:SECURI_4080
04C7: toggle_camera_green_scanlines 0 
$421 = 0 // integer values 
$413 = 0 // integer values 
return 

:SECURI_4100
if 
   Player.Defined($6)
jf @SECURI_4139 
if 
047E:   player $6 driving_a_motorbike 
jf @SECURI_4139 
$421 = 1 // integer values 

:SECURI_4139
return 

:SECURI_4141
if 
   not Actor.Dead($442)
jf @SECURI_4220 
if 
   Player.Defined($6)
jf @SECURI_4220 
01CC: actor $442 kill_player $6 
if and
  $418 == 0 // integer values 
   Model.Available(#NITESTICK)
jf @SECURI_4220 
01B2: give_actor $442 weapon 4 ammo 0 // Load the weapon model before using this 
$418 = 1 // integer values 

:SECURI_4220
return 

:SECURI_4222
if 
   not Actor.Dead($446)
jf @SECURI_4296 
if 
   Player.Defined($6)
jf @SECURI_4296 
01CC: actor $446 kill_player $6 
if 
  $419 == 0 // integer values 
jf @SECURI_4296 
01B2: give_actor $446 weapon 4 ammo 0 // Load the weapon model before using this 
$419 = 1 // integer values 

:SECURI_4296
return 

:INTERIO
$491 = 0 // integer values 
$377 = 0 // integer values 
$492 = 0 // integer values 
$493 = 0 // integer values 
$494 = 0 // integer values 
$495 = 0 // integer values 
$496 = 0 // integer values 
$497 = 0 // integer values 
$368 = 0 // integer values 
$498 = 0 // integer values 
$499 = 0 // integer values 
$468 = 0 // integer values 
$500 = 0 // integer values 
$501 = 0 // integer values 
$502 = 0 // integer values 
$269 = 0 // integer values 
$503 = 0 // integer values 
$504 = 2 // integer values 
$505 = 0 // integer values 
$506 = 0 // integer values 
$507 = 0 // integer values 
$508 = 0 // integer values 
$509 = 0 // integer values 
$510 = 0 // integer values 
$511 = 0 // integer values 
$512 = 0 // integer values 
$513 = 0 // integer values 
$514 = 0 // integer values 
$515 = 1 // integer values 
$516 = 0 // integer values 
$517 = 0 // integer values 
$518 = 0 // integer values 
$519 = 0 // integer values 
$520 = 0 // integer values 
$521 = 0 // integer values 
$522 = 9.0 // floating-point values 
$523 = 0.0 // floating-point values 
$524 = 0.0 // floating-point values 
$525 = 0 // integer values 
$526 = 1 // integer values 
$527 = 0 // integer values 
$528 = 0 // integer values 
$529 = 0 // integer values 
$530 = 0 // integer values 
$531 = 0 // integer values 
$532 = 0 // integer values 
thread 'INTERIO' 
set_wb_check_to 0 
create_thread @SHIT 
end_thread 

:SHIT
$533 = 0 // integer values 
thread 'SHIT' 
jump @SHIT_112 
$534 = Object.Init(#STRIPCLBDROPEN, 97.203, -1469.731, 10.578)
$535 = Object.Init(#OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
$536 = Object.Init(#COP_DR_CLOSED, 396.545, -472.883, 12.6)
$537 = Object.Init(#STRPBCKDRCLSD, 68.988, -1444.242, 10.727)

:SHIT_112
wait 0 
$530 += 1 // integer values 
if 
   Player.Defined($6)
jf @SHIT_1963 
$528 = 0 // integer values 
if 
  $530 == 1 // integer values 
jf @SHIT_1956 
if or
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
  $532 == 1 // integer values 
jf @SHIT_1956 
if 
  $515 == 1 // integer values 
jf @SHIT_1956 
if 
  $37 == 0 // integer values 
jf @SHIT_302 
if 
  $505 == 0 // integer values 
jf @SHIT_295 
Object.Destroy($534)
$534 = Object.Init(#STRIPCLBDROPEN, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($534)
$505 = 1 // integer values 
$506 = 0 // integer values 

:SHIT_295
jump @SHIT_366 

:SHIT_302
if 
  $506 == 0 // integer values 
jf @SHIT_366 
Object.Destroy($534)
$534 = Object.Init(#STRIPCLBDRCLSD, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($534)
$506 = 1 // integer values 
$505 = 0 // integer values 

:SHIT_366
if 
   Player.Defined($6)
jf @SHIT_1956 
if and
  $497 == 0 // integer values 
  $37 == 0 // integer values 
jf @SHIT_959 
if 
   Player.InRemoteMode($6)
jf @SHIT_504 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_497 
if 
01AF:   car $538 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 
jf @SHIT_497 
0409: blow_up_rc_buggy 

:SHIT_497
jump @SHIT_959 

:SHIT_504
if 
00F5:   player $6 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 
jf @SHIT_959 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_588 
jump @SHIT_112 

:SHIT_588
$497 = 1 // integer values 
00BA: text_styled 'STRIP' 3000 ms 2  // The 'Pole Position Club'
gosub @SHIT_15897 
if 
   Player.Defined($6)
jf @SHIT_690 
if or
047E:   player $6 driving_a_motorbike 
00DE:   player $6 driving_vehicle_type #CADDY 
jf @SHIT_690 
03C1: $538 = player $6 car_no_save 
012A: put_player $6 at 91.2 -1460.9 10.0 and_remove_from_car 
Car.Destroy($538)

:SHIT_690
if 
059A:   false 
jf @SHIT_852 
04B8: get_weapon_data_from_player $7 slot 1 weapon $539 ammo $471 model $472 
04B8: get_weapon_data_from_player $7 slot 2 weapon $540 ammo $474 model $475 
04B8: get_weapon_data_from_player $7 slot 3 weapon $541 ammo $430 model $429 
04B8: get_weapon_data_from_player $7 slot 4 weapon $542 ammo $477 model $478 
04B8: get_weapon_data_from_player $7 slot 5 weapon $543 ammo $479 model $480 
04B8: get_weapon_data_from_player $7 slot 6 weapon $544 ammo $481 model $482 
04B8: get_weapon_data_from_player $7 slot 7 weapon $545 ammo $483 model $484 
04B8: get_weapon_data_from_player $7 slot 8 weapon $546 ammo $485 model $486 
04B8: get_weapon_data_from_player $7 slot 9 weapon $547 ammo $487 model $488 
03B8: clear_weapons_from_player $6 

:SHIT_852
if 
  $533 == 0 // integer values 
jf @SHIT_945 
select_interior 5 
Camera.SetAtPos(91.2, -1460.9, 10.6)
0055: put_player $6 at 91.2 -1460.9 10.0 
0171: set_player $6 z_angle_to 40.0 
04F9: set_extracolors 2 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
03AD: set_rubbish 0 
jump @SHIT_952 

:SHIT_945
jump @SHIT_112 

:SHIT_952
gosub @SHIT_16148 

:SHIT_959
if 
  $497 == 1 // integer values 
jf @SHIT_1956 
if 
00F5:   player $6 0 92.23 -1463.1 9.5 radius 1.5 1.5 3.0 
jf @SHIT_1956 
if 
00E0:   player $6 driving 
jf @SHIT_1048 
jump @SHIT_112 

:SHIT_1048
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_1942 
$497 = 0 // integer values 
gosub @SHIT_16342 
0395: clear_area 0 at 97.7 -1472.2 range 10.5 1.0 
Camera.SetAtPos(97.7, -1472.2, 10.5)
0055: put_player $6 at 97.7 -1472.2 9.7 
0171: set_player $6 z_angle_to 280.0 
03C8: set_camera_directly_before_player 
if 
059A:   false 
jf @SHIT_1935 
04B8: get_weapon_data_from_player $7 slot 1 weapon $548 ammo $548 model $549 
if 
84A3:   not  $549 == 0 // == constant 
jf @SHIT_1271 
0084: $549 = $472 // integer values and handles 
gosub @SHIT_25459 
if 
   Player.Defined($6)
jf @SHIT_1264 
01B1: give_player $6 weapon $539 ammo $471 // Load the weapon model before using this 

:SHIT_1264
gosub @SHIT_25493 

:SHIT_1271
04B8: get_weapon_data_from_player $7 slot 2 weapon $548 ammo $548 model $549 
if 
84A3:   not  $549 == 0 // == constant 
jf @SHIT_1354 
0084: $549 = $475 // integer values and handles 
gosub @SHIT_25459 
if 
   Player.Defined($6)
jf @SHIT_1347 
01B1: give_player $6 weapon $540 ammo $474 // Load the weapon model before using this 

:SHIT_1347
gosub @SHIT_25493 

:SHIT_1354
04B8: get_weapon_data_from_player $7 slot 3 weapon $548 ammo $548 model $549 
if 
84A3:   not  $549 == 0 // == constant 
jf @SHIT_1437 
0084: $549 = $429 // integer values and handles 
gosub @SHIT_25459 
if 
   Player.Defined($6)
jf @SHIT_1430 
01B1: give_player $6 weapon $541 ammo $430 // Load the weapon model before using this 

:SHIT_1430
gosub @SHIT_25493 

:SHIT_1437
04B8: get_weapon_data_from_player $7 slot 4 weapon $548 ammo $548 model $549 
if 
84A3:   not  $549 == 0 // == constant 
jf @SHIT_1520 
0084: $549 = $478 // integer values and handles 
gosub @SHIT_25459 
if 
   Player.Defined($6)
jf @SHIT_1513 
01B1: give_player $6 weapon $542 ammo $477 // Load the weapon model before using this 

:SHIT_1513
gosub @SHIT_25493 

:SHIT_1520
04B8: get_weapon_data_from_player $7 slot 5 weapon $548 ammo $548 model $549 
if 
84A3:   not  $549 == 0 // == constant 
jf @SHIT_1603 
0084: $549 = $480 // integer values and handles 
gosub @SHIT_25459 
if 
   Player.Defined($6)
jf @SHIT_1596 
01B1: give_player $6 weapon $543 ammo $479 // Load the weapon model before using this 

:SHIT_1596
gosub @SHIT_25493 

:SHIT_1603
04B8: get_weapon_data_from_player $7 slot 6 weapon $548 ammo $548 model $549 
if 
84A3:   not  $549 == 0 // == constant 
jf @SHIT_1686 
0084: $549 = $482 // integer values and handles 
gosub @SHIT_25459 
if 
   Player.Defined($6)
jf @SHIT_1679 
01B1: give_player $6 weapon $544 ammo $481 // Load the weapon model before using this 

:SHIT_1679
gosub @SHIT_25493 

:SHIT_1686
04B8: get_weapon_data_from_player $7 slot 7 weapon $548 ammo $548 model $549 
if 
84A3:   not  $549 == 0 // == constant 
jf @SHIT_1769 
0084: $549 = $484 // integer values and handles 
gosub @SHIT_25459 
if 
   Player.Defined($6)
jf @SHIT_1762 
01B1: give_player $6 weapon $545 ammo $483 // Load the weapon model before using this 

:SHIT_1762
gosub @SHIT_25493 

:SHIT_1769
04B8: get_weapon_data_from_player $7 slot 8 weapon $548 ammo $548 model $549 
if 
84A3:   not  $549 == 0 // == constant 
jf @SHIT_1852 
0084: $549 = $486 // integer values and handles 
gosub @SHIT_25459 
if 
   Player.Defined($6)
jf @SHIT_1845 
01B1: give_player $6 weapon $546 ammo $485 // Load the weapon model before using this 

:SHIT_1845
gosub @SHIT_25493 

:SHIT_1852
04B8: get_weapon_data_from_player $7 slot 9 weapon $548 ammo $548 model $549 
if 
84A3:   not  $549 == 0 // == constant 
jf @SHIT_1935 
0084: $549 = $488 // integer values and handles 
gosub @SHIT_25459 
if 
   Player.Defined($6)
jf @SHIT_1928 
01B1: give_player $6 weapon $547 ammo $487 // Load the weapon model before using this 

:SHIT_1928
gosub @SHIT_25493 

:SHIT_1935
jump @SHIT_1949 

:SHIT_1942
jump @SHIT_112 

:SHIT_1949
gosub @SHIT_16148 

:SHIT_1956
jump @SHIT_1970 

:SHIT_1963
gosub @SHIT_16363 

:SHIT_1970
if 
   Player.Defined($6)
jf @SHIT_2674 
$528 = 0 // integer values 
if 
  $530 == 2 // integer values 
jf @SHIT_2667 
if or
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
  $532 == 1 // integer values 
jf @SHIT_2667 
if 
  $498 == 0 // integer values 
jf @SHIT_2427 
if 
   Player.InRemoteMode($6)
jf @SHIT_2157 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_2150 
if 
01AF:   car $538 0 229.5 -1277.7 11.5 radius 1.5 1.5 3.0 
jf @SHIT_2150 
0409: blow_up_rc_buggy 

:SHIT_2150
jump @SHIT_2427 

:SHIT_2157
if 
0057:   player $6 0 222.0 -1274.0 11.0 229.0 -1280.7 14.0 
jf @SHIT_2427 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
jf @SHIT_2233 
jump @SHIT_112 

:SHIT_2233
00BA: text_styled 'HOTEL' 3000 ms 2  // Ocean View
gosub @SHIT_15897 
if 
   Player.Defined($6)
jf @SHIT_2320 
if 
047E:   player $6 driving_a_motorbike 
jf @SHIT_2320 
03C1: $538 = player $6 car_no_save 
012A: put_player $6 at 225.0 -1277.3 11.5 and_remove_from_car 
Car.Destroy($538)

:SHIT_2320
if 
  $533 == 0 // integer values 
jf @SHIT_2413 
$498 = 1 // integer values 
select_interior 1 
03AD: set_rubbish 0 
Camera.SetAtPos(225.0, -1277.3, 12.0)
0055: put_player $6 at 225.0 -1277.3 11.5 
0171: set_player $6 z_angle_to 80.0 
04F9: set_extracolors 3 fade 0 
jump @SHIT_2420 

:SHIT_2413
jump @SHIT_112 

:SHIT_2420
gosub @SHIT_16148 

:SHIT_2427
if 
  $498 == 1 // integer values 
jf @SHIT_2667 
if 
0057:   player $6 0 235.0 -1274.0 11.0 227.5 -1280.7 16.0 
jf @SHIT_2667 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
jf @SHIT_2521 
jump @SHIT_112 

:SHIT_2521
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_2653 
gosub @SHIT_16342 
$498 = 0 // integer values 
0395: clear_area 0 at 233.5 -1278.45 range 11.0 1.0 
Camera.SetAtPos(233.5, -1278.45, 11.0)
0055: put_player $6 at 233.5 -1278.45 11.0 
0171: set_player $6 z_angle_to 270.0 
jump @SHIT_2660 

:SHIT_2653
jump @SHIT_112 

:SHIT_2660
gosub @SHIT_16148 

:SHIT_2667
jump @SHIT_2681 

:SHIT_2674
gosub @SHIT_16363 

:SHIT_2681
if 
   Player.Defined($6)
jf @SHIT_3382 
$528 = 0 // integer values 
if 
  $530 == 1 // integer values 
jf @SHIT_3375 
if or
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
  $532 == 1 // integer values 
jf @SHIT_3375 
if 
  $503 == 0 // integer values 
jf @SHIT_3133 
if 
   Player.InRemoteMode($6)
jf @SHIT_2868 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_2861 
if 
01AF:   car $538 0 26.73 -1329.8 13.0 radius 1.5 1.5 3.0 
jf @SHIT_2861 
0409: blow_up_rc_buggy 

:SHIT_2861
jump @SHIT_3133 

:SHIT_2868
if 
00F5:   player $6 0 26.95 -1328.3 13.0 radius 1.0 1.0 2.0 
jf @SHIT_3133 
if 
   Player.Defined($6)
jf @SHIT_2981 
if 
047E:   player $6 driving_a_motorbike 
jf @SHIT_2981 
03C1: $538 = player $6 car_no_save 
012A: put_player $6 at 27.19 -1327.0 12.0 and_remove_from_car 
Car.Destroy($538)

:SHIT_2981
if 
00E0:   player $6 driving 
jf @SHIT_3004 
jump @SHIT_112 

:SHIT_3004
00BA: text_styled 'SCARF' 3000 ms 2  // Apartment 3c
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_3119 
$503 = 1 // integer values 
select_interior 11 
03AD: set_rubbish 0 
Camera.SetAtPos(27.19, -1327.0, 12.0)
0055: put_player $6 at 27.19 -1327.0 12.0 
0171: set_player $6 z_angle_to 23.0 
04F9: set_extracolors 3 fade 0 
jump @SHIT_3126 

:SHIT_3119
jump @SHIT_112 

:SHIT_3126
gosub @SHIT_16148 

:SHIT_3133
if 
  $503 == 1 // integer values 
jf @SHIT_3375 
if 
00F5:   player $6 0 26.73 -1329.8 13.0 radius 1.0 1.0 2.0 
jf @SHIT_3375 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
jf @SHIT_3227 
jump @SHIT_112 

:SHIT_3227
00BA: text_styled 'BEACH1' 3000 ms 2  // Ocean Beach
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_3361 
gosub @SHIT_16342 
$503 = 0 // integer values 
0395: clear_area 0 at 27.33 -1331.1 range 11.8 1.0 
Camera.SetAtPos(27.33, -1331.1, 11.8)
0055: put_player $6 at 27.33 -1331.1 11.8 
0171: set_player $6 z_angle_to 160.0 
03C8: set_camera_directly_before_player 
jump @SHIT_3368 

:SHIT_3361
jump @SHIT_112 

:SHIT_3368
gosub @SHIT_16148 

:SHIT_3375
jump @SHIT_3389 

:SHIT_3382
gosub @SHIT_16363 

:SHIT_3389
if 
   Player.Defined($6)
jf @SHIT_4676 
$528 = 0 // integer values 
if or
0121:   player $6 in_zone 'BEACH2'  // Washington Beach
  $532 == 1 // integer values 
jf @SHIT_4669 
if 
  $530 == 1 // integer values 
jf @SHIT_4669 
if or
  $37 == 0 // integer values 
  $492 == 1 // integer values 
  $493 == 1 // integer values 
jf @SHIT_3564 
if 
  $507 == 0 // integer values 
jf @SHIT_3557 
Object.Destroy($536)
$536 = Object.Init(#COP_DR_OPEN, 396.458, -473.047, 12.6)
Object.RemoveFromMissionCleanupList($536)
$507 = 1 // integer values 
$508 = 0 // integer values 

:SHIT_3557
jump @SHIT_3628 

:SHIT_3564
if 
  $508 == 0 // integer values 
jf @SHIT_3628 
Object.Destroy($536)
$536 = Object.Init(#COP_DR_CLOSED, 396.545, -472.883, 12.6)
Object.RemoveFromMissionCleanupList($536)
$508 = 1 // integer values 
$507 = 0 // integer values 

:SHIT_3628
if 
   Player.Defined($6)
jf @SHIT_4669 
if or
  $37 == 0 // integer values 
  $492 == 1 // integer values 
  $493 == 1 // integer values 
jf @SHIT_4242 
if 
  $468 == 0 // integer values 
jf @SHIT_4242 
if 
   Player.InRemoteMode($6)
jf @SHIT_3791 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_3784 
if 
01AF:   car $538 0 397.0 -472.0 12.0 radius 1.5 1.5 3.0 
jf @SHIT_3784 
0409: blow_up_rc_buggy 

:SHIT_3784
jump @SHIT_4242 

:SHIT_3791
if 
02B3:   player $6 in_cube 399.0 -474.5 11.0 394.3 -470.8 14.5 radius 2.5 sphere 0 
jf @SHIT_4242 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
jf @SHIT_3872 
jump @SHIT_112 

:SHIT_3872
00BA: text_styled 'POL_HQ' 3000 ms 2  // VCPD HQ
gosub @SHIT_15897 
if 
   Player.Defined($6)
jf @SHIT_3959 
if 
047E:   player $6 driving_a_motorbike 
jf @SHIT_3959 
03C1: $538 = player $6 car_no_save 
012A: put_player $6 at 393.8 -475.8 11.4 and_remove_from_car 
Car.Destroy($538)

:SHIT_3959
if 
  $533 == 0 // integer values 
jf @SHIT_4228 
select_interior 12 
$468 = 1 // integer values 
if 
  $492 == 0 // integer values 
jf @SHIT_4164 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 1000 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 1000 
022A: remove_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022A: remove_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 
0395: clear_area 1 at 400.0 -486.5 range 10.0 5.0 

:SHIT_4164
03AD: set_rubbish 0 
Camera.SetAtPos(393.8, -475.8, 11.4)
0055: put_player $6 at 393.8 -475.8 11.4 
0171: set_player $6 z_angle_to 137.0 
04F9: set_extracolors 5 fade 0 
jump @SHIT_4235 

:SHIT_4228
jump @SHIT_112 

:SHIT_4235
gosub @SHIT_16148 

:SHIT_4242
if 
  $468 == 1 // integer values 
jf @SHIT_4669 
if 
02B3:   player $6 in_cube 399.3 -472.9 11.0 394.8 -469.3 14.5 radius 1.5 sphere 0 
jf @SHIT_4669 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
jf @SHIT_4341 
jump @SHIT_112 

:SHIT_4341
00BA: text_styled 'BEACH2' 3000 ms 2  // Washington Beach
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_4655 
gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 10.0 
0395: clear_area 0 at 399.38 -468.6 range 10.7 1.0 
$468 = 0 // integer values 
if 
  $492 == 0 // integer values 
jf @SHIT_4601 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 

:SHIT_4601
Camera.SetAtPos(399.38, -468.6, 10.7)
0055: put_player $6 at 399.38 -468.6 10.7 
0171: set_player $6 z_angle_to 330.0 
jump @SHIT_4662 

:SHIT_4655
jump @SHIT_112 

:SHIT_4662
gosub @SHIT_16148 

:SHIT_4669
jump @SHIT_4683 

:SHIT_4676
gosub @SHIT_16363 

:SHIT_4683
if 
   Player.Defined($6)
jf @SHIT_6291 
$528 = 0 // integer values 
if 
  $530 == 1 // integer values 
jf @SHIT_6284 
if or
0121:   player $6 in_zone 'BEACH3'  // Vice Point
  $532 == 1 // integer values 
jf @SHIT_6277 
if 
  $37 == 0 // integer values 
jf @SHIT_5373 
if 
  $502 == 0 // integer values 
jf @SHIT_5295 
$467 = 0.0 // floating-point values 
02CE: $467 = ground_z 492.5 -76.17 10.5 
if 
  $467 > 0.0 // floating-point values 
jf @SHIT_5126 
if 
  $517 == 0 // integer values 
jf @SHIT_5119 
if 
80C2:   not sphere_onscreen 489.6 -79.8 10.5 2.0 
jf @SHIT_5119 
if 
80C2:   not sphere_onscreen 492.5 -76.17 10.5 2.0 
jf @SHIT_5119 
023C: load_special_actor 15 'BGB' 

:SHIT_4938
if 
823D:   not special_actor 15 loaded 
jf @SHIT_4976 
wait 0 
023C: load_special_actor 15 'BGB' 
jump @SHIT_4938 

:SHIT_4976
$550 = Actor.Create(CivMale, #SPECIAL15, 489.6, -79.8, 10.5)
Actor.Angle($550) = 225.0
0243: set_actor $550 ped_stats_to 30 
Actor.Health($550) = 200
01ED: clear_actor $550 threat_search 
0291: set_actor $550 attack_when_provoked 1 
0243: set_actor $550 ped_stats_to 11 
$551 = Actor.Create(CivMale, #SPECIAL15, 492.5, -76.17, 10.5)
Actor.Angle($551) = 225.0
0243: set_actor $551 ped_stats_to 30 
Actor.Health($551) = 200
01ED: clear_actor $551 threat_search 
0291: set_actor $551 attack_when_provoked 1 
0243: set_actor $551 ped_stats_to 11 
$517 = 1 // integer values 

:SHIT_5119
jump @SHIT_5133 

:SHIT_5126
gosub @SHIT_25297 

:SHIT_5133
if and
  $517 == 1 // integer values 
  $518 == 0 // integer values 
jf @SHIT_5288 
if 
   not Actor.Dead($550)
jf @SHIT_5223 
if 
8184:   not actor $550 health >= 199 
jf @SHIT_5223 
if 
   not Actor.Dead($551)
jf @SHIT_5223 
011A: set_actor $551 search_threat 1 
$518 = 1 // integer values 

:SHIT_5223
if 
   not Actor.Dead($551)
jf @SHIT_5288 
if 
8184:   not actor $551 health >= 199 
jf @SHIT_5288 
if 
   not Actor.Dead($550)
jf @SHIT_5288 
011A: set_actor $550 search_threat 1 
$518 = 1 // integer values 

:SHIT_5288
jump @SHIT_5302 

:SHIT_5295
gosub @SHIT_25297 

:SHIT_5302
if 
  $510 == 0 // integer values 
jf @SHIT_5366 
Object.Destroy($535)
$535 = Object.Init(#OD_CLBDR_OPEN, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($535)
$510 = 1 // integer values 
$509 = 0 // integer values 

:SHIT_5366
jump @SHIT_5458 

:SHIT_5373
if and
  $509 == 0 // integer values 
  $494 == 0 // integer values 
  $495 == 0 // integer values 
jf @SHIT_5451 
Object.Destroy($535)
$535 = Object.Init(#OD_CLBDR_CLOSE, 490.34, -77.017, 11.598)
Object.RemoveFromMissionCleanupList($535)
$509 = 1 // integer values 
$510 = 0 // integer values 

:SHIT_5451
gosub @SHIT_25297 

:SHIT_5458
if 
  $496 == 0 // integer values 
jf @SHIT_6270 
if 
   Player.Defined($6)
jf @SHIT_6270 
if and
  $502 == 0 // integer values 
  $37 == 0 // integer values 
jf @SHIT_5973 
if 
   Player.InRemoteMode($6)
jf @SHIT_5614 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_5607 
if 
01AF:   car $538 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 
jf @SHIT_5607 
0409: blow_up_rc_buggy 

:SHIT_5607
jump @SHIT_5973 

:SHIT_5614
if 
00F5:   player $6 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 
jf @SHIT_5973 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
jf @SHIT_5690 
jump @SHIT_112 

:SHIT_5690
$502 = 1 // integer values 
00BA: text_styled 'MALIBU' 3000 ms 2  // The Malibu Club
gosub @SHIT_15897 
if 
   Player.Defined($6)
jf @SHIT_5792 
if or
047E:   player $6 driving_a_motorbike 
00DE:   player $6 driving_vehicle_type #CADDY 
jf @SHIT_5792 
03C1: $538 = player $6 car_no_save 
012A: put_player $6 at 484.2 -72.5 9.5 and_remove_from_car 
Car.Destroy($538)

:SHIT_5792
if 
  $533 == 0 // integer values 
jf @SHIT_5934 
select_interior 17 
022A: remove_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
03AD: set_rubbish 0 
Camera.SetAtPos(484.2, -72.5, 9.5)
0055: put_player $6 at 484.2 -72.5 9.5 
0171: set_player $6 z_angle_to 60.0 
04F9: set_extracolors 1 fade 0 
0395: clear_area 1 at 491.0 -77.7 range 10.4 1.0 
jump @SHIT_5941 

:SHIT_5934
jump @SHIT_112 

:SHIT_5941
if and
  $495 == 0 // integer values 
  $494 == 0 // integer values 
jf @SHIT_5973 
gosub @SHIT_16148 

:SHIT_5973
if 
  $502 == 1 // integer values 
jf @SHIT_6270 
if 
00F5:   player $6 0 488.6 -75.4 10.4 radius 1.5 1.5 3.0 
jf @SHIT_6270 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
jf @SHIT_6067 
jump @SHIT_112 

:SHIT_6067
if and
  $495 == 0 // integer values 
  $494 == 0 // integer values 
jf @SHIT_6114 
gosub @SHIT_15897 
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point

:SHIT_6114
if 
  $533 == 0 // integer values 
jf @SHIT_6256 
$502 = 0 // integer values 
gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
0395: clear_area 0 at 493.1 -82.4 range 10.8 1.0 
Camera.SetAtPos(493.1, -82.4, 10.8)
0055: put_player $6 at 493.1 -82.4 9.8 
0171: set_player $6 z_angle_to 220.0 
jump @SHIT_6263 

:SHIT_6256
jump @SHIT_112 

:SHIT_6263
gosub @SHIT_16148 

:SHIT_6270
jump @SHIT_6284 

:SHIT_6277
gosub @SHIT_25297 

:SHIT_6284
jump @SHIT_6298 

:SHIT_6291
gosub @SHIT_16363 

:SHIT_6298
if 
   Player.Defined($6)
jf @SHIT_7022 
$528 = 0 // integer values 
if or
0121:   player $6 in_zone 'HAVANA'  // Little Havana
  $532 == 1 // integer values 
jf @SHIT_7015 
if 
  $530 == 2 // integer values 
jf @SHIT_7015 
if 
   Player.InRemoteMode($6)
jf @SHIT_6467 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_6460 
if 
01AF:   car $538 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 
jf @SHIT_6460 
0409: blow_up_rc_buggy 

:SHIT_6460
jump @SHIT_6773 

:SHIT_6467
if 
  $500 == 0 // integer values 
jf @SHIT_6773 
if 
00F5:   player $6 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 
jf @SHIT_6773 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
jf @SHIT_6561 
jump @SHIT_112 

:SHIT_6561
00BA: text_styled 'UMBERTO' 3000 ms 2  // Cafe Robina
gosub @SHIT_15897 
if 
   Player.Defined($6)
jf @SHIT_6648 
if 
047E:   player $6 driving_a_motorbike 
jf @SHIT_6648 
03C1: $538 = player $6 car_no_save 
012A: put_player $6 at -1170.0 -611.0 11.0 and_remove_from_car 
Car.Destroy($538)

:SHIT_6648
if 
  $533 == 0 // integer values 
jf @SHIT_6759 
$500 = 1 // integer values 
select_interior 7 
Camera.SetAtPos(-1170.0, -611.0, 11.0)
0395: clear_area 0 at -1170.0 -611.0 range 11.0 1.0 
03AD: set_rubbish 0 
0055: put_player $6 at -1170.0 -611.5 11.0 
0171: set_player $6 z_angle_to 180.0 
jump @SHIT_6766 

:SHIT_6759
jump @SHIT_112 

:SHIT_6766
gosub @SHIT_16148 

:SHIT_6773
if 
  $500 == 1 // integer values 
jf @SHIT_7015 
if 
00F5:   player $6 0 -1170.0 -606.5 11.0 radius 1.5 1.5 3.0 
jf @SHIT_7015 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
jf @SHIT_6867 
jump @SHIT_112 

:SHIT_6867
00BA: text_styled 'HAVANA' 3000 ms 2  // Little Havana
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_7001 
$500 = 0 // integer values 
gosub @SHIT_16342 
0395: clear_area 0 at -1170.0 -605.0 range 11.0 1.0 
Camera.SetAtPos(-1170.0, -605.0, 11.0)
0055: put_player $6 at -1170.0 -605.0 11.0 
0171: set_player $6 z_angle_to 0.0 
03C8: set_camera_directly_before_player 
jump @SHIT_7008 

:SHIT_7001
jump @SHIT_112 

:SHIT_7008
gosub @SHIT_16148 

:SHIT_7015
jump @SHIT_7029 

:SHIT_7022
gosub @SHIT_16363 

:SHIT_7029
if 
   Player.Defined($6)
jf @SHIT_7769 
$528 = 0 // integer values 
if or
0121:   player $6 in_zone 'BEACH3'  // Vice Point
  $532 == 1 // integer values 
jf @SHIT_7762 
if 
  $530 == 2 // integer values 
jf @SHIT_7762 
if 
  $368 == 0 // integer values 
jf @SHIT_7475 
if 
   Player.InRemoteMode($6)
jf @SHIT_7216 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_7209 
if 
01AF:   car $538 0 449.76 996.22 18.4 radius 1.5 1.5 3.0 
jf @SHIT_7209 
0409: blow_up_rc_buggy 

:SHIT_7209
jump @SHIT_7475 

:SHIT_7216
if 
00F5:   player $6 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 
jf @SHIT_7475 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_7300 
jump @SHIT_112 

:SHIT_7300
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_7461 
$368 = 1 // integer values 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(448.3, 1030.0, 18.0)
0055: put_player $6 at 448.3 1006.0 18.0 
$552 = 0.0 // floating-point values 
gosub @SHIT_25500 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_7468 

:SHIT_7461
jump @SHIT_112 

:SHIT_7468
gosub @SHIT_16148 

:SHIT_7475
if 
  $368 == 1 // integer values 
jf @SHIT_7762 
if 
00F5:   player $6 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 
jf @SHIT_7762 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_7577 
jump @SHIT_112 

:SHIT_7577
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_7748 
$368 = 0 // integer values 
gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 449.7 992.2 range 17.0 1.0 
Camera.SetAtPos(449.7, 992.2, 17.0)
0055: put_player $6 at 449.7 992.2 17.0 
$552 = 180.0 // floating-point values 
gosub @SHIT_25500 
jump @SHIT_7755 

:SHIT_7748
jump @SHIT_112 

:SHIT_7755
gosub @SHIT_16148 

:SHIT_7762
jump @SHIT_7776 

:SHIT_7769
gosub @SHIT_16363 

:SHIT_7776
if 
   Player.Defined($6)
jf @SHIT_8516 
$528 = 0 // integer values 
if or
0121:   player $6 in_zone 'BEACH3'  // Vice Point
  $532 == 1 // integer values 
jf @SHIT_8509 
if 
  $530 == 1 // integer values 
jf @SHIT_8509 
if 
  $368 == 0 // integer values 
jf @SHIT_8222 
if 
   Player.InRemoteMode($6)
jf @SHIT_7963 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_7956 
if 
01AF:   car $538 0 379.1 995.16 17.4 radius 1.5 1.5 3.0 
jf @SHIT_7956 
0409: blow_up_rc_buggy 

:SHIT_7956
jump @SHIT_8222 

:SHIT_7963
if 
00F5:   player $6 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 
jf @SHIT_8222 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_8047 
jump @SHIT_112 

:SHIT_8047
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_8208 
$368 = 1 // integer values 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(380.0, 1026.4, 18.2)
0055: put_player $6 at 380.0 1006.4 18.2 
$552 = 0.0 // floating-point values 
gosub @SHIT_25500 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_8215 

:SHIT_8208
jump @SHIT_112 

:SHIT_8215
gosub @SHIT_16148 

:SHIT_8222
if 
  $368 == 1 // integer values 
jf @SHIT_8509 
if 
00F5:   player $6 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 
jf @SHIT_8509 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_8324 
jump @SHIT_112 

:SHIT_8324
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_8495 
$368 = 0 // integer values 
gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 379.3 991.4 range 17.2 1.0 
Camera.SetAtPos(379.3, 991.4, 17.2)
0055: put_player $6 at 379.3 991.4 17.0 
$552 = 180.0 // floating-point values 
gosub @SHIT_25500 
jump @SHIT_8502 

:SHIT_8495
jump @SHIT_112 

:SHIT_8502
gosub @SHIT_16148 

:SHIT_8509
jump @SHIT_8523 

:SHIT_8516
gosub @SHIT_16363 

:SHIT_8523
if 
   Player.Defined($6)
jf @SHIT_9263 
$528 = 0 // integer values 
if or
0121:   player $6 in_zone 'BEACH3'  // Vice Point
  $532 == 1 // integer values 
jf @SHIT_9256 
if 
  $530 == 1 // integer values 
jf @SHIT_9256 
if 
  $368 == 0 // integer values 
jf @SHIT_8969 
if 
   Player.InRemoteMode($6)
jf @SHIT_8710 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_8703 
if 
01AF:   car $538 0 350.3 1124.0 17.4 radius 1.5 1.5 3.0 
jf @SHIT_8703 
0409: blow_up_rc_buggy 

:SHIT_8703
jump @SHIT_8969 

:SHIT_8710
if 
00F5:   player $6 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 
jf @SHIT_8969 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_8794 
jump @SHIT_112 

:SHIT_8794
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_8955 
$368 = 1 // integer values 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(390.0, 1124.4, 17.5)
0055: put_player $6 at 363.0 1124.4 17.5 
$552 = 270.0 // floating-point values 
gosub @SHIT_25500 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_8962 

:SHIT_8955
jump @SHIT_112 

:SHIT_8962
gosub @SHIT_16148 

:SHIT_8969
if 
  $368 == 1 // integer values 
jf @SHIT_9256 
if 
00F5:   player $6 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 
jf @SHIT_9256 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_9071 
jump @SHIT_112 

:SHIT_9071
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_9242 
$368 = 0 // integer values 
gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 344.5 1123.5 range 17.0 1.0 
Camera.SetAtPos(344.5, 1123.5, 17.0)
0055: put_player $6 at 344.5 1123.5 17.0 
$552 = 90.0 // floating-point values 
gosub @SHIT_25500 
jump @SHIT_9249 

:SHIT_9242
jump @SHIT_112 

:SHIT_9249
gosub @SHIT_16148 

:SHIT_9256
jump @SHIT_9270 

:SHIT_9263
gosub @SHIT_16363 

:SHIT_9270
if 
   Player.Defined($6)
jf @SHIT_10010 
$528 = 0 // integer values 
if or
0121:   player $6 in_zone 'BEACH3'  // Vice Point
  $532 == 1 // integer values 
jf @SHIT_10003 
if 
  $530 == 2 // integer values 
jf @SHIT_10003 
if 
  $368 == 0 // integer values 
jf @SHIT_9716 
if 
   Player.InRemoteMode($6)
jf @SHIT_9457 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_9450 
if 
01AF:   car $538 0 364.0 1210.0 24.0 radius 1.5 1.5 3.0 
jf @SHIT_9450 
0409: blow_up_rc_buggy 

:SHIT_9450
jump @SHIT_9716 

:SHIT_9457
if 
00F5:   player $6 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 
jf @SHIT_9716 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_9541 
jump @SHIT_112 

:SHIT_9541
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_9702 
$368 = 1 // integer values 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(395.0, 1212.0, 24.4)
0055: put_player $6 at 372.0 1210.0 24.4 
$552 = 270.0 // floating-point values 
gosub @SHIT_25500 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_9709 

:SHIT_9702
jump @SHIT_112 

:SHIT_9709
gosub @SHIT_16148 

:SHIT_9716
if 
  $368 == 1 // integer values 
jf @SHIT_10003 
if 
00F5:   player $6 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 
jf @SHIT_10003 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_9818 
jump @SHIT_112 

:SHIT_9818
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_9989 
$368 = 0 // integer values 
gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 366.0 1210.0 range 24.0 1.0 
Camera.SetAtPos(343.0, 1210.0, 24.0)
0055: put_player $6 at 364.0 1210.0 24.0 
$552 = 90.0 // floating-point values 
gosub @SHIT_25500 
jump @SHIT_9996 

:SHIT_9989
jump @SHIT_112 

:SHIT_9996
gosub @SHIT_16148 

:SHIT_10003
jump @SHIT_10017 

:SHIT_10010
gosub @SHIT_16363 

:SHIT_10017
if 
   Player.Defined($6)
jf @SHIT_10757 
$528 = 0 // integer values 
if or
0121:   player $6 in_zone 'BEACH3'  // Vice Point
  $532 == 1 // integer values 
jf @SHIT_10750 
if 
  $530 == 2 // integer values 
jf @SHIT_10750 
if 
  $368 == 0 // integer values 
jf @SHIT_10463 
if 
   Player.InRemoteMode($6)
jf @SHIT_10204 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_10197 
if 
01AF:   car $538 0 378.6 1256.9 17.5 radius 1.5 1.5 3.0 
jf @SHIT_10197 
0409: blow_up_rc_buggy 

:SHIT_10197
jump @SHIT_10463 

:SHIT_10204
if 
00F5:   player $6 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 
jf @SHIT_10463 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_10288 
jump @SHIT_112 

:SHIT_10288
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_10449 
$368 = 1 // integer values 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(385.0, 1230.7, 18.0)
0055: put_player $6 at 380.0 1246.7 18.0 
$552 = 180.0 // floating-point values 
gosub @SHIT_25500 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_10456 

:SHIT_10449
jump @SHIT_112 

:SHIT_10456
gosub @SHIT_16148 

:SHIT_10463
if 
  $368 == 1 // integer values 
jf @SHIT_10750 
if 
00F5:   player $6 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 
jf @SHIT_10750 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_10565 
jump @SHIT_112 

:SHIT_10565
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_10736 
$368 = 0 // integer values 
gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 378.0 1263.6 range 16.5 1.0 
Camera.SetAtPos(378.0, 1263.6, 16.5)
0055: put_player $6 at 378.0 1263.6 16.5 
$552 = 0.0 // floating-point values 
gosub @SHIT_25500 
jump @SHIT_10743 

:SHIT_10736
jump @SHIT_112 

:SHIT_10743
gosub @SHIT_16148 

:SHIT_10750
jump @SHIT_10764 

:SHIT_10757
gosub @SHIT_16363 

:SHIT_10764
if 
   Player.Defined($6)
jf @SHIT_11504 
$528 = 0 // integer values 
if or
0121:   player $6 in_zone 'BEACH3'  // Vice Point
  $532 == 1 // integer values 
jf @SHIT_11497 
if 
  $530 == 1 // integer values 
jf @SHIT_11497 
if 
  $368 == 0 // integer values 
jf @SHIT_11210 
if 
   Player.InRemoteMode($6)
jf @SHIT_10951 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_10944 
if 
01AF:   car $538 0 449.37 1256.2 17.2 radius 1.5 1.5 3.0 
jf @SHIT_10944 
0409: blow_up_rc_buggy 

:SHIT_10944
jump @SHIT_11210 

:SHIT_10951
if 
00F5:   player $6 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 
jf @SHIT_11210 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_11035 
jump @SHIT_112 

:SHIT_11035
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_11196 
$368 = 1 // integer values 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(448.5, 1230.0, 18.0)
0055: put_player $6 at 448.5 1245.0 18.0 
$552 = 180.0 // floating-point values 
gosub @SHIT_25500 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_11203 

:SHIT_11196
jump @SHIT_112 

:SHIT_11203
gosub @SHIT_16148 

:SHIT_11210
if 
  $368 == 1 // integer values 
jf @SHIT_11497 
if 
00F5:   player $6 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 
jf @SHIT_11497 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_11312 
jump @SHIT_112 

:SHIT_11312
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_11483 
$368 = 0 // integer values 
gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 449.0 1263.0 range 16.5 1.0 
Camera.SetAtPos(449.0, 1263.0, 16.5)
0055: put_player $6 at 449.0 1263.0 16.5 
$552 = 0.0 // floating-point values 
gosub @SHIT_25500 
jump @SHIT_11490 

:SHIT_11483
jump @SHIT_112 

:SHIT_11490
gosub @SHIT_16148 

:SHIT_11497
jump @SHIT_11511 

:SHIT_11504
gosub @SHIT_16363 

:SHIT_11511
if 
   Player.Defined($6)
jf @SHIT_12251 
$528 = 0 // integer values 
if or
0121:   player $6 in_zone 'BEACH3'  // Vice Point
  $532 == 1 // integer values 
jf @SHIT_12244 
if 
  $530 == 2 // integer values 
jf @SHIT_12244 
if 
  $368 == 0 // integer values 
jf @SHIT_11957 
if 
   Player.InRemoteMode($6)
jf @SHIT_11698 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_11691 
if 
01AF:   car $538 0 477.6 1124.4 16.3 radius 1.5 1.5 3.0 
jf @SHIT_11691 
0409: blow_up_rc_buggy 

:SHIT_11691
jump @SHIT_11957 

:SHIT_11698
if 
00F5:   player $6 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 
jf @SHIT_11957 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_11782 
jump @SHIT_112 

:SHIT_11782
00BA: text_styled 'MALL1' 3000 ms 2  // North Point Mall
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_11943 
$368 = 1 // integer values 
select_interior 4 
022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
03AD: set_rubbish 0 
Camera.SetAtPos(444.4, 1123.7, 17.0)
0055: put_player $6 at 467.4 1123.7 17.0 
$552 = 90.0 // floating-point values 
gosub @SHIT_25500 
04F9: set_extracolors 6 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
jump @SHIT_11950 

:SHIT_11943
jump @SHIT_112 

:SHIT_11950
gosub @SHIT_16148 

:SHIT_11957
if 
  $368 == 1 // integer values 
jf @SHIT_12244 
if 
00F5:   player $6 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 
jf @SHIT_12244 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_12059 
jump @SHIT_112 

:SHIT_12059
00BA: text_styled 'BEACH3' 3000 ms 2  // Vice Point
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_12230 
$368 = 0 // integer values 
gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
0395: clear_area 0 at 482.0 1124.5 range 15.3 1.0 
Camera.SetAtPos(482.0, 1124.5, 15.3)
0055: put_player $6 at 482.0 1124.5 15.3 
$552 = 0.0 // floating-point values 
gosub @SHIT_25500 
jump @SHIT_12237 

:SHIT_12230
jump @SHIT_112 

:SHIT_12237
gosub @SHIT_16148 

:SHIT_12244
jump @SHIT_12258 

:SHIT_12251
gosub @SHIT_16363 

:SHIT_12258
if 
   Player.Defined($6)
jf @SHIT_12926 
$528 = 0 // integer values 
if or
0121:   player $6 in_zone 'DTOWN'  // Downtown
  $532 == 1 // integer values 
jf @SHIT_12919 
if 
  $530 == 1 // integer values 
jf @SHIT_12919 
if 
  $499 == 0 // integer values 
jf @SHIT_12705 
if 
   Player.InRemoteMode($6)
jf @SHIT_12445 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_12438 
if 
01AF:   car $538 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 
jf @SHIT_12438 
0409: blow_up_rc_buggy 

:SHIT_12438
jump @SHIT_12705 

:SHIT_12445
if 
00F5:   player $6 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 
jf @SHIT_12705 
00BA: text_styled 'RANGE' 3000 ms 2  // Rifle Range
gosub @SHIT_15897 
if 
   Player.Defined($6)
jf @SHIT_12580 
if 
047E:   player $6 driving_a_motorbike 
jf @SHIT_12580 
03C1: $538 = player $6 car_no_save 
012A: put_player $6 at -667.8 1221.0 10.5 and_remove_from_car 
Car.Destroy($538)

:SHIT_12580
if 
  $533 == 0 // integer values 
jf @SHIT_12673 
select_interior 10 
$499 = 1 // integer values 
03AD: set_rubbish 0 
Camera.SetAtPos(-667.8, 1221.0, 11.0)
0055: put_player $6 at -667.8 1221.0 10.3 
0171: set_player $6 z_angle_to 0.0 
04F9: set_extracolors 7 fade 0 
jump @SHIT_12680 

:SHIT_12673
jump @SHIT_112 

:SHIT_12680
if 
  $377 == 0 // integer values 
jf @SHIT_12705 
gosub @SHIT_16148 

:SHIT_12705
if 
  $499 == 1 // integer values 
jf @SHIT_12919 
if 
00F5:   player $6 0 -667.8 1217.8 11.0 radius 1.5 1.5 3.0 
jf @SHIT_12919 
00BA: text_styled 'DTOWN' 3000 ms 2  // Downtown
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_12905 
$499 = 0 // integer values 
gosub @SHIT_16342 
0395: clear_area 0 at -667.8 1210.0 range 11.0 1.0 
Camera.SetAtPos(-667.8, 1210.0, 11.0)
0055: put_player $6 at -667.8 1210.0 10.3 
0171: set_player $6 z_angle_to 140.0 
03C8: set_camera_directly_before_player 
jump @SHIT_12912 

:SHIT_12905
jump @SHIT_112 

:SHIT_12912
gosub @SHIT_16148 

:SHIT_12919
jump @SHIT_12933 

:SHIT_12926
gosub @SHIT_16363 

:SHIT_12933
if 
   Player.Defined($6)
jf @SHIT_15058 
$528 = 0 // integer values 
if or
0121:   player $6 in_zone 'STARI'  // Starfish Island
  $532 == 1 // integer values 
jf @SHIT_15051 
if 
  $504 > 0 // integer values 
jf @SHIT_15051 
if 
  $504 > 1 // integer values 
jf @SHIT_13656 
if 
  $530 == 1 // integer values 
jf @SHIT_13656 
if 
  $501 == 0 // integer values 
jf @SHIT_13412 
if 
   Player.InRemoteMode($6)
jf @SHIT_13156 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_13149 
if 
01AF:   car $538 0 -378.5 -554.382 18.3 radius 1.5 1.5 3.0 
jf @SHIT_13149 
0409: blow_up_rc_buggy 

:SHIT_13149
jump @SHIT_13412 

:SHIT_13156
if 
0057:   player $6 0 -382.0 -558.5 18.537 -375.0 -554.5 24.537 
jf @SHIT_13412 
if 
  $553 == 0 // integer values 
jf @SHIT_13244 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
jump @SHIT_13259 

:SHIT_13244
00BA: text_styled 'TMANS' 3000 ms 2  // Vercetti Estate

:SHIT_13259
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_13398 
select_interior 2 
$501 = 1 // integer values 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 
Camera.SetAtPos(-378.5, -560.03, 19.0)
0055: put_player $6 at -378.5 -560.0 19.0 
$552 = 190.0 // floating-point values 
gosub @SHIT_25500 
04F9: set_extracolors 8 fade 0 
jump @SHIT_13405 

:SHIT_13398
jump @SHIT_112 

:SHIT_13405
gosub @SHIT_16148 

:SHIT_13412
if 
  $501 == 1 // integer values 
jf @SHIT_13656 
if 
0057:   player $6 0 -382.0 -554.5 18.537 -375.0 -550.5 24.537 
jf @SHIT_13656 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_13642 
gosub @SHIT_16342 
$501 = 0 // integer values 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -377.06 -545.43 range 17.0 1.0 
Camera.SetAtPos(-377.06, -545.43, 17.0)
0055: put_player $6 at -377.06 -545.43 16.0 
0171: set_player $6 z_angle_to 345.0 
jump @SHIT_13649 

:SHIT_13642
jump @SHIT_112 

:SHIT_13649
gosub @SHIT_16148 

:SHIT_13656
if 
  $530 == 2 // integer values 
jf @SHIT_14375 
if 
  $501 == 0 // integer values 
jf @SHIT_14131 
if 
   Player.InRemoteMode($6)
jf @SHIT_13789 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_13782 
if 
01AF:   car $538 0 -331.0 -576.6 36.5 radius 1.5 1.5 3.0 
jf @SHIT_13782 
0409: blow_up_rc_buggy 

:SHIT_13782
jump @SHIT_14131 

:SHIT_13789
if 
0057:   player $6 0 -340.402 -579.221 34.52 -331.269 -568.389 38.113 
jf @SHIT_14131 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
jf @SHIT_13865 
jump @SHIT_112 

:SHIT_13865
if 
  $553 == 0 // integer values 
jf @SHIT_13905 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
jump @SHIT_13920 

:SHIT_13905
00BA: text_styled 'TMANS' 3000 ms 2  // Vercetti Estate

:SHIT_13920
gosub @SHIT_15897 
if 
   Player.Defined($6)
jf @SHIT_13992 
if 
047E:   player $6 driving_a_motorbike 
jf @SHIT_13992 
03C1: $538 = player $6 car_no_save 
012A: put_player $6 at -329.24 -582.5 34.5 and_remove_from_car 
Car.Destroy($538)

:SHIT_13992
if 
  $533 == 0 // integer values 
jf @SHIT_14117 
select_interior 2 
$501 = 1 // integer values 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 
Camera.SetAtPos(-329.24, -582.5, 34.5)
0055: put_player $6 at -329.24 -582.5 34.5 
0171: set_player $6 z_angle_to 270.0 
04F9: set_extracolors 8 fade 0 
jump @SHIT_14124 

:SHIT_14117
jump @SHIT_112 

:SHIT_14124
gosub @SHIT_16148 

:SHIT_14131
if 
  $501 == 1 // integer values 
jf @SHIT_14375 
if 
00F5:   player $6 0 -330.1 -578.9 34.5 radius 2.0 2.0 3.0 
jf @SHIT_14375 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_14361 
gosub @SHIT_16342 
$501 = 0 // integer values 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -343.3 -572.8 range 36.0 1.0 
Camera.SetAtPos(-343.3, -572.8, 36.0)
0055: put_player $6 at -341.738 -573.984 35.305 
0171: set_player $6 z_angle_to 90.0 
jump @SHIT_14368 

:SHIT_14361
jump @SHIT_112 

:SHIT_14368
gosub @SHIT_16148 

:SHIT_14375
if 
  $530 == 1 // integer values 
jf @SHIT_15051 
if 
  $501 == 0 // integer values 
jf @SHIT_14800 
if 
   Player.InRemoteMode($6)
jf @SHIT_14508 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_14501 
if 
01AF:   car $538 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 
jf @SHIT_14501 
0409: blow_up_rc_buggy 

:SHIT_14501
jump @SHIT_14800 

:SHIT_14508
if 
00F5:   player $6 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 
jf @SHIT_14800 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_14592 
jump @SHIT_112 

:SHIT_14592
if 
  $553 == 0 // integer values 
jf @SHIT_14632 
00BA: text_styled 'MANSION' 3000 ms 2  // Diaz's Mansion
jump @SHIT_14647 

:SHIT_14632
00BA: text_styled 'TMANS' 3000 ms 2  // Vercetti Estate

:SHIT_14647
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_14786 
select_interior 2 
$501 = 1 // integer values 
022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
03AD: set_rubbish 0 
Camera.SetAtPos(-338.5, -578.8, 10.6)
0055: put_player $6 at -338.5 -578.8 10.6 
$552 = 270.0 // floating-point values 
gosub @SHIT_25500 
04F9: set_extracolors 8 fade 0 
jump @SHIT_14793 

:SHIT_14786
jump @SHIT_112 

:SHIT_14793
gosub @SHIT_16148 

:SHIT_14800
if 
  $501 == 1 // integer values 
jf @SHIT_15051 
if 
00F5:   player $6 0 -346.3 -578.8 10.6 radius 1.5 1.5 3.0 
jf @SHIT_15051 
00BA: text_styled 'STARI' 3000 ms 2  // Starfish Island
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_15037 
gosub @SHIT_16342 
$501 = 0 // integer values 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
0395: clear_area 0 at -354.0 -586.0 range 10.6 1.0 
Camera.SetAtPos(-354.0, -586.0, 10.6)
0055: put_player $6 at -354.0 -586.0 10.6 
$552 = 180.0 // floating-point values 
gosub @SHIT_25500 
jump @SHIT_15044 

:SHIT_15037
jump @SHIT_112 

:SHIT_15044
gosub @SHIT_16148 

:SHIT_15051
jump @SHIT_15065 

:SHIT_15058
gosub @SHIT_16363 

:SHIT_15065
if 
   Player.Defined($6)
jf @SHIT_15844 
if 
  $554 == 1 // integer values 
jf @SHIT_15837 
if or
0121:   player $6 in_zone 'HAVANA'  // Little Havana
  $532 == 1 // integer values 
jf @SHIT_15837 
if 
  $530 == 2 // integer values 
jf @SHIT_15837 
if 
   Player.InRemoteMode($6)
jf @SHIT_15245 
$538 = Player.RC_car($6)
if 
   not Car.Wrecked($538)
jf @SHIT_15238 
if 
01AF:   car $538 0 -896.5 -341.0 13.4 radius 1.5 1.5 3.0 
jf @SHIT_15238 
0409: blow_up_rc_buggy 

:SHIT_15238
jump @SHIT_15581 

:SHIT_15245
if 
00F5:   player $6 0 -896.5 -341.0 13.4 radius 1.4 1.4 3.0 
jf @SHIT_15581 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
80DE:   not player $6 driving_vehicle_type #CADDY 
jf @SHIT_15329 
jump @SHIT_112 

:SHIT_15329
00BA: text_styled 'BANKINT' 3000 ms 2  // El Banco Corrupto Grande
gosub @SHIT_15897 
if 
   Player.Defined($6)
jf @SHIT_15424 
if or
047E:   player $6 driving_a_motorbike 
00DE:   player $6 driving_vehicle_type #CADDY 
jf @SHIT_15424 
03C1: $538 = player $6 car_no_save 
012A: put_player $6 at -903.0 -341.0 12.5 and_remove_from_car 
Car.Destroy($538)

:SHIT_15424
if 
  $533 == 0 // integer values 
jf @SHIT_15567 
select_interior 3 
03AD: set_rubbish 0 
if 
  $37 == 0 // integer values 
jf @SHIT_15500 
022A: remove_forbidden_for_peds_cube -918.5 -355.0 5.0 -898.0 -328.0 16.0 

:SHIT_15500
Camera.SetAtPos(-903.0, -341.0, 13.4)
0055: put_player $6 at -903.0 -341.0 12.5 
$269 = 1 // integer values 
0171: set_player $6 z_angle_to 90.0 
04F9: set_extracolors 4 fade 0 
jump @SHIT_15574 

:SHIT_15567
jump @SHIT_112 

:SHIT_15574
gosub @SHIT_16148 

:SHIT_15581
if 
00F5:   player $6 0 -900.0 -340.9 13.4 radius 1.5 1.5 3.0 
jf @SHIT_15837 
if and
00E0:   player $6 driving 
847E:   not player $6 driving_a_motorbike 
jf @SHIT_15657 
jump @SHIT_112 

:SHIT_15657
00BA: text_styled 'HAVANA' 3000 ms 2  // Little Havana
gosub @SHIT_15897 
if 
  $533 == 0 // integer values 
jf @SHIT_15823 
gosub @SHIT_16342 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
0395: clear_area 0 at -893.0 -341.0 range 13.5 1.0 
Camera.SetAtPos(-893.0, -341.0, 13.5)
0055: put_player $6 at -893.0 -341.0 12.0 
$269 = 0 // integer values 
0171: set_player $6 z_angle_to 270.0 
03C8: set_camera_directly_before_player 
jump @SHIT_15830 

:SHIT_15823
jump @SHIT_112 

:SHIT_15830
gosub @SHIT_16148 

:SHIT_15837
jump @SHIT_15851 

:SHIT_15844
gosub @SHIT_16363 

:SHIT_15851
gosub @SHIT_16696 
gosub @SHIT_21813 
if 
  $530 > 1 // integer values 
jf @SHIT_15890 
$530 = 0 // integer values 

:SHIT_15890
jump @SHIT_112 

:SHIT_15897
if 
   Player.Defined($6)
jf @SHIT_16146 
Player.CanMove($6) = False
03BF: set_player $6 ignored_by_everyone_to 1 
0169: set_fade_color 0 0 1 
if and
  $377 == 0 // integer values 
  $494 == 0 // integer values 
  $495 == 0 // integer values 
jf @SHIT_15981 
fade 0 500 
jump @SHIT_16028 

:SHIT_15981
if 
  $502 == 1 // integer values 
jf @SHIT_16021 
0169: set_fade_color 0 0 0 
fade 0 1500 
jump @SHIT_16028 

:SHIT_16021
fade 0 500 

:SHIT_16028
if 
fading 
jf @SHIT_16139 
wait 0 
if 
   not Player.Defined($6)
jf @SHIT_16075 
$533 = 1 // integer values 
jump @SHIT_16082 

:SHIT_16075
$533 = 0 // integer values 

:SHIT_16082
if 
  $497 == 1 // integer values 
jf @SHIT_16107 
gosub @SHIT_16696 

:SHIT_16107
if 
  $502 == 1 // integer values 
jf @SHIT_16132 
gosub @SHIT_21813 

:SHIT_16132
jump @SHIT_16028 

:SHIT_16139
01EB: set_traffic_density_multiplier_to 0.0 

:SHIT_16146
return 

:SHIT_16148
0169: set_fade_color 0 0 1 
if and
  $377 == 0 // integer values 
  $494 == 0 // integer values 
  $495 == 0 // integer values 
jf @SHIT_16202 
fade 1 500 
jump @SHIT_16249 

:SHIT_16202
if 
  $502 == 1 // integer values 
jf @SHIT_16242 
0169: set_fade_color 0 0 0 
fade 1 1500 
jump @SHIT_16249 

:SHIT_16242
fade 1 500 

:SHIT_16249
if 
fading 
jf @SHIT_16310 
wait 0 
if 
   not Player.Defined($6)
jf @SHIT_16296 
$533 = 1 // integer values 
jump @SHIT_16303 

:SHIT_16296
$533 = 0 // integer values 

:SHIT_16303
jump @SHIT_16249 

:SHIT_16310
if 
   Player.Defined($6)
jf @SHIT_16340 
Player.CanMove($6) = True
03BF: set_player $6 ignored_by_everyone_to 0 

:SHIT_16340
return 

:SHIT_16342
04FA: reset_sky_colors_with_fade 0 
01EB: set_traffic_density_multiplier_to 1.0 
03AD: set_rubbish 1 
select_interior 0 
return 

:SHIT_16363
if 
  $528 == 0 // integer values 
jf @SHIT_16694 
03AD: set_rubbish 1 
04FA: reset_sky_colors_with_fade 0 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 
$500 = 0 // integer values 
$502 = 0 // integer values 
$497 = 0 // integer values 
$368 = 0 // integer values 
$498 = 0 // integer values 
$468 = 0 // integer values 
$499 = 0 // integer values 
$503 = 0 // integer values 
$501 = 0 // integer values 
01EB: set_traffic_density_multiplier_to 1.0 
$528 = 1 // integer values 

:SHIT_16694
return 

:SHIT_16696
if 
  $497 == 1 // integer values 
jf @SHIT_17956 
if 
  $511 == 1 // integer values 
jf @SHIT_16904 
gosub @SHIT_18199 
if and
   Player.Defined($6)
   Player.Money($6) > 5
  $37 == 0 // integer values 
jf @SHIT_16819 
if and
00E4:   player $6 1 69.3 -1455.9 radius 1.0 1.0 
   Player.Controllable($6)
jf @SHIT_16819 
gosub @SHIT_19465 

:SHIT_16819
if and
   Player.Defined($6)
  $529 == 1 // integer values 
  $37 == 0 // integer values 
jf @SHIT_16904 
if and
00E4:   player $6 1 70.0 -1443.64 radius 1.0 1.0 
   Player.Controllable($6)
jf @SHIT_16904 
Player.MakeSafe($6)
gosub @SHIT_21217 

:SHIT_16904
if 
  $511 == 0 // integer values 
jf @SHIT_17949 
$555 = 24 // integer values 
$556 = 24 // integer values 
$557 = 25 // integer values 
$558 = 29 // integer values 
$559 = 19 // integer values 
Model.Load(#WFYG1)
Model.Load(#WFYBE)
Model.Load(#BFYPR)
Model.Load(#WFOBE)

:SHIT_16973
if or
   not Model.Available(#WFYG1)
   not Model.Available(#WFYBE)
   not Model.Available(#BFYPR)
   not Model.Available(#WFOBE)
jf @SHIT_17027 
Model.Load(#WFYG1)
Model.Load(#WFYBE)
Model.Load(#BFYPR)
Model.Load(#WFOBE)
wait 0 
jump @SHIT_16973 

:SHIT_17027
Model.Load(#BFYRI)
Model.Load(#HFYMD)
Model.Load(#WMOCA)
Model.Load(#BKA)

:SHIT_17043
if or
   not Model.Available(#BFYRI)
   not Model.Available(#HFYMD)
   not Model.Available(#WMOCA)
   not Model.Available(#BKA)
jf @SHIT_17097 
Model.Load(#BFYRI)
Model.Load(#HFYMD)
Model.Load(#WMOCA)
Model.Load(#BKA)
wait 0 
jump @SHIT_17043 

:SHIT_17097
Model.Load(#BKB)
Model.Load(#WMOST)
Model.Load(#WMOBE)
Model.Load(#BMYBB)

:SHIT_17113
if or
   not Model.Available(#BKB)
   not Model.Available(#WMOST)
   not Model.Available(#WMOBE)
   not Model.Available(#BMYBB)
jf @SHIT_17167 
Model.Load(#BKB)
Model.Load(#WMOST)
Model.Load(#WMOBE)
Model.Load(#BMYBB)
wait 0 
jump @SHIT_17113 

:SHIT_17167
Model.Load(#HMOST)
Model.Load(#WMYBU)

:SHIT_17175
if or
   not Model.Available(#HMOST)
   not Model.Available(#WMYBU)
jf @SHIT_17213 
Model.Load(#HMOST)
Model.Load(#WMYBU)
wait 0 
jump @SHIT_17175 

:SHIT_17213
04ED: load_animation 'RIOT' 
04ED: load_animation 'STRIP' 

:SHIT_17233
if or
84EE:   not animation 'RIOT' loaded 
84EE:   not animation 'STRIP' loaded 
jf @SHIT_17295 
04ED: load_animation 'RIOT' 
04ED: load_animation 'STRIP' 
wait 0 
jump @SHIT_17233 

:SHIT_17295
$560 = Actor.Create(CivMale, #HMOST, 89.8, -1456.2, 9.4)
Actor.Angle($560) = 287.0
01ED: clear_actor $560 threat_search 
$561 = Actor.Create(CivMale, #WMYBU, 89.15, -1461.3, 9.6)
Actor.Angle($561) = 48.7
01ED: clear_actor $561 threat_search 
$562 = Actor.Create(CivFemale, #BFYPR, 79.67, -1461.34, 10.6)
Actor.Angle($562) = 168.0
01ED: clear_actor $562 threat_search 
0372: set_actor $562 anim 32 wait_state_time 999999 ms 
$563 = Actor.Create(CivMale, #WMOST, 79.5, -1463.1, 9.6)
Actor.Angle($563) = 5.0
01ED: clear_actor $563 threat_search 
0372: set_actor $563 anim 29 wait_state_time 999999 ms 
$564 = Actor.Create(CivMale, #WMOCA, 87.3, -1462.85, 9.6)
Actor.Angle($564) = 117.0
01ED: clear_actor $564 threat_search 
$565 = Actor.Create(CivFemale, #WFYBE, 86.06, -1463.6, 10.4)
Actor.Angle($565) = 295.0
01ED: clear_actor $565 threat_search 
0372: set_actor $565 anim 32 wait_state_time 999999 ms 
$566 = Actor.Create(CivMale, #BKB, 79.0, -1466.31, 9.6)
Actor.Angle($566) = 58.0
01ED: clear_actor $566 threat_search 
$567 = Actor.Create(CivMale, #BKA, 77.46, -1466.06, 9.6)
Actor.Angle($567) = 265.0
01ED: clear_actor $567 threat_search 
$568 = Actor.Create(CivFemale, #WFOBE, 78.07, -1465.7, 10.4)
Actor.Angle($568) = 168.0
01ED: clear_actor $568 threat_search 
0372: set_actor $568 anim 32 wait_state_time 999999 ms 
$569 = Actor.Create(CivMale, #BMYBB, 81.35, -1459.9, 9.6)
Actor.Angle($569) = 5.0
01ED: clear_actor $569 threat_search 
0372: set_actor $569 anim 29 wait_state_time 999999 ms 
$570 = Actor.Create(CivMale, #WMOBE, 83.4, -1458.9, 9.6)
Actor.Angle($570) = 60.0
01ED: clear_actor $570 threat_search 
0372: set_actor $570 anim 29 wait_state_time 999999 ms 
$571 = Actor.Create(CivFemale, #WFYG1, 81.45, -1457.44, 10.6)
Actor.Angle($571) = 210.0
01ED: clear_actor $571 threat_search 
0372: set_actor $571 anim 32 wait_state_time 999999 ms 
$572 = Actor.Create(CivFemale, #BFYRI, 88.6, -1450.0, 9.6)
Actor.Angle($572) = 325.0
01ED: clear_actor $572 threat_search 
009F: set_actor $572 idle 
$573 = Actor.Create(CivFemale, #HFYMD, 91.44, -1455.3, 9.6)
Actor.Angle($573) = 128.0
01ED: clear_actor $573 threat_search 
009F: set_actor $573 idle 
gosub @SHIT_18199 
$511 = 1 // integer values 

:SHIT_17949
jump @SHIT_18197 

:SHIT_17956
if 
  $511 > 0 // integer values 
jf @SHIT_18197 

:SHIT_17974
if 
   not Player.Defined($6)
jf @SHIT_18001 
wait 0 
jump @SHIT_17974 

:SHIT_18001
Actor.DestroyInstantly($571)
Actor.DestroyInstantly($562)
Actor.DestroyInstantly($565)
Actor.DestroyInstantly($568)
Actor.DestroyInstantly($564)
Actor.DestroyInstantly($566)
Actor.DestroyInstantly($567)
Actor.DestroyInstantly($569)
Actor.DestroyInstantly($570)
Actor.DestroyInstantly($563)
Actor.DestroyInstantly($572)
Actor.DestroyInstantly($573)
Actor.DestroyInstantly($560)
Actor.DestroyInstantly($561)
Model.Destroy(#WFYG1)
Model.Destroy(#WFYBE)
Model.Destroy(#BFYPR)
Model.Destroy(#WFOBE)
Model.Destroy(#BFYRI)
Model.Destroy(#HFYMD)
Model.Destroy(#WMOCA)
Model.Destroy(#BKA)
Model.Destroy(#BKB)
Model.Destroy(#WMOST)
Model.Destroy(#WMOBE)
Model.Destroy(#BMYBB)
Model.Destroy(#HMOST)
Model.Destroy(#WMYBU)
Model.Destroy(#MACHETE)
Model.Destroy(#KNIFECUR)
0296: unload_special_actor 19 
0296: unload_special_actor 18 
0296: unload_special_actor 17 
04EF: release_animation 'RIOT' 
04EF: release_animation 'STRIP' 
$516 = 0 // integer values 
$512 = 0 // integer values 
$513 = 0 // integer values 
$511 = 0 // integer values 

:SHIT_18197
return 

:SHIT_18199
if 
   Player.Defined($6)
jf @SHIT_18727 
if and
   not Actor.Dead($560)
   not Actor.Dead($561)
jf @SHIT_18275 
if or
8184:   not actor $560 health >= 95 
8184:   not actor $561 health >= 95 
jf @SHIT_18268 
gosub @SHIT_18734 

:SHIT_18268
jump @SHIT_18282 

:SHIT_18275
gosub @SHIT_18734 

:SHIT_18282
if and
   not Actor.Dead($562)
   not Actor.Dead($563)
jf @SHIT_18342 
if or
8184:   not actor $562 health >= 95 
8184:   not actor $563 health >= 95 
jf @SHIT_18335 
gosub @SHIT_18895 

:SHIT_18335
jump @SHIT_18349 

:SHIT_18342
gosub @SHIT_18895 

:SHIT_18349
if and
   not Actor.Dead($564)
   not Actor.Dead($565)
jf @SHIT_18429 
if and
0184:   actor $564 health >= 95 
0184:   actor $565 health >= 95 
jf @SHIT_18415 
0372: set_actor $564 anim $556 wait_state_time 999999 ms 
jump @SHIT_18422 

:SHIT_18415
gosub @SHIT_19068 

:SHIT_18422
jump @SHIT_18436 

:SHIT_18429
gosub @SHIT_19068 

:SHIT_18436
if and
   not Actor.Dead($566)
   not Actor.Dead($567)
   not Actor.Dead($568)
jf @SHIT_18541 
if and
0184:   actor $566 health >= 95 
0184:   actor $567 health >= 95 
0184:   actor $568 health >= 95 
jf @SHIT_18527 
0372: set_actor $566 anim $556 wait_state_time 999999 ms 
0372: set_actor $567 anim $556 wait_state_time 999999 ms 
jump @SHIT_18534 

:SHIT_18527
gosub @SHIT_19161 

:SHIT_18534
jump @SHIT_18548 

:SHIT_18541
gosub @SHIT_19161 

:SHIT_18548
if and
   not Actor.Dead($569)
   not Actor.Dead($570)
   not Actor.Dead($571)
jf @SHIT_18620 
if or
8184:   not actor $569 health >= 95 
8184:   not actor $570 health >= 95 
8184:   not actor $571 health >= 95 
jf @SHIT_18613 
gosub @SHIT_19107 

:SHIT_18613
jump @SHIT_18627 

:SHIT_18620
gosub @SHIT_19107 

:SHIT_18627
if and
   not Actor.Dead($572)
   not Actor.Dead($573)
jf @SHIT_18720 
if and
0184:   actor $572 health >= 95 
0184:   actor $573 health >= 95 
jf @SHIT_18706 
0372: set_actor $572 anim $557 wait_state_time 999999 ms 
0372: set_actor $573 anim $559 wait_state_time 999999 ms 
jump @SHIT_18713 

:SHIT_18706
gosub @SHIT_19215 

:SHIT_18713
jump @SHIT_18727 

:SHIT_18720
gosub @SHIT_19215 

:SHIT_18727
01BD: $574 = current_time_in_ms 
return 

:SHIT_18734
if 
  $516 == 0 // integer values 
jf @SHIT_18796 
Model.Load(#BAT)

:SHIT_18757
if 
   not Model.Available(#BAT)
jf @SHIT_18789 
Model.Load(#BAT)
wait 0 
jump @SHIT_18757 

:SHIT_18789
$516 = 1 // integer values 

:SHIT_18796
0084: $575 = $560 // integer values and handles 
if 
859A:   not false 
jf @SHIT_18824 
gosub @SHIT_18868 

:SHIT_18824
gosub @SHIT_19367 
0084: $575 = $561 // integer values and handles 
if 
859A:   not false 
jf @SHIT_18859 
gosub @SHIT_18868 

:SHIT_18859
gosub @SHIT_19367 
return 

:SHIT_18868
if 
   not Actor.Dead($575)
jf @SHIT_18893 
01B2: give_actor $575 weapon 6 ammo 0 // Load the weapon model before using this 

:SHIT_18893
return 

:SHIT_18895
if 
   not Actor.Dead($563)
jf @SHIT_18916 
022F: set_actor $563 stop_looking 

:SHIT_18916
0084: $576 = $563 // integer values and handles 
gosub @SHIT_19418 
if 
  $514 == 0 // integer values 
jf @SHIT_19059 
if 
859A:   not false 
jf @SHIT_18999 
Model.Load(#KNIFECUR)

:SHIT_18967
if 
   not Model.Available(#KNIFECUR)
jf @SHIT_18999 
Model.Load(#KNIFECUR)
wait 0 
jump @SHIT_18967 

:SHIT_18999
if 
   not Actor.Dead($562)
jf @SHIT_19052 
if 
859A:   not false 
jf @SHIT_19037 
01B2: give_actor $562 weapon 5 ammo 0 // Load the weapon model before using this 

:SHIT_19037
0084: $575 = $562 // integer values and handles 
gosub @SHIT_19367 

:SHIT_19052
$514 = 1 // integer values 

:SHIT_19059
gosub @SHIT_18734 
return 

:SHIT_19068
0084: $576 = $564 // integer values and handles 
gosub @SHIT_19418 
0084: $575 = $565 // integer values and handles 
gosub @SHIT_19367 
gosub @SHIT_18734 
return 

:SHIT_19107
0084: $575 = $569 // integer values and handles 
gosub @SHIT_19367 
0084: $575 = $570 // integer values and handles 
gosub @SHIT_19367 
0084: $576 = $571 // integer values and handles 
gosub @SHIT_19418 
gosub @SHIT_18734 
return 

:SHIT_19161
0084: $575 = $566 // integer values and handles 
gosub @SHIT_19367 
0084: $575 = $567 // integer values and handles 
gosub @SHIT_19367 
0084: $576 = $568 // integer values and handles 
gosub @SHIT_19418 
gosub @SHIT_18734 
return 

:SHIT_19215
if 
  $513 == 0 // integer values 
jf @SHIT_19343 
if 
859A:   not false 
jf @SHIT_19283 
Model.Load(#MACHETE)

:SHIT_19251
if 
   not Model.Available(#MACHETE)
jf @SHIT_19283 
Model.Load(#MACHETE)
wait 0 
jump @SHIT_19251 

:SHIT_19283
if 
   not Actor.Dead($572)
jf @SHIT_19336 
if 
859A:   not false 
jf @SHIT_19321 
01B2: give_actor $572 weapon 9 ammo 0 // Load the weapon model before using this 

:SHIT_19321
0084: $575 = $572 // integer values and handles 
gosub @SHIT_19367 

:SHIT_19336
$513 = 1 // integer values 

:SHIT_19343
0084: $575 = $573 // integer values and handles 
gosub @SHIT_19367 
gosub @SHIT_18734 
return 

:SHIT_19367
if 
   not Actor.Dead($575)
jf @SHIT_19416 
0372: set_actor $575 anim 0 wait_state_time 0 ms 
if 
   Player.Defined($6)
jf @SHIT_19416 
01CA: actor $575 kill_player $6 

:SHIT_19416
return 

:SHIT_19418
if 
   not Actor.Dead($576)
jf @SHIT_19463 
0372: set_actor $576 anim 0 wait_state_time 0 ms 
0239: actor $576 run_to 65.8 -1444.0 
Actor.RemoveReferences($576)

:SHIT_19463
return 

:SHIT_19465
if 
   Player.Defined($6)
jf @SHIT_21215 
$37 = 1 // integer values 
Player.CanMove($6) = False
03BF: set_player $6 ignored_by_everyone_to 1 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 1 
fade 0 500 

:SHIT_19524
if 
fading 
jf @SHIT_19566 
wait 0 
if 
   not Player.Defined($6)
jf @SHIT_19559 
return 

:SHIT_19559
jump @SHIT_19524 

:SHIT_19566
if 
  100 > $519 // integer values 
jf @SHIT_19658 
023C: load_special_actor 19 'STRIPC' 

:SHIT_19596
if 
823D:   not special_actor 19 loaded 
jf @SHIT_19634 
023C: load_special_actor 19 'STRIPC' 
wait 0 
jump @SHIT_19596 

:SHIT_19634
$577 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56)

:SHIT_19658
if and
  $519 > 99 // integer values 
  200 > $519 // integer values 
jf @SHIT_19758 
023C: load_special_actor 19 'STRIPA' 

:SHIT_19696
if 
823D:   not special_actor 19 loaded 
jf @SHIT_19734 
023C: load_special_actor 19 'STRIPA' 
wait 0 
jump @SHIT_19696 

:SHIT_19734
$577 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56)

:SHIT_19758
if 
  $519 > 199 // integer values 
jf @SHIT_19851 
023C: load_special_actor 19 'STRIPB' 

:SHIT_19789
if 
823D:   not special_actor 19 loaded 
jf @SHIT_19827 
023C: load_special_actor 19 'STRIPB' 
wait 0 
jump @SHIT_19789 

:SHIT_19827
$577 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56)

:SHIT_19851
Actor.Angle($577) = 33.0
01ED: clear_actor $577 threat_search 
0372: set_actor $577 anim 32 wait_state_time 999999 ms 
if 
   not Actor.Dead($7)
jf @SHIT_19937 
Actor.PutAt($7, 65.5, -1453.7, 9.6)
0372: set_actor $7 anim $556 wait_state_time 999999 ms 
Actor.Angle($7) = 210.0

:SHIT_19937
$520 = 0 // integer values 
Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0)
Camera.PointAt(66.0, -1454.5, 10.5, 2)
fade 1 500 

:SHIT_20002
if 
fading 
jf @SHIT_20044 
wait 0 
if 
   not Player.Defined($6)
jf @SHIT_20037 
return 

:SHIT_20037
jump @SHIT_20002 

:SHIT_20044
03E5: text_box 'EXIT_1'  // Press the ~h~~k~~PED_SPRINT~ ~w~button to exit.
16@ = 5000 // integer values 

:SHIT_20062
if 
   Player.Money($6) > 5
jf @SHIT_20570 
wait 0 
if 
   not Player.Defined($6)
jf @SHIT_20109 
return 
jump @SHIT_20122 

:SHIT_20109
0372: set_actor $7 anim $556 wait_state_time 999999 ms 

:SHIT_20122
if 
  16@ > 5000 // integer values 
jf @SHIT_20539 
Player.Money($6) += -5
16@ = 0 // integer values 
$519 += 5 // integer values 
$520 += 1 // integer values 
if 
  $520 == 6 // integer values 
jf @SHIT_20194 
$520 = 0 // integer values 

:SHIT_20194
if 
  $520 == 1 // integer values 
jf @SHIT_20263 
Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0)
Camera.PointAt(66.0, -1454.5, 10.5, 2)

:SHIT_20263
if 
  $520 == 2 // integer values 
jf @SHIT_20332 
Camera.SetPosition(65.21, -1454.1, 9.56, 0.0, 0.0, 0.0)
Camera.PointAt(67.36, -1456.33, 11.58, 2)

:SHIT_20332
if 
  $520 == 3 // integer values 
jf @SHIT_20401 
Camera.SetPosition(68.0, -1455.6, 10.0, 0.0, 0.0, 0.0)
Camera.PointAt(64.9, -1454.5, 10.89, 2)

:SHIT_20401
if 
  $520 == 4 // integer values 
jf @SHIT_20470 
Camera.SetPosition(67.47, -1456.14, 10.0, 0.0, 0.0, 0.0)
Camera.PointAt(65.4, -1454.25, 11.37, 2)

:SHIT_20470
if 
  $520 == 5 // integer values 
jf @SHIT_20539 
Camera.SetPosition(65.93, -1454.6, 11.65, 0.0, 0.0, 0.0)
Camera.PointAt(68.42, -1458.24, 8.36, 2)

:SHIT_20539
if 
00E1:   player 0 pressed_button 16 
jf @SHIT_20563 
jump @SHIT_20592 

:SHIT_20563
jump @SHIT_20062 

:SHIT_20570
00BC: text_highpriority 'STRIP_1' 5000 ms 1  // ~r~Not enough cash, you cheap sleazebag.
jump @SHIT_20638 

:SHIT_20592
if 
00E1:   player 0 pressed_button 16 
jf @SHIT_20638 
wait 0 
if 
   not Player.Defined($6)
jf @SHIT_20631 
return 

:SHIT_20631
jump @SHIT_20592 

:SHIT_20638
fade 0 500 

:SHIT_20645
if 
fading 
jf @SHIT_20687 
wait 0 
if 
   not Player.Defined($6)
jf @SHIT_20680 
return 

:SHIT_20680
jump @SHIT_20645 

:SHIT_20687
Actor.DestroyInstantly($577)
0296: unload_special_actor 19 
03E6: remove_text_box 
if and
  $519 > 299 // integer values 
  $529 == 0 // integer values 
jf @SHIT_21068 
gosub @SHIT_16342 
Camera.SetAtPos(93.3, -1472.14, $125)
Camera.SetPosition(103.0, -1488.0, 15.7, 0.0, 0.0, 0.0)
Camera.PointAt(99.5, -1476.6, 16.75, 2)
04A6: $578 = create_asset_money_pickup_at 93.3 -1472.14 $125 money $174 $174 
fade 1 1000 

:SHIT_20828
if 
fading 
jf @SHIT_20852 
wait 0 
jump @SHIT_20828 

:SHIT_20852
16@ = 0 // integer values 

:SHIT_20859
if 
  2000 > 16@ // integer values 
jf @SHIT_20889 
wait 0 
jump @SHIT_20859 

:SHIT_20889
00BA: text_styled 'ASSET_C' 10000 ms 6  // POLE POSITION ASSET COMPLETED!
01E5: text_1number_highpriority 'ASSET_D' $174 flag 10000 time 1  // ~g~The Pole Position Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly!
Camera.PointAt(93.3, -1472.14, $125, 1)
0394: play_music 1 
16@ = 0 // integer values 

:SHIT_20950
if 
  5000 > 16@ // integer values 
jf @SHIT_20980 
wait 0 
jump @SHIT_20950 

:SHIT_20980
fade 0 500 

:SHIT_20987
if 
fading 
jf @SHIT_21011 
wait 0 
jump @SHIT_20987 

:SHIT_21011
Camera.SetAtPos(72.0, -1454.7, 9.45)
Object.Destroy($537)
select_interior 5 
04F9: set_extracolors 2 fade 0 
01EB: set_traffic_density_multiplier_to 0.1 
03AD: set_rubbish 0 
$529 = 1 // integer values 
$579 += 1 // integer values 

:SHIT_21068
if 
   Player.Defined($6)
jf @SHIT_21123 
0372: set_actor $7 anim 0 wait_state_time 0 ms 
0055: put_player $6 at 72.0 -1454.7 9.45 
0171: set_player $6 z_angle_to 208.0 

:SHIT_21123
00BE: text_clear_all 
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
fade 1 500 

:SHIT_21136
if 
fading 
jf @SHIT_21178 
wait 0 
if 
   not Player.Defined($6)
jf @SHIT_21171 
return 

:SHIT_21171
jump @SHIT_21136 

:SHIT_21178
if 
   Player.Defined($6)
jf @SHIT_21215 
Player.CanMove($6) = True
03BF: set_player $6 ignored_by_everyone_to 0 
$37 = 0 // integer values 

:SHIT_21215
return 

:SHIT_21217
$37 = 1 // integer values 
02A3: enable_widescreen 1 
Player.CanMove($6) = False
03BF: set_player $6 ignored_by_everyone_to 1 
041D: set_camera_near_clip 0.1 
0169: set_fade_color 0 0 1 
fade 0 500 

:SHIT_21264
if 
fading 
jf @SHIT_21306 
wait 0 
if 
   not Player.Defined($6)
jf @SHIT_21299 
return 

:SHIT_21299
jump @SHIT_21264 

:SHIT_21306
03AF: set_streaming 0 
023C: load_special_actor 1 'CSPLAY' 
if 
  $531 == 0 // integer values 
jf @SHIT_21352 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21352
if 
  $531 == 1 // integer values 
jf @SHIT_21382 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21382
if 
  $531 == 2 // integer values 
jf @SHIT_21412 
023C: load_special_actor 19 'STRIPA' 

:SHIT_21412
038B: load_requested_models 

:SHIT_21414
if or
823D:   not special_actor 1 loaded 
823D:   not special_actor 19 loaded 
jf @SHIT_21468 
023C: load_special_actor 1 'CSPLAY' 
023C: load_special_actor 19 'STRIPA' 
wait 0 
jump @SHIT_21414 

:SHIT_21468
02E4: load_cutscene_data 'STRIPA' 
0244: set_cutscene_pos 69.5133 -1444.698 9.5255 
02E5: $580 = create_cutscene_object #SPECIAL01 
02E6: set_cutscene_anim $580 'CSPLAY' 
02E5: $581 = create_cutscene_object #SPECIAL19 
02E6: set_cutscene_anim $581 'STRIPA' 
if 
   Player.Defined($6)
jf @SHIT_21581 
0055: put_player $6 at 66.5 -1445.5 9.6 
0171: set_player $6 z_angle_to 220.0 

:SHIT_21581
fade 1 1500 
03AD: set_rubbish 0 
03AF: set_streaming 1 
02E7: start_cutscene 
02E8: $582 = cutscenetime 

:SHIT_21603
if 
  25000 > $582 // integer values 
jf @SHIT_21638 
wait 0 
02E8: $582 = cutscenetime 
jump @SHIT_21603 

:SHIT_21638
fade 0 1500 

:SHIT_21645
if 
fading 
jf @SHIT_21669 
wait 0 
jump @SHIT_21645 

:SHIT_21669
if 
82E9:   not cutscene_reached_end 
jf @SHIT_21693 
wait 0 
jump @SHIT_21669 

:SHIT_21693
02EA: end_cutscene 
02A3: enable_widescreen 0 
Camera.Restore_WithJumpCut
03C8: set_camera_directly_before_player 
0296: unload_special_actor 1 
0296: unload_special_actor 19 
fade 1 1500 
$531 += 1 // integer values 
if 
  $531 > 2 // integer values 
jf @SHIT_21750 
$531 = 0 // integer values 

:SHIT_21750
if 
fading 
jf @SHIT_21774 
wait 0 
jump @SHIT_21750 

:SHIT_21774
if 
   Player.Defined($6)
jf @SHIT_21811 
Player.CanMove($6) = True
03BF: set_player $6 ignored_by_everyone_to 0 
$37 = 0 // integer values 

:SHIT_21811
return 

:SHIT_21813
if 
  $502 == 1 // integer values 
jf @SHIT_24765 
if 
  $521 == 0 // integer values 
jf @SHIT_24254 
$555 = 24 // integer values 
$556 = 24 // integer values 
$557 = 25 // integer values 
$558 = 29 // integer values 
$559 = 19 // integer values 
Model.Load(#WFYG1)
Model.Load(#HFYRI)
Model.Load(#BFYRI)

:SHIT_21896
if or
   not Model.Available(#WFYG1)
   not Model.Available(#HFYRI)
   not Model.Available(#BFYRI)
jf @SHIT_21942 
Model.Load(#WFYG1)
Model.Load(#HFYRI)
Model.Load(#BFYRI)
wait 0 
jump @SHIT_21896 

:SHIT_21942
Model.Load(#CBA)
Model.Load(#BMYRI)
Model.Load(#BMYBB)

:SHIT_21954
if or
   not Model.Available(#CBA)
   not Model.Available(#BMYRI)
   not Model.Available(#BMYBB)
jf @SHIT_22000 
Model.Load(#CBA)
Model.Load(#BMYRI)
Model.Load(#BMYBB)
wait 0 
jump @SHIT_21954 

:SHIT_22000
Model.Load(#FIREMAN)
Model.Load(#WMYCW)
Model.Load(#ARMY)
Model.Load(#BKA)

:SHIT_22016
if or
   not Model.Available(#FIREMAN)
   not Model.Available(#WMYCW)
   not Model.Available(#ARMY)
   not Model.Available(#BKA)
jf @SHIT_22070 
Model.Load(#FIREMAN)
Model.Load(#WMYCW)
Model.Load(#ARMY)
Model.Load(#BKA)
wait 0 
jump @SHIT_22016 

:SHIT_22070
023C: load_special_actor 19 'BGA' 

:SHIT_22082
if 
823D:   not special_actor 19 loaded 
jf @SHIT_22120 
023C: load_special_actor 19 'BGA' 
wait 0 
jump @SHIT_22082 

:SHIT_22120
04ED: load_animation 'STRIP' 

:SHIT_22130
if 
84EE:   not animation 'STRIP' loaded 
jf @SHIT_22172 
04ED: load_animation 'STRIP' 
wait 0 
jump @SHIT_22130 

:SHIT_22172
Model.Load(#BRASSKNUCKLE)

:SHIT_22177
if 
   not Model.Available(#BRASSKNUCKLE)
jf @SHIT_22209 
Model.Load(#BRASSKNUCKLE)
wait 0 
jump @SHIT_22177 

:SHIT_22209
if 
  26 > $525 // integer values 
jf @SHIT_23520 
wait 0 
gosub @SHIT_25166 
if 
  $525 == 1 // integer values 
jf @SHIT_22289 
$571 = Actor.Create(CivMale, #CBA, $583, $584, $522)
0084: $585 = $571 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22289
if 
  $525 == 2 // integer values 
jf @SHIT_22340 
$562 = Actor.Create(CivFemale, #BFYRI, $583, $584, $522)
0084: $585 = $562 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22340
if 
  $525 == 3 // integer values 
jf @SHIT_22391 
$565 = Actor.Create(CivFemale, #HFYRI, $583, $584, $522)
0084: $585 = $565 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22391
if 
  $525 == 4 // integer values 
jf @SHIT_22442 
$577 = Actor.Create(CivFemale, #BFYRI, $583, $584, $522)
0084: $585 = $577 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22442
if 
  $525 == 5 // integer values 
jf @SHIT_22493 
$568 = Actor.Create(CivMale, #CBA, $583, $584, $522)
0084: $585 = $568 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22493
if 
  $525 == 6 // integer values 
jf @SHIT_22544 
$586 = Actor.Create(CivMale, #BMYRI, $583, $584, $522)
0084: $585 = $586 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22544
if 
  $525 == 7 // integer values 
jf @SHIT_22595 
$587 = Actor.Create(CivMale, #BMYBB, $583, $584, $522)
0084: $585 = $587 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22595
if 
  $525 == 8 // integer values 
jf @SHIT_22646 
$588 = Actor.Create(CivFemale, #WFYG1, $583, $584, $522)
0084: $585 = $588 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22646
if 
  $525 == 9 // integer values 
jf @SHIT_22697 
$589 = Actor.Create(CivFemale, #BFYRI, $583, $584, $522)
0084: $585 = $589 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22697
if 
  $525 == 10 // integer values 
jf @SHIT_22748 
$590 = Actor.Create(CivFemale, #HFYRI, $583, $584, $522)
0084: $585 = $590 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22748
if 
  $525 == 11 // integer values 
jf @SHIT_22799 
$591 = Actor.Create(CivFemale, #BFYRI, $583, $584, $522)
0084: $585 = $591 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22799
if 
  $525 == 12 // integer values 
jf @SHIT_22850 
$592 = Actor.Create(CivFemale, #WFYG1, $583, $584, $522)
0084: $585 = $592 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22850
if 
  $525 == 13 // integer values 
jf @SHIT_22901 
$593 = Actor.Create(CivMale, #BMYRI, $583, $584, $522)
0084: $585 = $593 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22901
if 
  $525 == 14 // integer values 
jf @SHIT_22952 
$594 = Actor.Create(CivMale, #BMYBB, $583, $584, $522)
0084: $585 = $594 // integer values and handles 
gosub @SHIT_25220 

:SHIT_22952
if 
  $525 == 15 // integer values 
jf @SHIT_23003 
$595 = Actor.Create(CivFemale, #HFYRI, $583, $584, $522)
0084: $585 = $595 // integer values and handles 
gosub @SHIT_25220 

:SHIT_23003
if 
  $525 == 16 // integer values 
jf @SHIT_23054 
$596 = Actor.Create(CivMale, #BMYBB, $583, $584, $522)
0084: $585 = $596 // integer values and handles 
gosub @SHIT_25220 

:SHIT_23054
if 
  $525 == 17 // integer values 
jf @SHIT_23105 
$597 = Actor.Create(CivFemale, #WFYG1, $583, $584, $522)
0084: $585 = $597 // integer values and handles 
gosub @SHIT_25220 

:SHIT_23105
if 
  $525 == 18 // integer values 
jf @SHIT_23156 
$598 = Actor.Create(CivFemale, #BFYRI, $583, $584, $522)
0084: $585 = $598 // integer values and handles 
gosub @SHIT_25220 

:SHIT_23156
if 
  $525 == 19 // integer values 
jf @SHIT_23207 
$599 = Actor.Create(CivFemale, #HFYRI, $583, $584, $522)
0084: $585 = $599 // integer values and handles 
gosub @SHIT_25220 

:SHIT_23207
if 
  $525 == 20 // integer values 
jf @SHIT_23258 
$600 = Actor.Create(CivMale, #BFYRI, $583, $584, $522)
0084: $585 = $600 // integer values and handles 
gosub @SHIT_25220 

:SHIT_23258
if 
  $525 == 21 // integer values 
jf @SHIT_23309 
$601 = Actor.Create(CivMale, #BMYRI, $583, $584, $522)
0084: $585 = $601 // integer values and handles 
gosub @SHIT_25220 

:SHIT_23309
if 
  $525 == 22 // integer values 
jf @SHIT_23360 
$602 = Actor.Create(CivFemale, #WFYG1, $583, $584, $522)
0084: $585 = $602 // integer values and handles 
gosub @SHIT_25220 

:SHIT_23360
if 
  $525 == 23 // integer values 
jf @SHIT_23411 
$603 = Actor.Create(CivFemale, #HFYRI, $583, $584, $522)
0084: $585 = $603 // integer values and handles 
gosub @SHIT_25220 

:SHIT_23411
if 
  $525 == 24 // integer values 
jf @SHIT_23462 
$604 = Actor.Create(CivFemale, #WFYG1, $583, $584, $522)
0084: $585 = $604 // integer values and handles 
gosub @SHIT_25220 

:SHIT_23462
if 
  $525 == 25 // integer values 
jf @SHIT_23513 
$605 = Actor.Create(CivFemale, #BFYRI, $583, $584, $522)
0084: $585 = $605 // integer values and handles 
gosub @SHIT_25220 

:SHIT_23513
jump @SHIT_22209 

:SHIT_23520
$606 = Actor.Create(CivMale, #FIREMAN, 474.0, -72.14, 9.5)
Actor.Angle($606) = 310.0
0084: $585 = $606 // integer values and handles 
gosub @SHIT_25220 
$607 = Actor.Create(CivMale, #WMYCW, 473.2, -70.9, 9.5)
Actor.Angle($607) = 310.0
0084: $585 = $607 // integer values and handles 
gosub @SHIT_25220 
$608 = Actor.Create(CivMale, #BKA, 472.4, -69.65, 9.5)
Actor.Angle($608) = 310.0
0084: $585 = $608 // integer values and handles 
gosub @SHIT_25220 
$609 = Actor.Create(CivMale, #ARMY, 471.6, -68.4, 9.5)
Actor.Angle($609) = 310.0
0084: $585 = $609 // integer values and handles 
gosub @SHIT_25220 
$610 = Actor.Create(CivMale, #COP, 470.8, -67.15, 9.5)
Actor.Angle($610) = 310.0
0084: $585 = $610 // integer values and handles 
gosub @SHIT_25220 
$560 = Actor.Create(CivMale, #SPECIAL19, 487.8, -77.3, 10.5)
Actor.Angle($560) = 55.0
0243: set_actor $560 ped_stats_to 30 
01B2: give_actor $560 weapon 1 ammo 0 // Load the weapon model before using this 
$561 = Actor.Create(CivMale, #SPECIAL19, 490.9, -74.4, 10.5)
Actor.Angle($561) = 55.0
0243: set_actor $561 ped_stats_to 30 
01B2: give_actor $561 weapon 1 ammo 0 // Load the weapon model before using this 
if 
  $526 == 0 // integer values 
jf @SHIT_24039 
$611 = Actor.Create(CivMale, #SPECIAL19, 463.2, -58.16, 10.5)
Actor.Angle($611) = 250.0
0243: set_actor $611 ped_stats_to 30 
Actor.Health($611) = 200
01B2: give_actor $611 weapon 1 ammo 0 // Load the weapon model before using this 
$612 = Actor.Create(CivMale, #SPECIAL19, 465.5, -51.7, 14.7)
Actor.Angle($612) = 134.0
0243: set_actor $612 ped_stats_to 30 
01B2: give_actor $612 weapon 1 ammo 0 // Load the weapon model before using this 
$572 = Actor.Create(CivFemale, #BFYRI, 465.25, -54.66, 10.5)
Actor.Angle($572) = 50.0
0243: set_actor $572 ped_stats_to 30 
jump @SHIT_24240 

:SHIT_24039
$611 = Actor.Create(CivMale, #SPECIAL19, 467.65, -60.36, 9.5)
Actor.Angle($611) = 250.0
0243: set_actor $611 ped_stats_to 30 
01B2: give_actor $611 weapon 1 ammo 0 // Load the weapon model before using this 
$612 = Actor.Create(CivMale, #SPECIAL19, 468.0, -55.6, 10.5)
Actor.Angle($612) = 60.0
0243: set_actor $612 ped_stats_to 30 
01B2: give_actor $612 weapon 1 ammo 0 // Load the weapon model before using this 
023C: load_special_actor 18 'STRIPA' 

:SHIT_24151
if 
823D:   not special_actor 18 loaded 
jf @SHIT_24189 
023C: load_special_actor 18 'STRIPA' 
wait 0 
jump @SHIT_24151 

:SHIT_24189
$572 = Actor.Create(CivFemale, #SPECIAL18, 466.6, -54.56, 10.5)
Actor.Angle($572) = 245.0
0243: set_actor $572 ped_stats_to 30 
0372: set_actor $572 anim 25 wait_state_time 8000 ms 

:SHIT_24240
16@ = 0 // integer values 
$521 = 1 // integer values 

:SHIT_24254
if 
  $521 == 1 // integer values 
jf @SHIT_24758 
if 
   Player.Defined($6)
jf @SHIT_24758 
if or
02DF:   player $6 aggressive 
   Player.WantedLevel($6) > 0
jf @SHIT_24336 
if 
  $526 == 0 // integer values 
jf @SHIT_24336 
gosub @SHIT_25345 

:SHIT_24336
if and
  16@ > 10000 // integer values 
  $512 == 0 // integer values 
jf @SHIT_24388 
if 
   not Actor.Dead($572)
jf @SHIT_24388 
0372: set_actor $572 anim 25 wait_state_time 8000 ms 

:SHIT_24388
if and
  $526 == 0 // integer values 
  $512 == 0 // integer values 
   not Actor.Dead($572)
jf @SHIT_24555 
if 
00F6:   player $6 0 462.7 -57.3 11.5 radius 1.5 1.5 2.0 
jf @SHIT_24555 
Model.Load(#BUDDYSHOT)

:SHIT_24471
if 
   not Model.Available(#BUDDYSHOT)
jf @SHIT_24503 
Model.Load(#BUDDYSHOT)
wait 0 
jump @SHIT_24471 

:SHIT_24503
if and
   not Actor.Dead($572)
   Player.Defined($6)
jf @SHIT_24541 
01B2: give_actor $572 weapon 21 ammo 20 // Load the weapon model before using this 
01CA: actor $572 kill_player $6 

:SHIT_24541
gosub @SHIT_25345 
$512 = 1 // integer values 

:SHIT_24555
if 
  16@ > 10000 // integer values 
jf @SHIT_24758 
$527 = 1 // integer values 
0208: $523 = random_float 0.0 360.0 
if 
   not Actor.Dead($606)
jf @SHIT_24627 
0084: $585 = $606 // integer values and handles 
gosub @SHIT_25220 

:SHIT_24627
if 
   not Actor.Dead($607)
jf @SHIT_24658 
0084: $585 = $607 // integer values and handles 
gosub @SHIT_25220 

:SHIT_24658
if 
   not Actor.Dead($608)
jf @SHIT_24689 
0084: $585 = $608 // integer values and handles 
gosub @SHIT_25220 

:SHIT_24689
if 
   not Actor.Dead($609)
jf @SHIT_24720 
0084: $585 = $609 // integer values and handles 
gosub @SHIT_25220 

:SHIT_24720
if 
   not Actor.Dead($610)
jf @SHIT_24751 
0084: $585 = $610 // integer values and handles 
gosub @SHIT_25220 

:SHIT_24751
16@ = 0 // integer values 

:SHIT_24758
jump @SHIT_25164 

:SHIT_24765
if 
  $521 > 0 // integer values 
jf @SHIT_25164 

:SHIT_24783
if 
   not Player.Defined($6)
jf @SHIT_24810 
wait 0 
jump @SHIT_24783 

:SHIT_24810
Actor.DestroyInstantly($571)
Actor.DestroyInstantly($562)
Actor.DestroyInstantly($565)
Actor.DestroyInstantly($577)
Actor.DestroyInstantly($568)
Actor.DestroyInstantly($586)
Actor.DestroyInstantly($587)
Actor.DestroyInstantly($588)
Actor.DestroyInstantly($589)
Actor.DestroyInstantly($590)
Actor.DestroyInstantly($591)
Actor.DestroyInstantly($592)
Actor.DestroyInstantly($593)
Actor.DestroyInstantly($594)
Actor.DestroyInstantly($595)
Actor.DestroyInstantly($596)
Actor.DestroyInstantly($597)
Actor.DestroyInstantly($598)
Actor.DestroyInstantly($599)
Actor.DestroyInstantly($600)
Actor.DestroyInstantly($601)
Actor.DestroyInstantly($602)
Actor.DestroyInstantly($603)
Actor.DestroyInstantly($604)
Actor.DestroyInstantly($605)
Actor.DestroyInstantly($606)
Actor.DestroyInstantly($607)
Actor.DestroyInstantly($608)
Actor.DestroyInstantly($609)
Actor.DestroyInstantly($610)
Actor.DestroyInstantly($572)
Actor.DestroyInstantly($560)
Actor.DestroyInstantly($561)
Actor.DestroyInstantly($611)
Actor.DestroyInstantly($612)
Model.Destroy(#FIREMAN)
Model.Destroy(#WMYCW)
Model.Destroy(#ARMY)
Model.Destroy(#BKA)
Model.Destroy(#WFYG1)
Model.Destroy(#HFYRI)
Model.Destroy(#BFYRI)
Model.Destroy(#CBA)
Model.Destroy(#BMYRI)
Model.Destroy(#BMYBB)
Model.Destroy(#BRASSKNUCKLE)
0296: unload_special_actor 19 
if 
  $526 == 0 // integer values 
jf @SHIT_25082 
if 
  $512 == 1 // integer values 
jf @SHIT_25075 
Model.Destroy(#BUDDYSHOT)

:SHIT_25075
jump @SHIT_25086 

:SHIT_25082
0296: unload_special_actor 18 

:SHIT_25086
04EF: release_animation 'STRIP' 
$521 = 0 // integer values 
$525 = 0 // integer values 
$583 = 0.0 // floating-point values 
$584 = 0.0 // floating-point values 
$524 = 0.0 // floating-point values 
$523 = 0.0 // floating-point values 
$512 = 0 // integer values 
$527 = 0 // integer values 

:SHIT_25164
return 

:SHIT_25166
0208: $583 = random_float 474.0 481.0 
0208: $584 = random_float -69.0 -61.0 
0208: $523 = random_float 0.0 360.0 
$525 += 1 // integer values 
return 

:SHIT_25220
if 
  1 > $527 // integer values 
jf @SHIT_25269 
01ED: clear_actor $585 threat_search 
0291: set_actor $585 attack_when_provoked 1 
0243: set_actor $585 ped_stats_to 11 
0372: set_actor $585 anim 32 wait_state_time 999999 ms 

:SHIT_25269
if 
  2 > $527 // integer values 
jf @SHIT_25295 
Actor.Angle($585) = $523

:SHIT_25295
return 

:SHIT_25297
if 
  $517 == 1 // integer values 
jf @SHIT_25343 
0296: unload_special_actor 15 
Actor.DestroyWithFade($550)
Actor.DestroyWithFade($551)
$517 = 0 // integer values 
$518 = 0 // integer values 

:SHIT_25343
return 

:SHIT_25345
if 
   Player.Defined($6)
jf @SHIT_25457 
if 
   not Actor.Dead($560)
jf @SHIT_25385 
01CA: actor $560 kill_player $6 

:SHIT_25385
if 
   not Actor.Dead($561)
jf @SHIT_25409 
01CA: actor $561 kill_player $6 

:SHIT_25409
if 
   not Actor.Dead($611)
jf @SHIT_25433 
01CA: actor $611 kill_player $6 

:SHIT_25433
if 
   not Actor.Dead($612)
jf @SHIT_25457 
01CA: actor $612 kill_player $6 

:SHIT_25457
return 

:SHIT_25459
Model.Load($549)

:SHIT_25464
if 
   not Model.Available($549)
jf @SHIT_25491 
wait 0 
jump @SHIT_25464 

:SHIT_25491
return 

:SHIT_25493
Model.Destroy($549)
return 

:SHIT_25500
if 
   Player.Defined($6)
jf @SHIT_25571 
if or
047E:   player $6 driving_a_motorbike 
00DE:   player $6 driving_vehicle_type #CADDY 
jf @SHIT_25563 
03C1: $538 = player $6 car_no_save 
Car.Angle($538) = $552
jump @SHIT_25571 

:SHIT_25563
0171: set_player $6 z_angle_to $552 

:SHIT_25571
return 

:BUS
set_wb_check_to 0 
thread 'BUS' 
$613 = 1 // integer values 

:BUS_21
if 
  $614 == 0 // integer values 
jf @BUS_115 
wait 500 
$615 += 1 // integer values 
if 
  $615 > 30 // integer values 
jf @BUS_83 
$613 += 1 // integer values 
$615 = 0 // integer values 

:BUS_83
if 
  $613 > 17 // integer values 
jf @BUS_108 
$613 = 1 // integer values 

:BUS_108
jump @BUS_120 

:BUS_115
wait 500 

:BUS_120
if 
  $37 == 0 // integer values 
jf @BUS_3698 
$616 = 0 // integer values 
if 
  $614 == 0 // integer values 
jf @BUS_2470 
if 
   Player.Defined($6)
jf @BUS_350 
if 
00E0:   player $6 driving 
jf @BUS_350 
if 
00DE:   player $6 driving_vehicle_type #COACH 
jf @BUS_350 
if 
029F:   player $6 stopped 
jf @BUS_350 
01BD: $617 = current_time_in_ms 
0084: $618 = $617 // integer values and handles 
0060: $618 -= $619 // integer values 
if 
  $618 > 1000 // integer values 
jf @BUS_350 
057F: get_player $6 store_coach_passengers_dropped_off_to $620 
if 
  $620 > 0 // integer values 
jf @BUS_350 
01E3: text_1number_styled 'BONUS' number 5 time 50 style 1  // ~g~BONUS $~1~
018C: play_sound 1 at 0.0 0.0 0.0 
Player.Money($6) += 5
01BD: $619 = current_time_in_ms 
$620 = 0 // integer values 

:BUS_350
if 
   Player.Defined($6)
jf @BUS_1524 
if or
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
0121:   player $6 in_zone 'BEACH2'  // Washington Beach
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @BUS_1524 
if 
  $497 == 0 // integer values 
jf @BUS_1524 
if 
  $498 == 0 // integer values 
jf @BUS_1524 
if 
  $502 == 0 // integer values 
jf @BUS_1524 
if 
  $368 == 0 // integer values 
jf @BUS_1524 
if 
  $468 == 0 // integer values 
jf @BUS_1524 
if 
  $613 == 1 // integer values 
jf @BUS_564 
$621 = -77.6 // floating-point values 
$622 = -982.5 // floating-point values 
$623 = 9.3 // floating-point values 
$624 = 9.8 // floating-point values 

:BUS_564
if 
  $613 == 2 // integer values 
jf @BUS_622 
$621 = 120.0 // floating-point values 
$622 = -807.3 // floating-point values 
$623 = 9.3 // floating-point values 
$624 = 333.5 // floating-point values 

:BUS_622
if 
  $613 == 3 // integer values 
jf @BUS_680 
$621 = 183.2 // floating-point values 
$622 = -488.9 // floating-point values 
$623 = 9.9 // floating-point values 
$624 = 356.5 // floating-point values 

:BUS_680
if 
  $613 == 4 // integer values 
jf @BUS_738 
$621 = 318.6 // floating-point values 
$622 = -82.7 // floating-point values 
$623 = 9.6 // floating-point values 
$624 = 351.4 // floating-point values 

:BUS_738
if 
  $613 == 5 // integer values 
jf @BUS_796 
$621 = 472.7 // floating-point values 
$622 = 627.8 // floating-point values 
$623 = 10.0 // floating-point values 
$624 = 1.7 // floating-point values 

:BUS_796
if 
  $613 == 6 // integer values 
jf @BUS_854 
$621 = 226.5 // floating-point values 
$622 = 719.5 // floating-point values 
$623 = 9.7 // floating-point values 
$624 = 304.3 // floating-point values 

:BUS_854
if 
  $613 == 7 // integer values 
jf @BUS_912 
$621 = 306.9 // floating-point values 
$622 = 1044.8 // floating-point values 
$623 = 12.1 // floating-point values 
$624 = 19.4 // floating-point values 

:BUS_912
if 
  $613 == 8 // integer values 
jf @BUS_970 
$621 = 448.7 // floating-point values 
$622 = 1274.3 // floating-point values 
$623 = 16.3 // floating-point values 
$624 = 269.5 // floating-point values 

:BUS_970
if 
  $613 == 9 // integer values 
jf @BUS_1028 
$621 = 499.5 // floating-point values 
$622 = 1022.8 // floating-point values 
$623 = 16.8 // floating-point values 
$624 = 192.4 // floating-point values 

:BUS_1028
if 
  $613 == 10 // integer values 
jf @BUS_1086 
$621 = 528.1 // floating-point values 
$622 = 632.5 // floating-point values 
$623 = 9.8 // floating-point values 
$624 = 180.9 // floating-point values 

:BUS_1086
if 
  $613 == 11 // integer values 
jf @BUS_1144 
$621 = 516.2 // floating-point values 
$622 = 403.6 // floating-point values 
$623 = 9.7 // floating-point values 
$624 = 162.7 // floating-point values 

:BUS_1144
if 
  $613 == 12 // integer values 
jf @BUS_1202 
$621 = 491.5 // floating-point values 
$622 = 0.6 // floating-point values 
$623 = 9.6 // floating-point values 
$624 = 194.7 // floating-point values 

:BUS_1202
if 
  $613 == 13 // integer values 
jf @BUS_1260 
$621 = 434.1 // floating-point values 
$622 = -454.1 // floating-point values 
$623 = 9.0 // floating-point values 
$624 = 178.5 // floating-point values 

:BUS_1260
if 
  $613 == 14 // integer values 
jf @BUS_1318 
$621 = 217.1 // floating-point values 
$622 = -974.4 // floating-point values 
$623 = 9.0 // floating-point values 
$624 = 168.2 // floating-point values 

:BUS_1318
if 
  $613 == 15 // integer values 
jf @BUS_1376 
$621 = 160.6 // floating-point values 
$622 = -1329.6 // floating-point values 
$623 = 9.0 // floating-point values 
$624 = 172.8 // floating-point values 

:BUS_1376
if 
  $613 == 16 // integer values 
jf @BUS_1434 
$621 = -26.6 // floating-point values 
$622 = -1566.2 // floating-point values 
$623 = 9.0 // floating-point values 
$624 = 84.0 // floating-point values 

:BUS_1434
if 
  $613 == 17 // integer values 
jf @BUS_1492 
$621 = -21.6 // floating-point values 
$622 = -1307.4 // floating-point values 
$623 = 9.0 // floating-point values 
$624 = 358.1 // floating-point values 

:BUS_1492
gosub @BUS_3739 
if 
  $614 == 1 // integer values 
jf @BUS_1524 
$625 = 1 // integer values 

:BUS_1524
if 
   Player.Defined($6)
jf @BUS_2463 
if or
0121:   player $6 in_zone 'DTOWN'  // Downtown
0121:   player $6 in_zone 'HAITI'  // Little Haiti
0121:   player $6 in_zone 'HAVANA'  // Little Havana
0121:   player $6 in_zone 'A_PORT'  // Escobar International
0121:   player $6 in_zone 'JUNKY'  // Junk Yard
jf @BUS_2463 
if 
  $269 == 0 // integer values 
jf @BUS_2463 
if 
  $499 == 0 // integer values 
jf @BUS_2463 
if 
  $613 > 13 // integer values 
jf @BUS_1677 
$613 = 1 // integer values 

:BUS_1677
if 
  $613 == 1 // integer values 
jf @BUS_1735 
$621 = -385.7 // floating-point values 
$622 = 1008.3 // floating-point values 
$623 = 8.4 // floating-point values 
$624 = 338.4 // floating-point values 

:BUS_1735
if 
  $613 == 2 // integer values 
jf @BUS_1793 
$621 = -295.4 // floating-point values 
$622 = 1283.6 // floating-point values 
$623 = 10.1 // floating-point values 
$624 = 0.0 // floating-point values 

:BUS_1793
if 
  $613 == 3 // integer values 
jf @BUS_1851 
$621 = -477.4 // floating-point values 
$622 = 1344.0 // floating-point values 
$623 = 10.1 // floating-point values 
$624 = 97.2 // floating-point values 

:BUS_1851
if 
  $613 == 4 // integer values 
jf @BUS_1909 
$621 = -744.3 // floating-point values 
$622 = 1319.0 // floating-point values 
$623 = 10.1 // floating-point values 
$624 = 101.4 // floating-point values 

:BUS_1909
if 
  $613 == 5 // integer values 
jf @BUS_1967 
$621 = -875.4 // floating-point values 
$622 = 1351.1 // floating-point values 
$623 = 9.8 // floating-point values 
$624 = 187.2 // floating-point values 

:BUS_1967
if 
  $613 == 6 // integer values 
jf @BUS_2025 
$621 = -869.5 // floating-point values 
$622 = 1074.8 // floating-point values 
$623 = 9.4 // floating-point values 
$624 = 182.7 // floating-point values 

:BUS_2025
if 
  $613 == 7 // integer values 
jf @BUS_2083 
$621 = -996.5 // floating-point values 
$622 = -513.8 // floating-point values 
$623 = 9.3 // floating-point values 
$624 = 186.3 // floating-point values 

:BUS_2083
if 
  $613 == 8 // integer values 
jf @BUS_2141 
$621 = -910.1 // floating-point values 
$622 = -660.4 // floating-point values 
$623 = 9.6 // floating-point values 
$624 = 277.9 // floating-point values 

:BUS_2141
if 
  $613 == 9 // integer values 
jf @BUS_2199 
$621 = -1432.9 // floating-point values 
$622 = -780.5 // floating-point values 
$623 = 13.2 // floating-point values 
$624 = 88.4 // floating-point values 

:BUS_2199
if 
  $613 == 10 // integer values 
jf @BUS_2257 
$621 = -1017.7 // floating-point values 
$622 = -918.7 // floating-point values 
$623 = 12.9 // floating-point values 
$624 = 46.4 // floating-point values 

:BUS_2257
if 
  $613 == 11 // integer values 
jf @BUS_2315 
$621 = -1130.8 // floating-point values 
$622 = -594.3 // floating-point values 
$623 = 10.0 // floating-point values 
$624 = 275.0 // floating-point values 

:BUS_2315
if 
  $613 == 12 // integer values 
jf @BUS_2373 
$621 = -1200.6 // floating-point values 
$622 = -420.0 // floating-point values 
$623 = 9.3 // floating-point values 
$624 = 5.8 // floating-point values 

:BUS_2373
if 
  $613 == 13 // integer values 
jf @BUS_2431 
$621 = -1061.0 // floating-point values 
$622 = -340.2 // floating-point values 
$623 = 9.3 // floating-point values 
$624 = 278.5 // floating-point values 

:BUS_2431
gosub @BUS_3739 
if 
  $614 == 1 // integer values 
jf @BUS_2463 
$625 = 2 // integer values 

:BUS_2463
jump @BUS_3691 

:BUS_2470
if or
  $497 == 1 // integer values 
  $498 == 1 // integer values 
  $502 == 1 // integer values 
  $368 == 1 // integer values 
  $269 == 1 // integer values 
jf @BUS_2523 
gosub @BUS_7126 

:BUS_2523
if or
  $499 == 1 // integer values 
  $468 == 1 // integer values 
jf @BUS_2555 
gosub @BUS_7126 

:BUS_2555
if 
  $625 == 1 // integer values 
jf @BUS_3170 
if 
   Player.Defined($6)
jf @BUS_3170 
if or
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
0121:   player $6 in_zone 'BEACH2'  // Washington Beach
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @BUS_3163 
$626 = -77.6 // floating-point values 
$627 = -982.5 // floating-point values 
$628 = 9.4 // floating-point values 
$629 = 120.0 // floating-point values 
$630 = -807.3 // floating-point values 
$631 = 9.4 // floating-point values 
$632 = 183.2 // floating-point values 
$633 = -488.9 // floating-point values 
$634 = 10.9 // floating-point values 
$635 = 318.6 // floating-point values 
$636 = -82.7 // floating-point values 
$637 = 9.6 // floating-point values 
$638 = 472.7 // floating-point values 
$639 = 627.8 // floating-point values 
$640 = 10.0 // floating-point values 
$641 = 226.5 // floating-point values 
$642 = 719.5 // floating-point values 
$643 = 9.7 // floating-point values 
$644 = 306.9 // floating-point values 
$645 = 1044.8 // floating-point values 
$646 = 11.9 // floating-point values 
$647 = 448.7 // floating-point values 
$648 = 1274.3 // floating-point values 
$649 = 16.1 // floating-point values 
$650 = 499.5 // floating-point values 
$651 = 1022.8 // floating-point values 
$652 = 16.8 // floating-point values 
$653 = 528.1 // floating-point values 
$654 = 632.5 // floating-point values 
$655 = 9.8 // floating-point values 
$656 = 516.2 // floating-point values 
$657 = 403.6 // floating-point values 
$658 = 9.7 // floating-point values 
$659 = 491.5 // floating-point values 
$660 = 0.6 // floating-point values 
$661 = 9.6 // floating-point values 
$662 = 434.1 // floating-point values 
$663 = -454.1 // floating-point values 
$664 = 9.7 // floating-point values 
$665 = 217.1 // floating-point values 
$666 = -974.4 // floating-point values 
$667 = 9.0 // floating-point values 
$668 = 160.6 // floating-point values 
$669 = -1329.6 // floating-point values 
$670 = 9.0 // floating-point values 
$671 = -26.6 // floating-point values 
$672 = -1566.2 // floating-point values 
$673 = 9.0 // floating-point values 
$678 = -21.6 // floating-point values 
$679 = -1307.4 // floating-point values 
$680 = 9.0 // floating-point values 
gosub @BUS_3997 
jump @BUS_3170 

:BUS_3163
gosub @BUS_7126 

:BUS_3170
if 
  $625 == 2 // integer values 
jf @BUS_3691 
if 
   Player.Defined($6)
jf @BUS_3691 
if or
0121:   player $6 in_zone 'DTOWN'  // Downtown
0121:   player $6 in_zone 'HAITI'  // Little Haiti
0121:   player $6 in_zone 'HAVANA'  // Little Havana
0121:   player $6 in_zone 'A_PORT'  // Escobar International
0121:   player $6 in_zone 'JUNKY'  // Junk Yard
jf @BUS_3684 
$626 = -385.7 // floating-point values 
$627 = 1008.3 // floating-point values 
$628 = 8.4 // floating-point values 
$629 = -295.4 // floating-point values 
$630 = 1283.6 // floating-point values 
$631 = 10.1 // floating-point values 
$632 = -477.4 // floating-point values 
$633 = 1344.0 // floating-point values 
$634 = 10.1 // floating-point values 
$635 = -744.3 // floating-point values 
$636 = 1319.0 // floating-point values 
$637 = 10.1 // floating-point values 
$638 = -875.4 // floating-point values 
$639 = 1351.1 // floating-point values 
$640 = 9.8 // floating-point values 
$641 = -869.5 // floating-point values 
$642 = 1074.8 // floating-point values 
$643 = 9.4 // floating-point values 
$644 = -996.5 // floating-point values 
$645 = -513.8 // floating-point values 
$646 = 9.3 // floating-point values 
$647 = -910.1 // floating-point values 
$648 = -660.4 // floating-point values 
$649 = 9.6 // floating-point values 
$650 = -1432.9 // floating-point values 
$651 = -780.5 // floating-point values 
$652 = 13.2 // floating-point values 
$653 = -1017.7 // floating-point values 
$654 = -918.7 // floating-point values 
$655 = 12.9 // floating-point values 
$656 = -1130.8 // floating-point values 
$657 = -594.3 // floating-point values 
$658 = 10.0 // floating-point values 
$659 = -1200.6 // floating-point values 
$660 = -420.0 // floating-point values 
$661 = 9.3 // floating-point values 
$662 = -1061.0 // floating-point values 
$663 = -340.2 // floating-point values 
$664 = 9.3 // floating-point values 
gosub @BUS_3997 
jump @BUS_3691 

:BUS_3684
gosub @BUS_7126 

:BUS_3691
jump @BUS_3730 

:BUS_3698
if 
  $616 == 0 // integer values 
jf @BUS_3730 
gosub @BUS_7126 
$616 = 1 // integer values 

:BUS_3730
jump @BUS_21 
end_thread 

:BUS_3739
if 
00F5:   player $6 0 $621 $622 $623 radius 180.0 180.0 180.0 
jf @BUS_3995 
if 
80F5:   not player $6 0 $621 $622 $623 radius 115.0 115.0 115.0 
jf @BUS_3855 
Model.Load(#COACH)

:BUS_3828
if 
   not Model.Available(#COACH)
jf @BUS_3855 
wait 0 
jump @BUS_3828 

:BUS_3855
if 
   Player.Defined($6)
jf @BUS_3995 
if 
80F5:   not player $6 0 $621 $622 $623 radius 115.0 115.0 115.0 
jf @BUS_3990 
$681 = Car.Create(#COACH, $621, $622, $623)
0594:  $681 0 
Car.Angle($681) = $624
00AE: set_vehicle $681 traffic_behavior_to 0 
0376: $682 = create_random_actor $621 $622 30.0 
036A: put_actor $682 in_car $681 
$614 = 1 // integer values 
jump @BUS_3995 

:BUS_3990
Model.Destroy(#COACH)

:BUS_3995
return 

:BUS_3997
if 
   not Car.Wrecked($681)
jf @BUS_4662 
if 
   not Actor.Dead($682)
jf @BUS_4648 
if 
0448:   actor $682 in_car $681 
jf @BUS_4634 
if 
  $683 == 0 // integer values 
jf @BUS_4627 
if 
  $613 == 1 // integer values 
jf @BUS_4098 
02C2: car $681 drive_to_point $626 $627 $628 

:BUS_4098
if 
  $613 == 2 // integer values 
jf @BUS_4130 
02C2: car $681 drive_to_point $629 $630 $631 

:BUS_4130
if 
  $613 == 3 // integer values 
jf @BUS_4162 
02C2: car $681 drive_to_point $632 $633 $634 

:BUS_4162
if 
  $613 == 4 // integer values 
jf @BUS_4194 
02C2: car $681 drive_to_point $635 $636 $637 

:BUS_4194
if 
  $613 == 5 // integer values 
jf @BUS_4226 
02C2: car $681 drive_to_point $638 $639 $640 

:BUS_4226
if 
  $613 == 6 // integer values 
jf @BUS_4258 
02C2: car $681 drive_to_point $641 $642 $643 

:BUS_4258
if 
  $613 == 7 // integer values 
jf @BUS_4290 
02C2: car $681 drive_to_point $644 $645 $646 

:BUS_4290
if 
  $613 == 8 // integer values 
jf @BUS_4322 
02C2: car $681 drive_to_point $647 $648 $649 

:BUS_4322
if 
  $613 == 9 // integer values 
jf @BUS_4354 
02C2: car $681 drive_to_point $650 $651 $652 

:BUS_4354
if 
  $613 == 10 // integer values 
jf @BUS_4386 
02C2: car $681 drive_to_point $653 $654 $655 

:BUS_4386
if 
  $613 == 11 // integer values 
jf @BUS_4418 
02C2: car $681 drive_to_point $656 $657 $658 

:BUS_4418
if 
  $613 == 12 // integer values 
jf @BUS_4450 
02C2: car $681 drive_to_point $659 $660 $661 

:BUS_4450
if 
  $613 == 13 // integer values 
jf @BUS_4482 
02C2: car $681 drive_to_point $662 $663 $664 

:BUS_4482
if 
  $613 == 14 // integer values 
jf @BUS_4514 
02C2: car $681 drive_to_point $665 $666 $667 

:BUS_4514
if 
  $613 == 15 // integer values 
jf @BUS_4546 
02C2: car $681 drive_to_point $668 $669 $670 

:BUS_4546
if 
  $613 == 16 // integer values 
jf @BUS_4578 
02C2: car $681 drive_to_point $671 $672 $673 

:BUS_4578
if 
  $613 == 17 // integer values 
jf @BUS_4610 
02C2: car $681 drive_to_point $678 $679 $680 

:BUS_4610
Car.SetMaxSpeed($681, 15.0)
$683 = 1 // integer values 

:BUS_4627
jump @BUS_4641 

:BUS_4634
gosub @BUS_7126 

:BUS_4641
jump @BUS_4655 

:BUS_4648
gosub @BUS_7126 

:BUS_4655
jump @BUS_4669 

:BUS_4662
gosub @BUS_7126 

:BUS_4669
if 
   Player.Defined($6)
jf @BUS_5977 
if 
   not Car.Wrecked($681)
jf @BUS_5963 
if 
   not Actor.Dead($682)
jf @BUS_5949 
if 
0448:   actor $682 in_car $681 
jf @BUS_5935 
Car.StorePos($681, $621, $622, $623)
if 
00F5:   player $6 0 $621 $622 $623 radius 180.0 180.0 180.0 
jf @BUS_5921 
if 
  $613 == 1 // integer values 
jf @BUS_4858 
if 
01AD:   car $681 sphere 0 near_point $626 $627 radius 3.0 3.0 
jf @BUS_4858 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_4858
if 
  $613 == 2 // integer values 
jf @BUS_4924 
if 
01AD:   car $681 sphere 0 near_point $629 $630 radius 3.0 3.0 
jf @BUS_4924 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_4924
if 
  $613 == 3 // integer values 
jf @BUS_4990 
if 
01AD:   car $681 sphere 0 near_point $632 $633 radius 3.0 3.0 
jf @BUS_4990 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_4990
if 
  $613 == 4 // integer values 
jf @BUS_5056 
if 
01AD:   car $681 sphere 0 near_point $635 $636 radius 3.0 3.0 
jf @BUS_5056 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5056
if 
  $613 == 5 // integer values 
jf @BUS_5122 
if 
01AD:   car $681 sphere 0 near_point $638 $639 radius 3.0 3.0 
jf @BUS_5122 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5122
if 
  $613 == 6 // integer values 
jf @BUS_5188 
if 
01AD:   car $681 sphere 0 near_point $641 $642 radius 3.0 3.0 
jf @BUS_5188 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5188
if 
  $613 == 7 // integer values 
jf @BUS_5254 
if 
01AD:   car $681 sphere 0 near_point $644 $645 radius 3.0 3.0 
jf @BUS_5254 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5254
if 
  $613 == 8 // integer values 
jf @BUS_5320 
if 
01AD:   car $681 sphere 0 near_point $647 $648 radius 3.0 3.0 
jf @BUS_5320 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5320
if 
  $613 == 9 // integer values 
jf @BUS_5386 
if 
01AD:   car $681 sphere 0 near_point $650 $651 radius 3.0 3.0 
jf @BUS_5386 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5386
if 
  $613 == 10 // integer values 
jf @BUS_5452 
if 
01AD:   car $681 sphere 0 near_point $653 $654 radius 3.0 3.0 
jf @BUS_5452 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5452
if 
  $613 == 11 // integer values 
jf @BUS_5518 
if 
01AD:   car $681 sphere 0 near_point $656 $657 radius 3.0 3.0 
jf @BUS_5518 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5518
if 
  $613 == 12 // integer values 
jf @BUS_5584 
if 
01AD:   car $681 sphere 0 near_point $659 $660 radius 3.0 3.0 
jf @BUS_5584 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5584
if 
  $613 == 13 // integer values 
jf @BUS_5650 
if 
01AD:   car $681 sphere 0 near_point $662 $663 radius 3.0 3.0 
jf @BUS_5650 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5650
if 
  $613 == 14 // integer values 
jf @BUS_5716 
if 
01AD:   car $681 sphere 0 near_point $665 $666 radius 3.0 3.0 
jf @BUS_5716 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5716
if 
  $613 == 15 // integer values 
jf @BUS_5782 
if 
01AD:   car $681 sphere 0 near_point $668 $669 radius 3.0 3.0 
jf @BUS_5782 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5782
if 
  $613 == 16 // integer values 
jf @BUS_5848 
if 
01AD:   car $681 sphere 0 near_point $671 $672 radius 3.0 3.0 
jf @BUS_5848 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5848
if 
  $613 == 17 // integer values 
jf @BUS_5914 
if 
01AD:   car $681 sphere 0 near_point $678 $679 radius 3.0 3.0 
jf @BUS_5914 
gosub @BUS_5986 
jump @BUS_3997 

:BUS_5914
jump @BUS_5928 

:BUS_5921
gosub @BUS_7126 

:BUS_5928
jump @BUS_5942 

:BUS_5935
gosub @BUS_7126 

:BUS_5942
jump @BUS_5956 

:BUS_5949
gosub @BUS_7126 

:BUS_5956
jump @BUS_5970 

:BUS_5963
gosub @BUS_7126 

:BUS_5970
jump @BUS_5984 

:BUS_5977
gosub @BUS_7126 

:BUS_5984
return 

:BUS_5986
Car.SetMaxSpeed($681, 0.0)
$613 += 1 // integer values 
0561: $684 = create_random_ped_in_vehicle $681 passengerseat 1 
if 
   not Actor.Dead($684)
jf @BUS_6037 
01D3: actor $684 leave_car $681 

:BUS_6037
wait 4700 
if 
  $37 == 0 // integer values 
jf @BUS_6232 
if 
   Player.Defined($6)
jf @BUS_6191 
if 
   not Car.Wrecked($681)
jf @BUS_6184 
0407: create_coordinate $685 $686 $623 from_car $681 offset 0.0 -20.0 0.0 
Car.StorePos($681, $621, $622, $623)
if 
80F5:   not player $6 0 $621 $622 $623 radius 180.0 180.0 180.0 
jf @BUS_6184 
jump @BUS_7016 

:BUS_6184
jump @BUS_6198 

:BUS_6191
jump @BUS_7016 

:BUS_6198
if 
   not Actor.Dead($684)
jf @BUS_6225 
0211: actor $684 walk_to $685 $686 

:BUS_6225
jump @BUS_6239 

:BUS_6232
jump @BUS_7016 

:BUS_6239
wait 1300 
if 
  $37 == 0 // integer values 
jf @BUS_6441 
if 
   Player.Defined($6)
jf @BUS_6403 
if 
   not Car.Wrecked($681)
jf @BUS_6396 
0407: create_coordinate $685 $686 $623 from_car $681 offset 0.0 -10.0 0.0 
0561: $687 = create_random_ped_in_vehicle $681 passengerseat 2 
Car.StorePos($681, $621, $622, $623)
if 
80F5:   not player $6 0 $621 $622 $623 radius 180.0 180.0 180.0 
jf @BUS_6396 
jump @BUS_7016 

:BUS_6396
jump @BUS_6410 

:BUS_6403
jump @BUS_7016 

:BUS_6410
if 
   not Actor.Dead($687)
jf @BUS_6434 
01D3: actor $687 leave_car $681 

:BUS_6434
jump @BUS_6448 

:BUS_6441
jump @BUS_7016 

:BUS_6448
wait 4700 
if 
  $37 == 0 // integer values 
jf @BUS_6505 
if 
   not Actor.Dead($687)
jf @BUS_6498 
0211: actor $687 walk_to $685 $686 

:BUS_6498
jump @BUS_6512 

:BUS_6505
jump @BUS_7016 

:BUS_6512
wait 1300 
if 
  $37 == 0 // integer values 
jf @BUS_6685 
if 
   Player.Defined($6)
jf @BUS_6647 
if 
   not Car.Wrecked($681)
jf @BUS_6640 
0561: $688 = create_random_ped_in_vehicle $681 passengerseat 3 
Car.StorePos($681, $621, $622, $623)
if 
80F5:   not player $6 0 $621 $622 $623 radius 180.0 180.0 180.0 
jf @BUS_6640 
jump @BUS_7016 

:BUS_6640
jump @BUS_6654 

:BUS_6647
jump @BUS_7016 

:BUS_6654
if 
   not Actor.Dead($688)
jf @BUS_6678 
01D3: actor $688 leave_car $681 

:BUS_6678
jump @BUS_6692 

:BUS_6685
jump @BUS_7016 

:BUS_6692
wait 4700 
if 
  $37 == 0 // integer values 
jf @BUS_6858 
if 
   not Actor.Dead($688)
jf @BUS_6742 
0211: actor $688 walk_to $685 $686 

:BUS_6742
if 
   Player.Defined($6)
jf @BUS_6844 
if 
   not Car.Wrecked($681)
jf @BUS_6837 
Car.StorePos($681, $621, $622, $623)
if 
80F5:   not player $6 0 $621 $622 $623 radius 180.0 180.0 180.0 
jf @BUS_6837 
jump @BUS_7016 

:BUS_6837
jump @BUS_6851 

:BUS_6844
jump @BUS_7016 

:BUS_6851
jump @BUS_6865 

:BUS_6858
jump @BUS_7016 

:BUS_6865
wait 3300 
if 
  $37 == 0 // integer values 
jf @BUS_7004 
if 
   Player.Defined($6)
jf @BUS_6990 
if 
   not Car.Wrecked($681)
jf @BUS_6983 
Car.StorePos($681, $621, $622, $623)
if 
80F5:   not player $6 0 $621 $622 $623 radius 180.0 180.0 180.0 
jf @BUS_6983 
jump @BUS_7016 

:BUS_6983
jump @BUS_6997 

:BUS_6990
jump @BUS_7016 

:BUS_6997
jump @BUS_7011 

:BUS_7004
jump @BUS_7016 

:BUS_7011
wait 5000 

:BUS_7016
if 
  $625 == 1 // integer values 
jf @BUS_7059 
if 
  $613 > 17 // integer values 
jf @BUS_7059 
$613 = 1 // integer values 

:BUS_7059
if 
  $625 == 2 // integer values 
jf @BUS_7102 
if 
  $613 > 13 // integer values 
jf @BUS_7102 
$613 = 1 // integer values 

:BUS_7102
Actor.RemoveReferences($684)
Actor.RemoveReferences($687)
Actor.RemoveReferences($688)
$683 = 0 // integer values 
return 

:BUS_7126
if 
   not Car.Wrecked($681)
jf @BUS_7194 
if 
   Player.Defined($6)
jf @BUS_7194 
if 
80DC:   not player $6 driving $681 
jf @BUS_7194 
00AE: set_vehicle $681 traffic_behavior_to 2 
Car.SetMaxSpeed($681, 15.0)

:BUS_7194
Car.RemoveReferences($681)
Actor.RemoveReferences($682)
Model.Destroy(#COACH)
Actor.RemoveReferences($684)
Actor.RemoveReferences($687)
Actor.RemoveReferences($688)
$614 = 0 // integer values 
return 

:CARGEN
thread 'CARGEN' 
set_wb_check_to 0 

:CARGEN_14
wait 500 
if 
   Player.Defined($6)
jf @CARGEN_1829 
if 
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @CARGEN_1829 
if 
0057:   player $6 0 369.7 1207.3 24.5 372.2 1212.8 28.5 
jf @CARGEN_114 
$689 = 4 // integer values 

:CARGEN_114
if 
0057:   player $6 0 301.9 1152.3 16.1 342.4 1259.4 22.0 
jf @CARGEN_404 
if 
  $690 == 0 // integer values 
jf @CARGEN_194 
gosub @CARGEN_2607 
$690 = 1 // integer values 

:CARGEN_194
if 
  $691 == 0 // integer values 
jf @CARGEN_226 
gosub @CARGEN_2719 
$691 = 1 // integer values 

:CARGEN_226
if 
  $692 == 1 // integer values 
jf @CARGEN_283 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
$692 = 0 // integer values 

:CARGEN_283
if 
  $693 == 1 // integer values 
jf @CARGEN_340 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
$693 = 0 // integer values 

:CARGEN_340
if 
  $694 == 1 // integer values 
jf @CARGEN_397 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$694 = 0 // integer values 

:CARGEN_397
$689 = 1 // integer values 

:CARGEN_404
if 
  $689 > 0 // integer values 
jf @CARGEN_687 
if 
0057:   player $6 0 341.3 1258.9 19.1 367.2 1152.6 23.8 
jf @CARGEN_687 
if 
  $690 == 0 // integer values 
jf @CARGEN_502 
gosub @CARGEN_2607 
$690 = 1 // integer values 

:CARGEN_502
if 
  $691 == 0 // integer values 
jf @CARGEN_534 
gosub @CARGEN_2719 
$691 = 1 // integer values 

:CARGEN_534
if 
  $692 == 0 // integer values 
jf @CARGEN_566 
gosub @CARGEN_2853 
$692 = 1 // integer values 

:CARGEN_566
if 
  $693 == 1 // integer values 
jf @CARGEN_623 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
$693 = 0 // integer values 

:CARGEN_623
if 
  $694 == 1 // integer values 
jf @CARGEN_680 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$694 = 0 // integer values 

:CARGEN_680
$689 = 2 // integer values 

:CARGEN_687
if 
  $689 > 1 // integer values 
jf @CARGEN_970 
if 
0057:   player $6 0 342.4 1259.1 21.5 302.5 1153.3 26.0 
jf @CARGEN_970 
if 
  $690 == 1 // integer values 
jf @CARGEN_810 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
$690 = 0 // integer values 

:CARGEN_810
if 
  $691 == 0 // integer values 
jf @CARGEN_842 
gosub @CARGEN_2719 
$691 = 1 // integer values 

:CARGEN_842
if 
  $692 == 0 // integer values 
jf @CARGEN_874 
gosub @CARGEN_2853 
$692 = 1 // integer values 

:CARGEN_874
if 
  $693 == 0 // integer values 
jf @CARGEN_906 
gosub @CARGEN_2987 
$693 = 1 // integer values 

:CARGEN_906
if 
  $694 == 1 // integer values 
jf @CARGEN_963 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$694 = 0 // integer values 

:CARGEN_963
$689 = 3 // integer values 

:CARGEN_970
if 
  $689 > 2 // integer values 
jf @CARGEN_1253 
if 
0057:   player $6 0 342.4 1153.3 23.8 372.3 1259.1 28.9 
jf @CARGEN_1253 
if 
  $690 == 1 // integer values 
jf @CARGEN_1093 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
$690 = 0 // integer values 

:CARGEN_1093
if 
  $691 == 1 // integer values 
jf @CARGEN_1150 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
$691 = 0 // integer values 

:CARGEN_1150
if 
  $692 == 0 // integer values 
jf @CARGEN_1182 
gosub @CARGEN_2853 
$692 = 1 // integer values 

:CARGEN_1182
if 
  $693 == 0 // integer values 
jf @CARGEN_1214 
gosub @CARGEN_2987 
$693 = 1 // integer values 

:CARGEN_1214
if 
  $694 == 0 // integer values 
jf @CARGEN_1246 
gosub @CARGEN_3099 
$694 = 1 // integer values 

:CARGEN_1246
$689 = 4 // integer values 

:CARGEN_1253
if 
  $689 > 3 // integer values 
jf @CARGEN_1561 
if 
0057:   player $6 0 302.1 1151.5 32.0 342.7 1259.4 26.5 
jf @CARGEN_1561 
if 
  $690 == 1 // integer values 
jf @CARGEN_1376 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
$690 = 0 // integer values 

:CARGEN_1376
if 
  $691 == 1 // integer values 
jf @CARGEN_1433 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
$691 = 0 // integer values 

:CARGEN_1433
if 
  $692 == 1 // integer values 
jf @CARGEN_1490 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
$692 = 0 // integer values 

:CARGEN_1490
if 
  $693 == 0 // integer values 
jf @CARGEN_1522 
gosub @CARGEN_2987 
$693 = 1 // integer values 

:CARGEN_1522
if 
  $694 == 0 // integer values 
jf @CARGEN_1554 
gosub @CARGEN_3099 
$694 = 1 // integer values 

:CARGEN_1554
$689 = 5 // integer values 

:CARGEN_1561
if 
  $689 > 0 // integer values 
jf @CARGEN_1829 
if 
8057:   not player $6 0 301.9 1152.3 16.1 372.3 1258.4 32.6 
jf @CARGEN_1829 
03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 
03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 
03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 
03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 
03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 
$690 = 0 // integer values 
$691 = 0 // integer values 
$692 = 0 // integer values 
$693 = 0 // integer values 
$694 = 0 // integer values 
$689 = 0 // integer values 

:CARGEN_1829
if 
   Player.Defined($6)
jf @CARGEN_2598 
if 
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
jf @CARGEN_2598 
if 
0057:   player $6 0 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
jf @CARGEN_2045 
if 
  $695 == 0 // integer values 
jf @CARGEN_1949 
gosub @CARGEN_3211 
$695 = 1 // integer values 

:CARGEN_1949
if 
  $696 == 0 // integer values 
jf @CARGEN_1981 
gosub @CARGEN_3345 
$696 = 1 // integer values 

:CARGEN_1981
if 
  $697 == 1 // integer values 
jf @CARGEN_2038 
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
$697 = 0 // integer values 

:CARGEN_2038
$698 = 1 // integer values 

:CARGEN_2045
if 
  $698 > 0 // integer values 
jf @CARGEN_2214 
if 
0057:   player $6 0 104.9 -1143.3 23.6 158.3 -1236.6 29.9 
jf @CARGEN_2214 
if 
  $695 == 0 // integer values 
jf @CARGEN_2143 
gosub @CARGEN_3211 
$695 = 1 // integer values 

:CARGEN_2143
if 
  $696 == 0 // integer values 
jf @CARGEN_2175 
gosub @CARGEN_3345 
$696 = 1 // integer values 

:CARGEN_2175
if 
  $697 == 0 // integer values 
jf @CARGEN_2207 
gosub @CARGEN_3479 
$697 = 1 // integer values 

:CARGEN_2207
$698 = 2 // integer values 

:CARGEN_2214
if 
  $698 > 1 // integer values 
jf @CARGEN_2408 
if 
0057:   player $6 0 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
jf @CARGEN_2408 
if 
  $695 == 1 // integer values 
jf @CARGEN_2337 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
$695 = 0 // integer values 

:CARGEN_2337
if 
  $696 == 0 // integer values 
jf @CARGEN_2369 
gosub @CARGEN_3345 
$696 = 1 // integer values 

:CARGEN_2369
if 
  $697 == 0 // integer values 
jf @CARGEN_2401 
gosub @CARGEN_3479 
$697 = 1 // integer values 

:CARGEN_2401
$698 = 3 // integer values 

:CARGEN_2408
if 
  $698 > 0 // integer values 
jf @CARGEN_2598 
if 
8057:   not player $6 0 158.3 -1239.3 2.1 104.5 -1142.1 36.8 
jf @CARGEN_2598 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 
03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9 
03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 
$695 = 0 // integer values 
$696 = 0 // integer values 
$697 = 0 // integer values 
$698 = 0 // integer values 

:CARGEN_2598
jump @CARGEN_14 
end_thread 

:CARGEN_2607
03C5: create_random_car_for_carpark 310.2 1234.8 16.2 90.2 
03C5: create_random_car_for_carpark 336.4 1250.7 16.2 271.9 
03C5: create_random_car_for_carpark 307.6 1160.9 16.2 92.8 
03C5: create_random_car_for_carpark 336.4 1157.7 16.2 270.1 
03C5: create_random_car_for_carpark 307.4 1253.6 16.2 89.4 
return 

:CARGEN_2719
03C5: create_random_car_for_carpark 347.5 1185.5 19.1 95.2 
03C5: create_random_car_for_carpark 361.4 1202.9 19.1 273.7 
03C5: create_random_car_for_carpark 361.3 1157.8 19.1 267.7 
03C5: create_random_car_for_carpark 347.6 1228.8 19.0 92.5 
03C5: create_random_car_for_carpark 361.4 1255.5 19.1 269.5 
03C5: create_random_car_for_carpark 362.4 1228.7 19.1 264.6 
return 

:CARGEN_2853
03C5: create_random_car_for_carpark 308.4 1225.8 21.5 87.4 
03C5: create_random_car_for_carpark 335.8 1207.9 21.5 271.2 
03C5: create_random_car_for_carpark 335.8 1213.6 21.5 270.6 
03C5: create_random_car_for_carpark 308.4 1196.2 21.5 90.0 
03C5: create_random_car_for_carpark 307.2 1168.4 21.5 89.6 
03C5: create_random_car_for_carpark 336.2 1182.3 21.5 270.3 
return 

:CARGEN_2987
03C5: create_random_car_for_carpark 348.3 1190.1 23.8 91.0 
03C5: create_random_car_for_carpark 348.0 1203.5 23.8 87.5 
03C5: create_random_car_for_carpark 348.2 1208.5 23.8 90.2 
03C5: create_random_car_for_carpark 347.1 1227.1 23.8 89.8 
03C5: create_random_car_for_carpark 348.2 1253.7 23.8 92.5 
return 

:CARGEN_3099
03C5: create_random_car_for_carpark 336.8 1158.1 26.3 269.4 
03C5: create_random_car_for_carpark 335.0 1186.2 26.3 268.7 
03C5: create_random_car_for_carpark 336.3 1190.7 26.3 271.2 
03C5: create_random_car_for_carpark 337.0 1227.0 26.2 269.5 
03C5: create_random_car_for_carpark 337.1 1221.0 26.2 267.9 
return 

:CARGEN_3211
03C5: create_random_car_for_carpark 109.8 -1151.2 16.5 1.6 
03C5: create_random_car_for_carpark 129.7 -1150.8 16.5 0.4 
03C5: create_random_car_for_carpark 143.6 -1153.0 16.5 358.9 
03C5: create_random_car_for_carpark 123.0 -1180.8 16.5 1.3 
03C5: create_random_car_for_carpark 128.0 -1180.8 16.5 1.3 
03C5: create_random_car_for_carpark 133.0 -1180.8 16.5 1.3 
return 

:CARGEN_3345
03C5: create_random_car_for_carpark 150.5 -1192.9 23.2 265.1 
03C5: create_random_car_for_carpark 141.6 -1228.8 23.2 181.3 
03C5: create_random_car_for_carpark 127.1 -1228.7 23.2 178.6 
03C5: create_random_car_for_carpark 117.9 -1152.3 23.2 0.1 
03C5: create_random_car_for_carpark 141.8 -1151.1 23.2 0.0 
03C5: create_random_car_for_carpark 129.2 -1179.3 23.2 0.0 
return 

:CARGEN_3479
03C5: create_random_car_for_carpark 133.0 -1199.6 30.0 182.6 
03C5: create_random_car_for_carpark 123.7 -1199.7 30.0 180.4 
03C5: create_random_car_for_carpark 133.0 -1167.9 30.0 182.6 
03C5: create_random_car_for_carpark 146.3 -1149.3 30.1 273.0 
03C5: create_random_car_for_carpark 143.0 -1230.0 30.1 181.5 
03C5: create_random_car_for_carpark 135.3 -1217.7 30.1 1.5 
return 

:PICKUPS
thread 'PICKUPS' 
set_wb_check_to 0 
wait 100 

:PICKUPS_18
wait 0 
$699 += 1 // integer values 
$700 = 0 // integer values 
if 
  $699 == 1 // integer values 
jf @PICKUPS_1118 
if 
   Player.Defined($6)
jf @PICKUPS_1118 
if 
  $498 == 1 // integer values 
jf @PICKUPS_400 
if 
  $701 == 0 // integer values 
jf @PICKUPS_393 
if 
  $702 == 1 // integer values 
jf @PICKUPS_146 
$703 = Object.Init(#MONEYBAG, 228.934, -1269.593, 20.228)

:PICKUPS_146
if 
  $704 == 1 // integer values 
jf @PICKUPS_186 
$705 = Object.Init(#BOOMSHINE, 228.934, -1269.593, 20.228)

:PICKUPS_186
if 
  $554 == 1 // integer values 
jf @PICKUPS_226 
$706 = Object.Init(#MASK, 228.934, -1269.593, 20.228)

:PICKUPS_226
if 
  $553 == 1 // integer values 
jf @PICKUPS_266 
$707 = Object.Init(#COKE_VOODOO, 228.934, -1269.593, 20.228)

:PICKUPS_266
if 
  $708 == 1 // integer values 
jf @PICKUPS_306 
$709 = Object.Init(#TROPHY1, 228.934, -1269.593, 20.228)

:PICKUPS_306
if 
  $710 == 1 // integer values 
jf @PICKUPS_346 
$711 = Object.Init(#SUTIBAG, 228.934, -1269.593, 20.228)

:PICKUPS_346
if 
  $712 == 1 // integer values 
jf @PICKUPS_386 
$713 = Object.Init(#PORNPOSTERS, 228.934, -1269.593, 20.228)

:PICKUPS_386
$701 = 1 // integer values 

:PICKUPS_393
jump @PICKUPS_460 

:PICKUPS_400
if 
  $701 == 1 // integer values 
jf @PICKUPS_460 
Object.Destroy($703)
Object.Destroy($705)
Object.Destroy($706)
Object.Destroy($707)
Object.Destroy($709)
Object.Destroy($711)
Object.Destroy($713)
$701 = 0 // integer values 

:PICKUPS_460
if 
  $501 == 1 // integer values 
jf @PICKUPS_1023 
if 
  $714 == 0 // integer values 
jf @PICKUPS_1016 
if 
  $715 == 0 // integer values 
jf @PICKUPS_543 
$716 = Object.Init(#FRAME1, -378.394, -583.35, 27.078)
jump @PICKUPS_565 

:PICKUPS_543
$717 = Object.Init(#FRAME1DAMAGED, -378.374, -583.35, 27.078)

:PICKUPS_565
if 
  $260 == 1 // integer values 
jf @PICKUPS_605 
$718 = Object.Init(#FLAME_TINS, -373.306, -593.374, 25.369)

:PICKUPS_605
if 
  $719 == 1 // integer values 
jf @PICKUPS_681 
if 
  $720 == 1 // integer values 
jf @PICKUPS_681 
if 
  $721 == 1 // integer values 
jf @PICKUPS_681 
$722 = Object.Init(#TROPHIES, -408.907, -560.001, 20.23)

:PICKUPS_681
if 
  $723 == 1 // integer values 
jf @PICKUPS_721 
$724 = Object.Init(#HELI_BOX, -401.955, -566.672, 19.234)

:PICKUPS_721
if 
  $725 == 1 // integer values 
jf @PICKUPS_761 
$726 = Object.Init(#PIZZA_BOX1, -406.211, -559.996, 18.654)

:PICKUPS_761
if 
  $712 == 1 // integer values 
jf @PICKUPS_889 
$727 = Object.Init(#PIZZA_MESS, -383.088, -556.169, 18.95)
$728 = Object.Init(#PIZZA_MESS2, -385.024, -570.197, 21.58)
$729 = Object.Init(#MAN_RUBBISH03, -379.201, -568.813, 20.695)
$730 = Object.Init(#GASH_BAGS1, -408.239, -563.1, 19.054)
$731 = Object.Init(#GASHBAGS2, -383.019, -596.235, 25.037)

:PICKUPS_889
if 
  $732 == 1 // integer values 
jf @PICKUPS_929 
$733 = Object.Init(#POLOROIDS, -374.306, -593.35, 26.475)

:PICKUPS_929
if 
  $554 == 1 // integer values 
jf @PICKUPS_969 
$734 = Object.Init(#GUN_DOCS, -381.008, -594.382, 25.389)

:PICKUPS_969
if 
  $735 == 1 // integer values 
jf @PICKUPS_1009 
$736 = Object.Init(#SHOVEL, -375.566, -555.54, 19.15)

:PICKUPS_1009
$714 = 1 // integer values 

:PICKUPS_1016
jump @PICKUPS_1118 

:PICKUPS_1023
if 
  $714 == 1 // integer values 
jf @PICKUPS_1118 
Object.Destroy($718)
Object.Destroy($722)
Object.Destroy($724)
Object.Destroy($729)
Object.Destroy($736)
Object.Destroy($734)
Object.Destroy($730)
Object.Destroy($731)
Object.Destroy($727)
Object.Destroy($728)
Object.Destroy($726)
Object.Destroy($733)
Object.Destroy($716)
Object.Destroy($717)
$714 = 0 // integer values 

:PICKUPS_1118
if 
  $699 == 2 // integer values 
jf @PICKUPS_1460 
if 
  $361 == 0 // integer values 
jf @PICKUPS_1460 
if 
  $737 == 1 // integer values 
jf @PICKUPS_1235 
if 
   Pickup.Picked_up($738)
jf @PICKUPS_1235 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_1228 
0352: set_actor $7 skin_to 'PLAYER' 
04CF:  50 

:PICKUPS_1228
gosub @PACKAGE_755 

:PICKUPS_1235
if 
   Pickup.Picked_up($739)
jf @PICKUPS_1298 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_1291 
0352: set_actor $7 skin_to 'PLAY11' 
04CF:  50 

:PICKUPS_1291
gosub @PACKAGE_755 

:PICKUPS_1298
if 
  $740 == 1 // integer values 
jf @PICKUPS_1379 
if 
   Pickup.Picked_up($741)
jf @PICKUPS_1379 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_1372 
0352: set_actor $7 skin_to 'PLAY12' 
04CF:  120 

:PICKUPS_1372
gosub @PACKAGE_755 

:PICKUPS_1379
if 
  $742 == 1 // integer values 
jf @PICKUPS_1460 
if 
   Pickup.Picked_up($743)
jf @PICKUPS_1460 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_1453 
0352: set_actor $7 skin_to 'PLAYER' 
04CF:  50 

:PICKUPS_1453
gosub @PACKAGE_755 

:PICKUPS_1460
if 
  $699 == 3 // integer values 
jf @PICKUPS_1982 
if 
  $361 == 0 // integer values 
jf @PICKUPS_1982 
if 
  $744 == 1 // integer values 
jf @PICKUPS_1577 
if 
   Pickup.Picked_up($745)
jf @PICKUPS_1577 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_1570 
0352: set_actor $7 skin_to 'PLAYER' 
04CF:  50 

:PICKUPS_1570
gosub @PACKAGE_755 

:PICKUPS_1577
if 
  $746 == 1 // integer values 
jf @PICKUPS_1658 
if 
   Pickup.Picked_up($747)
jf @PICKUPS_1658 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_1651 
0352: set_actor $7 skin_to 'PLAYER2' 
04CF:  100 

:PICKUPS_1651
gosub @PACKAGE_755 

:PICKUPS_1658
if 
  $748 == 1 // integer values 
jf @PICKUPS_1739 
if 
   Pickup.Picked_up($749)
jf @PICKUPS_1739 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_1732 
0352: set_actor $7 skin_to 'PLAYER3' 
04CF:  80 

:PICKUPS_1732
gosub @PACKAGE_755 

:PICKUPS_1739
if 
  $750 == 1 // integer values 
jf @PICKUPS_1820 
if 
   Pickup.Picked_up($751)
jf @PICKUPS_1820 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_1813 
0352: set_actor $7 skin_to 'PLAYER4' 
04CF:  40 

:PICKUPS_1813
gosub @PACKAGE_755 

:PICKUPS_1820
if 
  $752 == 1 // integer values 
jf @PICKUPS_1901 
if 
   Pickup.Picked_up($753)
jf @PICKUPS_1901 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_1894 
0352: set_actor $7 skin_to 'PLAYER5' 
04CF:  70 

:PICKUPS_1894
gosub @PACKAGE_755 

:PICKUPS_1901
if 
  $754 == 1 // integer values 
jf @PICKUPS_1982 
if 
   Pickup.Picked_up($755)
jf @PICKUPS_1982 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_1975 
0352: set_actor $7 skin_to 'PLAYER6' 
04CF:  90 

:PICKUPS_1975
gosub @PACKAGE_755 

:PICKUPS_1982
if 
  $699 == 4 // integer values 
jf @PICKUPS_2342 
if 
  $361 == 0 // integer values 
jf @PICKUPS_2342 
if 
  $756 == 1 // integer values 
jf @PICKUPS_2099 
if 
   Pickup.Picked_up($757)
jf @PICKUPS_2099 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_2092 
0352: set_actor $7 skin_to 'PLAYER8' 
04CF:  120 

:PICKUPS_2092
gosub @PACKAGE_755 

:PICKUPS_2099
if 
  $758 == 1 // integer values 
jf @PICKUPS_2180 
if 
   Pickup.Picked_up($759)
jf @PICKUPS_2180 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_2173 
0352: set_actor $7 skin_to 'PLAYER9' 
04CF:  30 

:PICKUPS_2173
gosub @PACKAGE_755 

:PICKUPS_2180
if 
  $760 == 1 // integer values 
jf @PICKUPS_2261 
if 
   Pickup.Picked_up($761)
jf @PICKUPS_2261 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_2254 
0352: set_actor $7 skin_to 'PLAY10' 
04CF:  100 

:PICKUPS_2254
gosub @PACKAGE_755 

:PICKUPS_2261
if 
  $762 == 1 // integer values 
jf @PICKUPS_2342 
if 
   Pickup.Picked_up($763)
jf @PICKUPS_2342 
gosub @PACKAGE_633 
if 
   Player.Defined($6)
jf @PICKUPS_2335 
0352: set_actor $7 skin_to 'PLAYER7' 
04CF:  120 

:PICKUPS_2335
gosub @PACKAGE_755 

:PICKUPS_2342
if 
  $699 == 5 // integer values 
jf @PICKUPS_2793 
if 
   Player.Defined($6)
jf @PICKUPS_2793 
if 
  $553 == 1 // integer values 
jf @PICKUPS_2793 
if 
0121:   player $6 in_zone 'STARI'  // Starfish Island
jf @PICKUPS_2761 
if 
  $764 == 0 // integer values 
jf @PICKUPS_2754 
if 
  $257 == 1 // integer values 
jf @PICKUPS_2478 
$765 = Pickup.Create(#BODYARMOUR, 15, -314.7, -551.2, 10.3)

:PICKUPS_2478
if 
  $258 == 1 // integer values 
jf @PICKUPS_2521 
$766 = Pickup.Create(#CHNSAW, 15, -310.7, -551.2, 10.3)

:PICKUPS_2521
if 
  $259 == 1 // integer values 
jf @PICKUPS_2566 
032B: $767 = create_weapon_pickup #PYTHON 15 ammo 24 at -306.7 -551.2 10.3 

:PICKUPS_2566
if 
  $260 == 1 // integer values 
jf @PICKUPS_2611 
032B: $768 = create_weapon_pickup #FLAME 15 ammo 60 at -302.7 -551.2 10.3 

:PICKUPS_2611
if 
  $265 == 1 // integer values 
jf @PICKUPS_2656 
032B: $769 = create_weapon_pickup #LASER 15 ammo 28 at -298.7 -551.2 10.3 

:PICKUPS_2656
if 
  $266 == 1 // integer values 
jf @PICKUPS_2702 
032B: $770 = create_weapon_pickup #MINIGUN 15 ammo 500 at -294.7 -551.2 10.3 

:PICKUPS_2702
if 
  $267 == 1 // integer values 
jf @PICKUPS_2747 
032B: $771 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -290.7 -551.2 10.3 

:PICKUPS_2747
$764 = 1 // integer values 

:PICKUPS_2754
jump @PICKUPS_2793 

:PICKUPS_2761
if 
  $764 == 1 // integer values 
jf @PICKUPS_2793 
gosub @PACKAGE_596 
$764 = 0 // integer values 

:PICKUPS_2793
if 
  $699 == 6 // integer values 
jf @PICKUPS_3244 
if 
   Player.Defined($6)
jf @PICKUPS_3244 
if 
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
jf @PICKUPS_3212 
if 
  $498 == 1 // integer values 
jf @PICKUPS_3205 
if 
  $772 == 0 // integer values 
jf @PICKUPS_3205 
if 
  $257 == 1 // integer values 
jf @PICKUPS_2929 
$765 = Pickup.Create(#BODYARMOUR, 15, 214.2, -1275.7, 19.2)

:PICKUPS_2929
if 
  $258 == 1 // integer values 
jf @PICKUPS_2972 
$766 = Pickup.Create(#CHNSAW, 15, 210.2, -1274.7, 19.2)

:PICKUPS_2972
if 
  $259 == 1 // integer values 
jf @PICKUPS_3017 
032B: $767 = create_weapon_pickup #PYTHON 15 ammo 24 at 206.2 -1273.7 19.2 

:PICKUPS_3017
if 
  $260 == 1 // integer values 
jf @PICKUPS_3062 
032B: $768 = create_weapon_pickup #FLAME 15 ammo 60 at 224.2 -1273.1 19.2 

:PICKUPS_3062
if 
  $265 == 1 // integer values 
jf @PICKUPS_3107 
032B: $769 = create_weapon_pickup #LASER 15 ammo 28 at 228.2 -1279.2 19.2 

:PICKUPS_3107
if 
  $266 == 1 // integer values 
jf @PICKUPS_3153 
032B: $770 = create_weapon_pickup #MINIGUN 15 ammo 500 at 226.0 -1268.6 20.1 

:PICKUPS_3153
if 
  $267 == 1 // integer values 
jf @PICKUPS_3198 
032B: $771 = create_weapon_pickup #ROCKETLA 15 ammo 8 at 231.7 -1264.4 20.1 

:PICKUPS_3198
$772 = 1 // integer values 

:PICKUPS_3205
jump @PICKUPS_3244 

:PICKUPS_3212
if 
  $772 == 1 // integer values 
jf @PICKUPS_3244 
gosub @PACKAGE_596 
$772 = 0 // integer values 

:PICKUPS_3244
if 
  $699 == 7 // integer values 
jf @PICKUPS_3695 
if 
   Player.Defined($6)
jf @PICKUPS_3695 
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @PICKUPS_3663 
if 
  $773 == 1 // integer values 
jf @PICKUPS_3656 
if 
  $774 == 0 // integer values 
jf @PICKUPS_3656 
if 
  $257 == 1 // integer values 
jf @PICKUPS_3380 
$765 = Pickup.Create(#BODYARMOUR, 15, -813.1, 1344.7, 66.4)

:PICKUPS_3380
if 
  $258 == 1 // integer values 
jf @PICKUPS_3423 
$766 = Pickup.Create(#CHNSAW, 15, -817.1, 1344.7, 66.4)

:PICKUPS_3423
if 
  $259 == 1 // integer values 
jf @PICKUPS_3468 
032B: $767 = create_weapon_pickup #PYTHON 15 ammo 24 at -821.1 1344.7 66.4 

:PICKUPS_3468
if 
  $260 == 1 // integer values 
jf @PICKUPS_3513 
032B: $768 = create_weapon_pickup #FLAME 15 ammo 60 at -825.1 1344.7 66.4 

:PICKUPS_3513
if 
  $265 == 1 // integer values 
jf @PICKUPS_3558 
032B: $769 = create_weapon_pickup #LASER 15 ammo 28 at -830.1 1344.7 66.4 

:PICKUPS_3558
if 
  $266 == 1 // integer values 
jf @PICKUPS_3604 
032B: $770 = create_weapon_pickup #MINIGUN 15 ammo 500 at -833.1 1344.7 66.4 

:PICKUPS_3604
if 
  $267 == 1 // integer values 
jf @PICKUPS_3649 
032B: $771 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -839.0 1351.6 66.4 

:PICKUPS_3649
$774 = 1 // integer values 

:PICKUPS_3656
jump @PICKUPS_3695 

:PICKUPS_3663
if 
  $774 == 1 // integer values 
jf @PICKUPS_3695 
gosub @PACKAGE_596 
$774 = 0 // integer values 

:PICKUPS_3695
if 
  $699 == 8 // integer values 
jf @PICKUPS_4023 
if 
   Player.Defined($6)
jf @PICKUPS_3877 
if 
  $712 == 1 // integer values 
jf @PICKUPS_3877 
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @PICKUPS_3877 
if 
047E:   player $6 driving_a_motorbike 
jf @PICKUPS_3801 
gosub @PACKAGE_913 
jump @PICKUPS_3824 

:PICKUPS_3801
if 
044A:   player $6 on_foot 
jf @PICKUPS_3824 
gosub @PACKAGE_913 

:PICKUPS_3824
if 
047E:   player $6 driving_a_motorbike 
jf @PICKUPS_3854 
gosub @PACKAGE_1057 
jump @PICKUPS_3877 

:PICKUPS_3854
if 
044A:   player $6 on_foot 
jf @PICKUPS_3877 
gosub @PACKAGE_1057 

:PICKUPS_3877
if 
   Player.Defined($6)
jf @PICKUPS_4023 
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @PICKUPS_4023 
if 
047E:   player $6 driving_a_motorbike 
jf @PICKUPS_3947 
gosub @PACKAGE_1489 
jump @PICKUPS_3970 

:PICKUPS_3947
if 
044A:   player $6 on_foot 
jf @PICKUPS_3970 
gosub @PACKAGE_1489 

:PICKUPS_3970
if 
047E:   player $6 driving_a_motorbike 
jf @PICKUPS_4000 
gosub @PACKAGE_1633 
jump @PICKUPS_4023 

:PICKUPS_4000
if 
044A:   player $6 on_foot 
jf @PICKUPS_4023 
gosub @PACKAGE_1633 

:PICKUPS_4023
if 
  $699 == 9 // integer values 
jf @PICKUPS_4205 
if 
   Player.Defined($6)
jf @PICKUPS_4205 
if 
  $773 == 1 // integer values 
jf @PICKUPS_4205 
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @PICKUPS_4205 
if 
047E:   player $6 driving_a_motorbike 
jf @PICKUPS_4129 
gosub @PACKAGE_1201 
jump @PICKUPS_4152 

:PICKUPS_4129
if 
044A:   player $6 on_foot 
jf @PICKUPS_4152 
gosub @PACKAGE_1201 

:PICKUPS_4152
if 
047E:   player $6 driving_a_motorbike 
jf @PICKUPS_4182 
gosub @PACKAGE_1345 
jump @PICKUPS_4205 

:PICKUPS_4182
if 
044A:   player $6 on_foot 
jf @PICKUPS_4205 
gosub @PACKAGE_1345 

:PICKUPS_4205
if 
  $699 > 9 // integer values 
jf @PICKUPS_4230 
$699 = 0 // integer values 

:PICKUPS_4230
jump @PICKUPS_18 
end_thread 
thread 'CLOTH1' 
wait 5000 
03E5: text_box 'CLOTH2'  // Street outfit delivered to Safehouses.
wait 10000 
03E5: text_box 'CLOTH1'  // Soiree outfit delivered to Rafael's on Ocean Beach.
end_thread 
thread 'CLOTH2' 
wait 5000 
03E5: text_box 'HELP25'  // You can now take jobs from Avery Carrington.
wait 10000 
03E5: text_box 'CLOTH3'  // Coveralls outfit delivered to Tooled Up in The North Point Mall.
end_thread 
thread 'CLOTH3' 
wait 5000 
03E5: text_box 'CLOTH4'  // Country Club outfit delivered to The Golf Club in Leaf Links.
end_thread 
thread 'CLOTH4' 
wait 5000 
03E5: text_box 'CLOTH5'  // Havana outfit delivered to Little Havana Streetwear in Little Havana.
end_thread 
thread 'CLOTH5' 
wait 5000 
03E5: text_box 'CLOTH6'  // Cop outfit delivered to Police Station on Washington Beach.
end_thread 
thread 'CLOTH6' 
wait 5000 
03E5: text_box 'CLOTH7'  // Casual outfit delivered to Gash in The North Point Mall.
end_thread 
thread 'CLOTH7' 
wait 20000 
03E5: text_box 'CLOTH8'  // Mr Vercetti outfit delivered to Collar & Cuffs on Ocean Beach.
end_thread 
thread 'CLOTH8' 
wait 5000 
03E5: text_box 'CLOTH9'  // Tracksuit outfit delivered to Jocksport in Downtown.
end_thread 
thread 'CLOTH9' 
wait 5000 
03E5: text_box 'CLOTH10'  // Bank Job outfit delivered to Malibu Club in Vice Point.
end_thread 
thread 'PACKAGE' 
wait 500 
03E1: $775 = packages_found 

:PACKAGE_20
if 
  10 > $775 // integer values 
jf @PACKAGE_55 
wait 500 
03E1: $775 = packages_found 
jump @PACKAGE_20 

:PACKAGE_55
03E5: text_box 'PICK1'  // Body Armor delivered to Ocean View Hotel!
$257 = 1 // integer values 

:PACKAGE_72
if 
  20 > $775 // integer values 
jf @PACKAGE_107 
wait 500 
03E1: $775 = packages_found 
jump @PACKAGE_72 

:PACKAGE_107
03E5: text_box 'PICK3'  // Chainsaw delivered to Ocean View Hotel!
$258 = 1 // integer values 

:PACKAGE_124
if 
  30 > $775 // integer values 
jf @PACKAGE_159 
wait 500 
03E1: $775 = packages_found 
jump @PACKAGE_124 

:PACKAGE_159
03E5: text_box 'PICK2'  // .357 delivered to Ocean View Hotel!
$259 = 1 // integer values 

:PACKAGE_176
if 
  40 > $775 // integer values 
jf @PACKAGE_211 
wait 500 
03E1: $775 = packages_found 
jump @PACKAGE_176 

:PACKAGE_211
03E5: text_box 'PICK4'  // Flame Thrower delivered to Ocean View Hotel!
$260 = 1 // integer values 

:PACKAGE_228
if 
  50 > $775 // integer values 
jf @PACKAGE_263 
wait 500 
03E1: $775 = packages_found 
jump @PACKAGE_228 

:PACKAGE_263
03E5: text_box 'PICK5'  // .308 Sniper delivered to Ocean View Hotel!
$265 = 1 // integer values 

:PACKAGE_280
if 
  60 > $775 // integer values 
jf @PACKAGE_315 
wait 500 
03E1: $775 = packages_found 
jump @PACKAGE_280 

:PACKAGE_315
03E5: text_box 'PICK6'  // Minigun delivered to Ocean View Hotel!
$266 = 1 // integer values 

:PACKAGE_332
if 
  70 > $775 // integer values 
jf @PACKAGE_367 
wait 500 
03E1: $775 = packages_found 
jump @PACKAGE_332 

:PACKAGE_367
03E5: text_box 'PICK7'  // Rocket Launcher delivered to Ocean View Hotel!
$267 = 1 // integer values 

:PACKAGE_384
if 
  80 > $775 // integer values 
jf @PACKAGE_419 
wait 500 
03E1: $775 = packages_found 
jump @PACKAGE_384 

:PACKAGE_419
03E5: text_box 'PICK8'  // Sea Sparrow now available from the Mansion on Starfish Island!
014C: set_parked_car_generator $30 cars_to_generate_to 101 

:PACKAGE_436
if 
  90 > $775 // integer values 
jf @PACKAGE_471 
wait 500 
03E1: $775 = packages_found 
jump @PACKAGE_436 

:PACKAGE_471
03E5: text_box 'PICK9'  // Tank now available from the Army Barracks!
014C: set_parked_car_generator $31 cars_to_generate_to 101 

:PACKAGE_488
if 
  100 > $775 // integer values 
jf @PACKAGE_523 
wait 500 
03E1: $775 = packages_found 
jump @PACKAGE_488 

:PACKAGE_523
wait 5000 
if 
  $776 == 0 // integer values 
jf @PACKAGE_577 
03E5: text_box 'PICK10'  // Hunter now available from the Army Barracks!
014C: set_parked_car_generator $32 cars_to_generate_to 101 
$776 = 1 // integer values 
jump @PACKAGE_594 

:PACKAGE_577
03E5: text_box 'APACHE'  // Hunter delivered to helipad in Ocean Beach.
014C: set_parked_car_generator $33 cars_to_generate_to 101 

:PACKAGE_594
end_thread 

:PACKAGE_596
Pickup.Destroy($765)
Pickup.Destroy($766)
Pickup.Destroy($767)
Pickup.Destroy($768)
Pickup.Destroy($769)
Pickup.Destroy($770)
Pickup.Destroy($771)
return 

:PACKAGE_633
$361 = 1 // integer values 
if 
   Player.Defined($6)
jf @PACKAGE_702 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_671
if 
fading 
jf @PACKAGE_695 
wait 0 
jump @PACKAGE_671 

:PACKAGE_695
jump @PACKAGE_709 

:PACKAGE_702
$361 = 0 // integer values 

:PACKAGE_709
if 
   Player.Defined($6)
jf @PACKAGE_746 
03BF: set_player $6 ignored_by_everyone_to 1 
Player.CanMove($6) = False
jump @PACKAGE_753 

:PACKAGE_746
$361 = 0 // integer values 

:PACKAGE_753
return 

:PACKAGE_755
if 
   Player.Defined($6)
jf @PACKAGE_904 
038B: load_requested_models 
if 
   Player.Defined($6)
jf @PACKAGE_794 
0353: refresh_actor $7 

:PACKAGE_794
03BF: set_player $6 ignored_by_everyone_to 0 
if 
   not Player.WantedLevel($6) > 2
jf @PACKAGE_824 
Player.ClearWantedLevel($6)

:PACKAGE_824
Player.CanMove($6) = True
$361 = 0 // integer values 
fade 1 500 
if 
  $777 == 0 // integer values 
jf @PACKAGE_887 
03E5: text_box 'CLT_HL2'  // When a Clothes Pickup is collected, a one star or two star wanted level will be cleared.
$777 = 1 // integer values 
jump @PACKAGE_897 

:PACKAGE_887
03E5: text_box 'CLOHELP'  // Clean Clothes!!

:PACKAGE_897
jump @PACKAGE_911 

:PACKAGE_904
$361 = 0 // integer values 

:PACKAGE_911
return 

:PACKAGE_913
if 
00F5:   player $6 0 -557.1 782.1 21.8 radius 2.5 2.5 2.5 
jf @PACKAGE_1055 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_976
if 
fading 
jf @PACKAGE_1000 
wait 0 
jump @PACKAGE_976 

:PACKAGE_1000
if 
   Player.Defined($6)
jf @PACKAGE_1048 
0055: put_player $6 at -556.1 787.8 96.5 
0171: set_player $6 z_angle_to 100.5 
03C8: set_camera_directly_before_player 

:PACKAGE_1048
fade 1 500 

:PACKAGE_1055
return 

:PACKAGE_1057
if 
00F5:   player $6 0 -551.8 787.4 97.5 radius 2.5 2.5 2.5 
jf @PACKAGE_1199 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1120
if 
fading 
jf @PACKAGE_1144 
wait 0 
jump @PACKAGE_1120 

:PACKAGE_1144
if 
   Player.Defined($6)
jf @PACKAGE_1192 
0055: put_player $6 at -562.1 782.0 21.8 
0171: set_player $6 z_angle_to 100.5 
03C8: set_camera_directly_before_player 

:PACKAGE_1192
fade 1 500 

:PACKAGE_1199
return 

:PACKAGE_1201
if 
00F5:   player $6 0 -830.9 1312.4 10.5 radius 2.5 2.5 2.5 
jf @PACKAGE_1343 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1264
if 
fading 
jf @PACKAGE_1288 
wait 0 
jump @PACKAGE_1264 

:PACKAGE_1288
if 
   Player.Defined($6)
jf @PACKAGE_1336 
0055: put_player $6 at -815.0 1353.9 65.4 
0171: set_player $6 z_angle_to 87.2 
03C8: set_camera_directly_before_player 

:PACKAGE_1336
fade 1 500 

:PACKAGE_1343
return 

:PACKAGE_1345
if 
00F5:   player $6 0 -811.7 1354.2 66.4 radius 2.5 2.5 2.5 
jf @PACKAGE_1487 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1408
if 
fading 
jf @PACKAGE_1432 
wait 0 
jump @PACKAGE_1408 

:PACKAGE_1432
if 
   Player.Defined($6)
jf @PACKAGE_1480 
0055: put_player $6 at -829.6 1308.8 10.5 
0171: set_player $6 z_angle_to 200.0 
03C8: set_camera_directly_before_player 

:PACKAGE_1480
fade 1 500 

:PACKAGE_1487
return 

:PACKAGE_1489
if 
00F5:   player $6 0 -410.5 1120.9 10.1 radius 2.5 2.5 2.5 
jf @PACKAGE_1631 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1552
if 
fading 
jf @PACKAGE_1576 
wait 0 
jump @PACKAGE_1552 

:PACKAGE_1576
if 
   Player.Defined($6)
jf @PACKAGE_1624 
0055: put_player $6 at -446.9 1128.3 55.6 
0171: set_player $6 z_angle_to 282.0 
03C8: set_camera_directly_before_player 

:PACKAGE_1624
fade 1 500 

:PACKAGE_1631
return 

:PACKAGE_1633
if 
00F5:   player $6 0 -451.1 1128.1 55.6 radius 2.5 2.5 2.5 
jf @PACKAGE_1775 
0169: set_fade_color 0 0 1 
fade 0 500 

:PACKAGE_1696
if 
fading 
jf @PACKAGE_1720 
wait 0 
jump @PACKAGE_1696 

:PACKAGE_1720
if 
   Player.Defined($6)
jf @PACKAGE_1768 
0055: put_player $6 at -410.5 1117.7 10.0 
0171: set_player $6 z_angle_to 179.6 
03C8: set_camera_directly_before_player 

:PACKAGE_1768
fade 1 500 

:PACKAGE_1775
return 

:JUNKFUD
$778 = 0 // integer values 
$779 = 0 // integer values 
$780 = 0 // integer values 
$781 = 0 // integer values 
$782 = 0 // integer values 
$783 = 0 // integer values 
$784 = 0 // integer values 
$785 = 0 // integer values 
$786 = 0 // integer values 
$787 = 0 // integer values 
$788 = 0 // integer values 
$789 = 0 // integer values 
$790 = 0 // integer values 
$791 = 0 // integer values 
$792 = 0 // integer values 
$793 = 0 // integer values 
$794 = 0 // integer values 
$795 = 0 // integer values 
$796 = 0 // integer values 
thread 'JUNKFUD' 
set_wb_check_to 0 
create_thread @FUD 
end_thread 

:FUD
jump @FUD_407 
$797 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$798 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$799 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$800 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$801 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$802 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$803 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
$804 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
03BC: $805 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $806 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $807 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $808 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $809 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $810 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $811 = create_sphere -903.0 800.3 10.5 1.0 
03BC: $812 = create_sphere -903.0 800.3 10.5 1.0 

:FUD_407
thread 'FUD' 
wait 0 
if 
   Player.Defined($6)
jf @FUD_5282 
$796 += 1 // integer values 
0054: store_player $6 position_to $813 $814 $815 
if 
  $796 == 1 // integer values 
jf @FUD_3328 
if 
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @FUD_3321 
if 
  $368 == 1 // integer values 
jf @FUD_3307 
if 
  $813 > 415.0 // floating-point values 
jf @FUD_1902 
if and
  $778 == 1 // integer values 
  $361 == 0 // integer values 
jf @FUD_1500 
if 
   Player.Defined($6)
jf @FUD_798 
if and
   not Actor.Dead($797)
   Player.Money($6) > 0
8183:   not player $6 health > 99 
jf @FUD_786 
if 
00F6:   player $6 0 445.66 1100.54 18.3 radius 1.0 1.0 2.0 
jf @FUD_724 
if 
  $788 == 0 // integer values 
jf @FUD_717 
$788 = 1 // integer values 
03BD: destroy_sphere $805 
$783 = 1 // integer values 
0084: $816 = $797 // integer values and handles 
gosub @FUD_5362 
jump @FUD_407 

:FUD_717
jump @FUD_779 

:FUD_724
if 
  $788 == 1 // integer values 
jf @FUD_779 
03BD: destroy_sphere $805 
03BC: $805 = create_sphere 445.66 1100.54 18.3 1.0 
$788 = 0 // integer values 

:FUD_779
jump @FUD_798 

:FUD_786
$788 = 1 // integer values 
03BD: destroy_sphere $805 

:FUD_798
if 
   Player.Defined($6)
jf @FUD_1032 
if and
   not Actor.Dead($798)
   Player.Money($6) > 0
8183:   not player $6 health > 99 
jf @FUD_1020 
if 
00F6:   player $6 0 436.75 1105.8 18.2 radius 1.0 1.0 2.0 
jf @FUD_958 
if 
  $789 == 0 // integer values 
jf @FUD_951 
$789 = 1 // integer values 
03BD: destroy_sphere $806 
$783 = 2 // integer values 
0084: $816 = $798 // integer values and handles 
gosub @FUD_5362 
jump @FUD_407 

:FUD_951
jump @FUD_1013 

:FUD_958
if 
  $789 == 1 // integer values 
jf @FUD_1013 
03BD: destroy_sphere $806 
03BC: $806 = create_sphere 436.75 1105.8 18.2 1.0 
$789 = 0 // integer values 

:FUD_1013
jump @FUD_1032 

:FUD_1020
$789 = 1 // integer values 
03BD: destroy_sphere $806 

:FUD_1032
if 
   Player.Defined($6)
jf @FUD_1266 
if and
   not Actor.Dead($799)
   Player.Money($6) > 0
8183:   not player $6 health > 99 
jf @FUD_1254 
if 
00F6:   player $6 0 434.5 1139.3 18.2 radius 1.0 1.0 2.0 
jf @FUD_1192 
if 
  $790 == 0 // integer values 
jf @FUD_1185 
$790 = 1 // integer values 
03BD: destroy_sphere $807 
$783 = 3 // integer values 
0084: $816 = $799 // integer values and handles 
gosub @FUD_5362 
jump @FUD_407 

:FUD_1185
jump @FUD_1247 

:FUD_1192
if 
  $790 == 1 // integer values 
jf @FUD_1247 
03BD: destroy_sphere $807 
03BC: $807 = create_sphere 434.5 1139.3 18.2 1.0 
$790 = 0 // integer values 

:FUD_1247
jump @FUD_1266 

:FUD_1254
$790 = 1 // integer values 
03BD: destroy_sphere $807 

:FUD_1266
if 
   Player.Defined($6)
jf @FUD_1500 
if and
   not Actor.Dead($800)
   Player.Money($6) > 0
8183:   not player $6 health > 99 
jf @FUD_1488 
if 
00F6:   player $6 0 451.24 1146.5 18.24 radius 1.0 1.0 2.0 
jf @FUD_1426 
if 
  $791 == 0 // integer values 
jf @FUD_1419 
$791 = 1 // integer values 
03BD: destroy_sphere $808 
$783 = 4 // integer values 
0084: $816 = $800 // integer values and handles 
gosub @FUD_5362 
jump @FUD_407 

:FUD_1419
jump @FUD_1481 

:FUD_1426
if 
  $791 == 1 // integer values 
jf @FUD_1481 
03BD: destroy_sphere $808 
03BC: $808 = create_sphere 451.24 1146.5 18.24 1.0 
$791 = 0 // integer values 

:FUD_1481
jump @FUD_1500 

:FUD_1488
$791 = 1 // integer values 
03BD: destroy_sphere $808 

:FUD_1500
if 
  $778 == 0 // integer values 
jf @FUD_1895 
023C: load_special_actor 20 'BURGER' 

:FUD_1530
if 
823D:   not special_actor 20 loaded 
jf @FUD_1568 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_1530 

:FUD_1568
$797 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25)
Actor.Angle($797) = 46.0
0084: $816 = $797 // integer values and handles 
gosub @FUD_5321 
03BD: destroy_sphere $805 
03BC: $805 = create_sphere 445.66 1100.54 18.3 1.0 
$798 = Actor.Create(CivMale, #SPECIAL20, 435.46, 1104.0, 18.27)
Actor.Angle($798) = 350.0
0084: $816 = $798 // integer values and handles 
gosub @FUD_5321 
03BD: destroy_sphere $806 
03BC: $806 = create_sphere 436.75 1105.8 18.2 1.0 
$799 = Actor.Create(CivMale, #SPECIAL20, 433.0, 1140.5, 18.29)
Actor.Angle($799) = 215.0
0084: $816 = $799 // integer values and handles 
gosub @FUD_5321 
03BD: destroy_sphere $807 
03BC: $807 = create_sphere 434.5 1139.3 18.2 1.0 
$800 = Actor.Create(CivMale, #SPECIAL20, 451.4, 1148.42, 18.23)
Actor.Angle($800) = 173.0
0084: $816 = $800 // integer values and handles 
gosub @FUD_5321 
03BD: destroy_sphere $808 
03BC: $808 = create_sphere 451.24 1146.5 18.24 1.0 
$778 = 1 // integer values 

:FUD_1895
jump @FUD_1909 

:FUD_1902
gosub @FUD_9127 

:FUD_1909
if 
  410.0 > $813 // floating-point values 
jf @FUD_3293 
if and
  $779 == 1 // integer values 
  $361 == 0 // integer values 
jf @FUD_2891 
if 
   Player.Defined($6)
jf @FUD_2189 
if and
   not Actor.Dead($801)
   Player.Money($6) > 0
8183:   not player $6 health > 99 
jf @FUD_2177 
if 
00F6:   player $6 0 375.76 1147.7 18.6 radius 1.0 1.0 2.0 
jf @FUD_2115 
if 
  $792 == 0 // integer values 
jf @FUD_2108 
$792 = 1 // integer values 
03BD: destroy_sphere $809 
$783 = 1 // integer values 
0084: $816 = $801 // integer values and handles 
gosub @FUD_5362 
jump @FUD_407 

:FUD_2108
jump @FUD_2170 

:FUD_2115
if 
  $792 == 1 // integer values 
jf @FUD_2170 
03BD: destroy_sphere $809 
03BC: $809 = create_sphere 375.76 1147.7 18.6 1.0 
$792 = 0 // integer values 

:FUD_2170
jump @FUD_2189 

:FUD_2177
$792 = 1 // integer values 
03BD: destroy_sphere $809 

:FUD_2189
if 
   Player.Defined($6)
jf @FUD_2423 
if and
   not Actor.Dead($802)
   Player.Money($6) > 0
8183:   not player $6 health > 99 
jf @FUD_2411 
if 
00F6:   player $6 0 394.16 1139.12 18.6 radius 1.0 1.0 2.0 
jf @FUD_2349 
if 
  $793 == 0 // integer values 
jf @FUD_2342 
$793 = 1 // integer values 
03BD: destroy_sphere $810 
$783 = 2 // integer values 
0084: $816 = $802 // integer values and handles 
gosub @FUD_5362 
jump @FUD_407 

:FUD_2342
jump @FUD_2404 

:FUD_2349
if 
  $793 == 1 // integer values 
jf @FUD_2404 
03BD: destroy_sphere $810 
03BC: $810 = create_sphere 394.16 1139.12 18.6 1.0 
$793 = 0 // integer values 

:FUD_2404
jump @FUD_2423 

:FUD_2411
$793 = 1 // integer values 
03BD: destroy_sphere $810 

:FUD_2423
if 
   Player.Defined($6)
jf @FUD_2657 
if and
   not Actor.Dead($803)
   Player.Money($6) > 0
8183:   not player $6 health > 99 
jf @FUD_2645 
if 
00F6:   player $6 0 392.96 1108.7 18.55 radius 1.0 1.0 2.0 
jf @FUD_2583 
if 
  $794 == 0 // integer values 
jf @FUD_2576 
$794 = 1 // integer values 
03BD: destroy_sphere $811 
$783 = 3 // integer values 
0084: $816 = $803 // integer values and handles 
gosub @FUD_5362 
jump @FUD_407 

:FUD_2576
jump @FUD_2638 

:FUD_2583
if 
  $794 == 1 // integer values 
jf @FUD_2638 
03BD: destroy_sphere $811 
03BC: $811 = create_sphere 392.96 1108.7 18.55 1.0 
$794 = 0 // integer values 

:FUD_2638
jump @FUD_2657 

:FUD_2645
$794 = 1 // integer values 
03BD: destroy_sphere $811 

:FUD_2657
if 
   Player.Defined($6)
jf @FUD_2891 
if and
   not Actor.Dead($804)
   Player.Money($6) > 0
8183:   not player $6 health > 99 
jf @FUD_2879 
if 
00F6:   player $6 0 376.47 1101.7 18.58 radius 1.0 1.0 2.0 
jf @FUD_2817 
if 
  $795 == 0 // integer values 
jf @FUD_2810 
$795 = 1 // integer values 
03BD: destroy_sphere $812 
$783 = 4 // integer values 
0084: $816 = $804 // integer values and handles 
gosub @FUD_5362 
jump @FUD_407 

:FUD_2810
jump @FUD_2872 

:FUD_2817
if 
  $795 == 1 // integer values 
jf @FUD_2872 
03BD: destroy_sphere $812 
03BC: $812 = create_sphere 376.47 1101.7 18.58 1.0 
$795 = 0 // integer values 

:FUD_2872
jump @FUD_2891 

:FUD_2879
$795 = 1 // integer values 
03BD: destroy_sphere $812 

:FUD_2891
if 
  $779 == 0 // integer values 
jf @FUD_3286 
023C: load_special_actor 20 'BURGER' 

:FUD_2921
if 
823D:   not special_actor 20 loaded 
jf @FUD_2959 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_2921 

:FUD_2959
$801 = Actor.Create(CivMale, #SPECIAL20, 375.9, 1149.7, 18.6)
Actor.Angle($801) = 224.0
0084: $816 = $801 // integer values and handles 
gosub @FUD_5321 
03BD: destroy_sphere $809 
03BC: $809 = create_sphere 375.76 1147.7 18.6 1.0 
$802 = Actor.Create(CivMale, #SPECIAL20, 395.0, 1141.2, 18.55)
Actor.Angle($802) = 165.0
0084: $816 = $802 // integer values and handles 
gosub @FUD_5321 
03BD: destroy_sphere $810 
03BC: $810 = create_sphere 394.16 1139.12 18.6 1.0 
$803 = Actor.Create(CivMale, #SPECIAL20, 394.4, 1107.6, 18.6)
Actor.Angle($803) = 49.0
0084: $816 = $803 // integer values and handles 
gosub @FUD_5321 
03BD: destroy_sphere $811 
03BC: $811 = create_sphere 392.96 1108.7 18.55 1.0 
$804 = Actor.Create(CivMale, #SPECIAL20, 375.87, 1099.75, 18.57)
Actor.Angle($804) = 344.0
0084: $816 = $804 // integer values and handles 
gosub @FUD_5321 
03BD: destroy_sphere $812 
03BC: $812 = create_sphere 376.47 1101.7 18.58 1.0 
$779 = 1 // integer values 

:FUD_3286
jump @FUD_3300 

:FUD_3293
gosub @FUD_9127 

:FUD_3300
jump @FUD_3314 

:FUD_3307
gosub @FUD_9127 

:FUD_3314
jump @FUD_3328 

:FUD_3321
gosub @FUD_9127 

:FUD_3328
if and
  $796 == 2 // integer values 
   Player.Defined($6)
jf @FUD_3948 
if 
0121:   player $6 in_zone 'HAITI'  // Little Haiti
jf @FUD_3934 
$784 = 1 // integer values 
$467 = 0.0 // floating-point values 
02CE: $467 = ground_z -1039.5 80.0 50.0 
if 
  $467 > 0.0 // floating-point values 
jf @FUD_3920 
if 
  $780 == 0 // integer values 
jf @FUD_3654 
023C: load_special_actor 20 'BURGER' 

:FUD_3463
if 
823D:   not special_actor 20 loaded 
jf @FUD_3501 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_3463 

:FUD_3501
$817 = Actor.Create(CivMale, #SPECIAL20, -1039.5, 80.0, 10.6)
Actor.Angle($817) = 80.0
0084: $816 = $817 // integer values and handles 
gosub @FUD_5321 
03BD: destroy_sphere $805 
03BC: $805 = create_sphere -1041.3 80.45 10.6 1.0 
if 
   Model.Available(#HNB)
jf @FUD_3647 
$818 = Actor.Create(CivMale, #HNB, -1036.2, 77.5, 10.6)
Actor.Angle($818) = 190.0
01ED: clear_actor $818 threat_search 
0372: set_actor $818 anim 6 wait_state_time 999999 ms 

:FUD_3647
$780 = 1 // integer values 

:FUD_3654
if and
  $780 == 1 // integer values 
  $361 == 0 // integer values 
jf @FUD_3913 
if 
   Player.Defined($6)
jf @FUD_3913 
if and
   Player.Money($6) > 0
8183:   not player $6 health > 99 
   not Actor.Dead($817)
jf @FUD_3901 
if 
00F6:   player $6 0 -1041.3 80.45 10.6 radius 1.0 1.0 2.0 
jf @FUD_3839 
if 
  $788 == 0 // integer values 
jf @FUD_3832 
$788 = 1 // integer values 
03BD: destroy_sphere $805 
$783 = 2 // integer values 
0084: $816 = $817 // integer values and handles 
gosub @FUD_5362 
jump @FUD_407 

:FUD_3832
jump @FUD_3894 

:FUD_3839
if 
  $788 == 1 // integer values 
jf @FUD_3894 
03BD: destroy_sphere $805 
03BC: $805 = create_sphere -1041.3 80.45 10.6 1.0 
$788 = 0 // integer values 

:FUD_3894
jump @FUD_3913 

:FUD_3901
$788 = 1 // integer values 
03BD: destroy_sphere $805 

:FUD_3913
jump @FUD_3927 

:FUD_3920
gosub @FUD_9127 

:FUD_3927
jump @FUD_3948 

:FUD_3934
$784 = 0 // integer values 
gosub @FUD_9127 

:FUD_3948
if and
  $796 == 1 // integer values 
   Player.Defined($6)
jf @FUD_4721 
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @FUD_4677 
$785 = 1 // integer values 
$467 = 0.0 // floating-point values 
02CE: $467 = ground_z -591.4 651.23 10.5 
if 
  $467 > 0.0 // floating-point values 
jf @FUD_4161 
if 
   Model.Available(#BKA)
jf @FUD_4154 
if 
  $787 == 0 // integer values 
jf @FUD_4154 
$819 = Actor.Create(CivMale, #BKA, -591.4, 651.23, 10.5)
Actor.Angle($819) = 25.0
Actor.Health($819) = 150
01ED: clear_actor $819 threat_search 
0291: set_actor $819 attack_when_provoked 1 
0243: set_actor $819 ped_stats_to 11 
$787 = 1 // integer values 

:FUD_4154
jump @FUD_4191 

:FUD_4161
if 
  $787 == 1 // integer values 
jf @FUD_4191 
Actor.DestroyInstantly($819)
$787 = 0 // integer values 

:FUD_4191
$467 = 0.0 // floating-point values 
02CE: $467 = ground_z -904.7 800.4 10.5 
if 
  $467 > 0.0 // floating-point values 
jf @FUD_4663 
if 
  $781 == 0 // integer values 
jf @FUD_4397 
023C: load_special_actor 20 'BURGER' 

:FUD_4272
if 
823D:   not special_actor 20 loaded 
jf @FUD_4310 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_4272 

:FUD_4310
$820 = Actor.Create(CivMale, #SPECIAL20, -904.7, 800.4, 10.5)
Actor.Angle($820) = 270.0
0084: $816 = $820 // integer values and handles 
gosub @FUD_5321 
03BD: destroy_sphere $805 
03BC: $805 = create_sphere -903.0 800.3 10.5 1.0 
$781 = 1 // integer values 

:FUD_4397
if and
  $781 == 1 // integer values 
  $361 == 0 // integer values 
jf @FUD_4656 
if 
   Player.Defined($6)
jf @FUD_4656 
if and
   Player.Money($6) > 0
8183:   not player $6 health > 99 
   not Actor.Dead($820)
jf @FUD_4644 
if 
00F6:   player $6 0 -903.0 800.3 10.5 radius 1.0 1.0 2.0 
jf @FUD_4582 
if 
  $788 == 0 // integer values 
jf @FUD_4575 
$788 = 1 // integer values 
03BD: destroy_sphere $805 
$783 = 2 // integer values 
0084: $816 = $820 // integer values and handles 
gosub @FUD_5362 
jump @FUD_407 

:FUD_4575
jump @FUD_4637 

:FUD_4582
if 
  $788 == 1 // integer values 
jf @FUD_4637 
03BD: destroy_sphere $805 
03BC: $805 = create_sphere -903.0 800.3 10.5 1.0 
$788 = 0 // integer values 

:FUD_4637
jump @FUD_4656 

:FUD_4644
$788 = 1 // integer values 
03BD: destroy_sphere $805 

:FUD_4656
jump @FUD_4670 

:FUD_4663
gosub @FUD_9127 

:FUD_4670
jump @FUD_4721 

:FUD_4677
if 
  $787 == 1 // integer values 
jf @FUD_4707 
Actor.DestroyInstantly($819)
$787 = 0 // integer values 

:FUD_4707
$785 = 0 // integer values 
gosub @FUD_9127 

:FUD_4721
if and
  $796 == 2 // integer values 
   Player.Defined($6)
jf @FUD_5275 
if 
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @FUD_5261 
$786 = 1 // integer values 
$467 = 0.0 // floating-point values 
02CE: $467 = ground_z 419.4 89.7 50.0 
if 
  $467 > 0.0 // floating-point values 
jf @FUD_5247 
if 
  $782 == 0 // integer values 
jf @FUD_4981 
023C: load_special_actor 20 'BURGER' 

:FUD_4856
if 
823D:   not special_actor 20 loaded 
jf @FUD_4894 
wait 0 
023C: load_special_actor 20 'BURGER' 
jump @FUD_4856 

:FUD_4894
$821 = Actor.Create(CivMale, #SPECIAL20, 419.4, 89.7, 10.3)
Actor.Angle($821) = 250.0
0084: $816 = $821 // integer values and handles 
gosub @FUD_5321 
03BD: destroy_sphere $805 
03BC: $805 = create_sphere 421.1 88.8 10.5 1.0 
$782 = 1 // integer values 

:FUD_4981
if and
  $782 == 1 // integer values 
  $361 == 0 // integer values 
jf @FUD_5240 
if 
   Player.Defined($6)
jf @FUD_5240 
if and
   Player.Money($6) > 0
8183:   not player $6 health > 99 
   not Actor.Dead($821)
jf @FUD_5228 
if 
00F6:   player $6 0 421.1 88.8 10.5 radius 1.0 1.0 2.0 
jf @FUD_5166 
if 
  $788 == 0 // integer values 
jf @FUD_5159 
$788 = 1 // integer values 
03BD: destroy_sphere $805 
$783 = 2 // integer values 
0084: $816 = $821 // integer values and handles 
gosub @FUD_5362 
jump @FUD_407 

:FUD_5159
jump @FUD_5221 

:FUD_5166
if 
  $788 == 1 // integer values 
jf @FUD_5221 
03BD: destroy_sphere $805 
03BC: $805 = create_sphere 421.1 88.8 10.5 1.0 
$788 = 0 // integer values 

:FUD_5221
jump @FUD_5240 

:FUD_5228
$788 = 1 // integer values 
03BD: destroy_sphere $805 

:FUD_5240
jump @FUD_5254 

:FUD_5247
gosub @FUD_9127 

:FUD_5254
jump @FUD_5275 

:FUD_5261
$786 = 0 // integer values 
gosub @FUD_9127 

:FUD_5275
jump @FUD_5289 

:FUD_5282
gosub @FUD_9127 

:FUD_5289
if 
  $796 > 1 // integer values 
jf @FUD_5314 
$796 = 0 // integer values 

:FUD_5314
jump @FUD_407 

:FUD_5321
01ED: clear_actor $816 threat_search 
011A: set_actor $816 search_threat 1048576 
011A: set_actor $816 search_threat 8388608 
056B:  $816 1 
0350: set_actor $816 maintain_position_when_attacked 1 
return 

:FUD_5362
$361 = 1 // integer values 
if 
   not Actor.Dead($816)
jf @FUD_5438 
gosub @FUD_5447 
if 
  $37 == 0 // integer values 
jf @FUD_5424 
gosub @FUD_5533 
gosub @FUD_6225 

:FUD_5424
gosub @FUD_9012 
gosub @FUD_5501 

:FUD_5438
$361 = 0 // integer values 
return 

:FUD_5447
if and
   Player.Defined($6)
   not Actor.Dead($816)
jf @FUD_5497 
Player.CanMove($6) = False
03BF: set_player $6 ignored_by_everyone_to 1 
020E: actor $7 look_at_actor $816 
jump @FUD_5499 

:FUD_5497
return 

:FUD_5499
return 

:FUD_5501
if 
   Player.Defined($6)
jf @FUD_5531 
Player.CanMove($6) = True
03BF: set_player $6 ignored_by_everyone_to 0 

:FUD_5531
return 

:FUD_5533
if and
   Player.Defined($6)
   not Actor.Dead($816)
jf @FUD_6223 
0209: $822 = random_int_in_ranges 1 15 
if 
  $822 == 1 // integer values 
jf @FUD_5607 
03CF: load_wav 'GIMME01' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_5607
if 
  $822 == 2 // integer values 
jf @FUD_5651 
03CF: load_wav 'GIMME02' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_5651
if 
  $822 == 3 // integer values 
jf @FUD_5695 
03CF: load_wav 'GIMME03' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_5695
if 
  $822 == 4 // integer values 
jf @FUD_5739 
03CF: load_wav 'GIMME04' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_5739
if 
  $822 == 5 // integer values 
jf @FUD_5783 
03CF: load_wav 'GIMME05' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_5783
if 
  $822 == 6 // integer values 
jf @FUD_5827 
03CF: load_wav 'GIMME06' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_5827
if 
  $822 == 7 // integer values 
jf @FUD_5871 
03CF: load_wav 'GIMME07' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_5871
if 
  $822 == 8 // integer values 
jf @FUD_5915 
03CF: load_wav 'GIMME08' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_5915
if 
  $822 == 9 // integer values 
jf @FUD_5959 
03CF: load_wav 'GIMME09' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_5959
if 
  $822 == 10 // integer values 
jf @FUD_6003 
03CF: load_wav 'GIMME10' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6003
if 
  $822 == 11 // integer values 
jf @FUD_6047 
03CF: load_wav 'GIMME11' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6047
if 
  $822 == 12 // integer values 
jf @FUD_6091 
03CF: load_wav 'GIMME12' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6091
if 
  $822 == 13 // integer values 
jf @FUD_6135 
03CF: load_wav 'GIMME13' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6135
if 
  $822 == 14 // integer values 
jf @FUD_6179 
03CF: load_wav 'GIMME14' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6179
if 
  $822 == 15 // integer values 
jf @FUD_6223 
03CF: load_wav 'GIMME15' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6223
return 

:FUD_6225
if and
   Player.Defined($6)
   not Actor.Dead($816)
  $37 == 0 // integer values 
jf @FUD_8912 
0209: $823 = random_int_in_ranges 1 30 
if 
  11 > $823 // integer values 
jf @FUD_8023 
if 
  $783 == 1 // integer values 
jf @FUD_6835 
0209: $823 = random_int_in_ranges 1 12 
if 
  $823 == 1 // integer values 
jf @FUD_6351 
03CF: load_wav 'BURG_01' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6351
if 
  $823 == 2 // integer values 
jf @FUD_6395 
03CF: load_wav 'BURG_02' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6395
if 
  $823 == 3 // integer values 
jf @FUD_6439 
03CF: load_wav 'BURG_03' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6439
if 
  $823 == 4 // integer values 
jf @FUD_6483 
03CF: load_wav 'BURG_04' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6483
if 
  $823 == 5 // integer values 
jf @FUD_6527 
03CF: load_wav 'BURG_05' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6527
if 
  $823 == 6 // integer values 
jf @FUD_6571 
03CF: load_wav 'BURG_06' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6571
if 
  $823 == 7 // integer values 
jf @FUD_6615 
03CF: load_wav 'BURG_07' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6615
if 
  $823 == 8 // integer values 
jf @FUD_6659 
03CF: load_wav 'BURG_08' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6659
if 
  $823 == 9 // integer values 
jf @FUD_6703 
03CF: load_wav 'BURG_09' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6703
if 
  $823 == 10 // integer values 
jf @FUD_6747 
03CF: load_wav 'BURG_10' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6747
if 
  $823 == 11 // integer values 
jf @FUD_6791 
03CF: load_wav 'BURG_11' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6791
if 
  $823 == 12 // integer values 
jf @FUD_6835 
03CF: load_wav 'BURG_12' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6835
if 
  $783 == 2 // integer values 
jf @FUD_7258 
0209: $823 = random_int_in_ranges 1 9 
if 
  $823 == 1 // integer values 
jf @FUD_6906 
03CF: load_wav 'CRUST01' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6906
if 
  $823 == 2 // integer values 
jf @FUD_6950 
03CF: load_wav 'CRUST02' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6950
if 
  $823 == 3 // integer values 
jf @FUD_6994 
03CF: load_wav 'CRUST03' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_6994
if 
  $823 == 4 // integer values 
jf @FUD_7038 
03CF: load_wav 'CRUST04' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7038
if 
  $823 == 5 // integer values 
jf @FUD_7082 
03CF: load_wav 'CRUST05' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7082
if 
  $823 == 6 // integer values 
jf @FUD_7126 
03CF: load_wav 'CRUST06' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7126
if 
  $823 == 7 // integer values 
jf @FUD_7170 
03CF: load_wav 'CRUST07' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7170
if 
  $823 == 8 // integer values 
jf @FUD_7214 
03CF: load_wav 'CRUST08' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7214
if 
  $823 == 9 // integer values 
jf @FUD_7258 
03CF: load_wav 'CRUST09' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7258
if 
  $783 == 3 // integer values 
jf @FUD_7637 
0209: $823 = random_int_in_ranges 1 8 
if 
  $823 == 1 // integer values 
jf @FUD_7329 
03CF: load_wav 'SHAFT01' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7329
if 
  $823 == 2 // integer values 
jf @FUD_7373 
03CF: load_wav 'SHAFT02' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7373
if 
  $823 == 3 // integer values 
jf @FUD_7417 
03CF: load_wav 'SHAFT03' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7417
if 
  $823 == 4 // integer values 
jf @FUD_7461 
03CF: load_wav 'SHAFT04' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7461
if 
  $823 == 5 // integer values 
jf @FUD_7505 
03CF: load_wav 'SHAFT05' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7505
if 
  $823 == 6 // integer values 
jf @FUD_7549 
03CF: load_wav 'SHAFT06' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7549
if 
  $823 == 7 // integer values 
jf @FUD_7593 
03CF: load_wav 'SHAFT07' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7593
if 
  $823 == 8 // integer values 
jf @FUD_7637 
03CF: load_wav 'SHAFT08' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7637
if 
  $783 == 4 // integer values 
jf @FUD_8016 
0209: $823 = random_int_in_ranges 1 8 
if 
  $823 == 1 // integer values 
jf @FUD_7708 
03CF: load_wav 'BAND_01' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7708
if 
  $823 == 2 // integer values 
jf @FUD_7752 
03CF: load_wav 'BAND_02' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7752
if 
  $823 == 3 // integer values 
jf @FUD_7796 
03CF: load_wav 'BAND_03' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7796
if 
  $823 == 4 // integer values 
jf @FUD_7840 
03CF: load_wav 'BAND_04' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7840
if 
  $823 == 5 // integer values 
jf @FUD_7884 
03CF: load_wav 'BAND_05' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7884
if 
  $823 == 6 // integer values 
jf @FUD_7928 
03CF: load_wav 'BAND_06' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7928
if 
  $823 == 7 // integer values 
jf @FUD_7972 
03CF: load_wav 'BAND_07' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_7972
if 
  $823 == 8 // integer values 
jf @FUD_8016 
03CF: load_wav 'BAND_08' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8016
jump @FUD_8912 

:FUD_8023
0209: $823 = random_int_in_ranges 1 20 
if 
  $823 == 1 // integer values 
jf @FUD_8076 
03CF: load_wav 'FUD_01' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8076
if 
  $823 == 2 // integer values 
jf @FUD_8120 
03CF: load_wav 'FUD_02' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8120
if 
  $823 == 3 // integer values 
jf @FUD_8164 
03CF: load_wav 'FUD_03' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8164
if 
  $823 == 4 // integer values 
jf @FUD_8208 
03CF: load_wav 'FUD_04' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8208
if 
  $823 == 5 // integer values 
jf @FUD_8252 
03CF: load_wav 'FUD_05' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8252
if 
  $823 == 6 // integer values 
jf @FUD_8296 
03CF: load_wav 'FUD_06' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8296
if 
  $823 == 7 // integer values 
jf @FUD_8340 
03CF: load_wav 'FUD_07' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8340
if 
  $823 == 8 // integer values 
jf @FUD_8384 
03CF: load_wav 'FUD_08' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8384
if 
  $823 == 9 // integer values 
jf @FUD_8428 
03CF: load_wav 'FUD_09' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8428
if 
  $823 == 10 // integer values 
jf @FUD_8472 
03CF: load_wav 'FUD_10' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8472
if 
  $823 == 11 // integer values 
jf @FUD_8516 
03CF: load_wav 'FUD_11' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8516
if 
  $823 == 12 // integer values 
jf @FUD_8560 
03CF: load_wav 'FUD_12' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8560
if 
  $823 == 13 // integer values 
jf @FUD_8604 
03CF: load_wav 'FUD_13' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8604
if 
  $823 == 14 // integer values 
jf @FUD_8648 
03CF: load_wav 'FUD_14' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8648
if 
  $823 == 15 // integer values 
jf @FUD_8692 
03CF: load_wav 'FUD_15' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8692
if 
  $823 == 16 // integer values 
jf @FUD_8736 
03CF: load_wav 'FUD_16' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8736
if 
  $823 == 17 // integer values 
jf @FUD_8780 
03CF: load_wav 'FUD_17' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8780
if 
  $823 == 18 // integer values 
jf @FUD_8824 
03CF: load_wav 'FUD_18' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8824
if 
  $823 == 19 // integer values 
jf @FUD_8868 
03CF: load_wav 'FUD_19' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8868
if 
  $823 == 20 // integer values 
jf @FUD_8912 
03CF: load_wav 'FUD_20' as 2 
gosub @FUD_8914 
gosub @FUD_8964 

:FUD_8912
return 

:FUD_8914
if 
83D0:   not wav 2 loaded 
jf @FUD_8958 
wait 0 
if 
   not Player.Defined($6)
jf @FUD_8951 
return 

:FUD_8951
jump @FUD_8914 

:FUD_8958
03D1: play_wav 2 
return 

:FUD_8964
if 
83D2:   not wav 2 ended 
jf @FUD_9008 
wait 0 
if 
   not Player.Defined($6)
jf @FUD_9001 
return 

:FUD_9001
jump @FUD_8964 

:FUD_9008
00BE: text_clear_all 
return 

:FUD_9012
if and
   Player.Defined($6)
   not Actor.Dead($816)
jf @FUD_9125 
0225: $824 = player $6 health 
$824 *= -1 // integer values 
$824 += 100 // integer values 
$825 = Player.Money($6)
if 
001C:   $824 > $825 // integer values 
jf @FUD_9090 
0084: $824 = $825 // integer values and handles 

:FUD_9090
$824 *= -1 // integer values 
Player.Money($6) += $824
0222: set_player $6 health_to 100 
018C: play_sound 1 at $813 $814 $815 

:FUD_9125
return 

:FUD_9127
if 
   Player.Defined($6)
jf @FUD_9164 
0054: store_player $6 position_to $813 $814 $815 
jump @FUD_9206 

:FUD_9164
gosub @FUD_9545 
$778 = 0 // integer values 
$779 = 0 // integer values 
$780 = 0 // integer values 
$781 = 0 // integer values 
$782 = 0 // integer values 

:FUD_9206
if 
  $778 == 1 // integer values 
jf @FUD_9303 
if or
  410.0 > $813 // floating-point values 
  $368 == 0 // integer values 
jf @FUD_9303 
Actor.DestroyInstantly($797)
Actor.DestroyInstantly($798)
Actor.DestroyInstantly($799)
Actor.DestroyInstantly($800)
03BD: destroy_sphere $805 
03BD: destroy_sphere $806 
03BD: destroy_sphere $807 
03BD: destroy_sphere $808 
0296: unload_special_actor 20 
$778 = 0 // integer values 

:FUD_9303
if 
  $779 == 1 // integer values 
jf @FUD_9400 
if or
  $813 > 415.0 // floating-point values 
  $368 == 0 // integer values 
jf @FUD_9400 
Actor.DestroyInstantly($801)
Actor.DestroyInstantly($802)
Actor.DestroyInstantly($803)
Actor.DestroyInstantly($804)
03BD: destroy_sphere $809 
03BD: destroy_sphere $810 
03BD: destroy_sphere $811 
03BD: destroy_sphere $812 
0296: unload_special_actor 20 
$779 = 0 // integer values 

:FUD_9400
if and
  $780 == 1 // integer values 
  $784 == 0 // integer values 
jf @FUD_9451 
Actor.DestroyInstantly($817)
Actor.DestroyInstantly($818)
0296: unload_special_actor 20 
03BD: destroy_sphere $805 
$780 = 0 // integer values 

:FUD_9451
if and
  $781 == 1 // integer values 
  $785 == 0 // integer values 
jf @FUD_9497 
Actor.DestroyInstantly($820)
0296: unload_special_actor 20 
03BD: destroy_sphere $805 
$781 = 0 // integer values 

:FUD_9497
if and
  $782 == 1 // integer values 
  $786 == 0 // integer values 
jf @FUD_9543 
Actor.DestroyInstantly($821)
0296: unload_special_actor 20 
03BD: destroy_sphere $805 
$782 = 0 // integer values 

:FUD_9543
return 

:FUD_9545
Actor.DestroyInstantly($797)
Actor.DestroyInstantly($798)
Actor.DestroyInstantly($799)
Actor.DestroyInstantly($800)
Actor.DestroyInstantly($801)
Actor.DestroyInstantly($802)
Actor.DestroyInstantly($803)
Actor.DestroyInstantly($804)
Actor.DestroyInstantly($821)
Actor.DestroyInstantly($820)
Actor.DestroyInstantly($817)
Actor.DestroyInstantly($818)
03BD: destroy_sphere $805 
03BD: destroy_sphere $806 
03BD: destroy_sphere $807 
03BD: destroy_sphere $808 
03BD: destroy_sphere $809 
03BD: destroy_sphere $810 
03BD: destroy_sphere $811 
03BD: destroy_sphere $812 
0296: unload_special_actor 20 
return 

:SHOPS
$826 = -60000 // integer values 
$827 = -60000 // integer values 
$828 = -60000 // integer values 
$829 = 0 // integer values 
$830 = 0 // integer values 
$404 = 0 // integer values 
$396 = 0 // integer values 
$398 = 0 // integer values 
$400 = 0 // integer values 
$402 = 0 // integer values 
$831 = 0 // integer values 
$832 = 0 // integer values 
$833 = 0 // integer values 
$834 = 0 // integer values 
$835 = 0 // integer values 
$836 = 0 // integer values 
$837 = 0 // integer values 
$838 = 0 // integer values 
$839 = 0 // integer values 
$840 = 0 // integer values 
$841 = 0 // integer values 
$842 = 0 // integer values 
$412 = 0 // integer values 
thread 'SHOPS' 
set_wb_check_to 0 
create_thread @SHOP1 
create_thread @SHOP2 
create_thread @SHOP3 
create_thread @SHOP4 
create_thread @SHOP5 
end_thread 

:SHOP1
thread 'SHOP1' 

:SHOP1_10
wait 0 
if 
   Player.Defined($6)
jf @SHOP1_999 
if and
0121:   player $6 in_zone 'BEACH3'  // Vice Point
  $368 == 0 // integer values 
jf @SHOP1_992 
if 
00F5:   player $6 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 
jf @SHOP1_329 
if 
  $829 == 0 // integer values 
jf @SHOP1_216 
gosub @SHOP5_1792 
0084: $843 = $315 // integer values and handles 
0060: $843 -= $826 // integer values 
if 
  $843 > 60000 // integer values 
jf @SHOP1_202 
$844 = Actor.Create(CivMale, #SPECIAL16, 450.0, 782.5, 12.2)
gosub @SHOP5_2200 

:SHOP1_202
$829 = 1 // integer values 
jump @SHOP1_322 

:SHOP1_216
if 
  $843 > 60000 // integer values 
jf @SHOP1_322 
if 
   not Actor.Dead($844)
jf @SHOP1_315 
if 
0057:   player $6 0 472.7 800.4 11.5 438.1 779.0 17.0 
jf @SHOP1_308 
gosub @SHOP5_1010 

:SHOP1_308
jump @SHOP1_322 

:SHOP1_315
Player.SetMinWantedLevel($6, 1)

:SHOP1_322
jump @SHOP1_354 

:SHOP1_329
if 
  $829 == 1 // integer values 
jf @SHOP1_354 
gosub @SHOP5_1854 

:SHOP1_354
if 
   Player.Defined($6)
jf @SHOP1_673 
if 
00F5:   player $6 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 
jf @SHOP1_648 
if 
  $845 == 0 // integer values 
jf @SHOP1_535 
gosub @SHOP5_1792 
0084: $846 = $315 // integer values and handles 
0060: $846 -= $827 // integer values 
if 
  $846 > 60000 // integer values 
jf @SHOP1_521 
$844 = Actor.Create(CivMale, #SPECIAL16, 383.2, 759.7, 11.0)
Actor.Angle($844) = 180.0
gosub @SHOP5_2200 

:SHOP1_521
$845 = 1 // integer values 
jump @SHOP1_641 

:SHOP1_535
if 
  $846 > 60000 // integer values 
jf @SHOP1_641 
if 
   not Actor.Dead($844)
jf @SHOP1_634 
if 
00F5:   player $6 0 383.2 759.7 11.0 radius 8.0 8.0 6.0 
jf @SHOP1_627 
gosub @SHOP5_1010 

:SHOP1_627
jump @SHOP1_641 

:SHOP1_634
Player.SetMinWantedLevel($6, 1)

:SHOP1_641
jump @SHOP1_673 

:SHOP1_648
if 
  $845 == 1 // integer values 
jf @SHOP1_673 
gosub @SHOP5_1854 

:SHOP1_673
if 
   Player.Defined($6)
jf @SHOP1_992 
if 
00F5:   player $6 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 
jf @SHOP1_967 
if 
  $847 == 0 // integer values 
jf @SHOP1_854 
gosub @SHOP5_1792 
0084: $848 = $315 // integer values and handles 
0060: $848 -= $828 // integer values 
if 
  $848 > 60000 // integer values 
jf @SHOP1_840 
$844 = Actor.Create(CivMale, #SPECIAL16, 379.9, 210.2, 10.6)
Actor.Angle($844) = 280.0
gosub @SHOP5_2200 

:SHOP1_840
$847 = 1 // integer values 
jump @SHOP1_960 

:SHOP1_854
if 
  $848 > 60000 // integer values 
jf @SHOP1_960 
if 
   not Actor.Dead($844)
jf @SHOP1_953 
if 
00F5:   player $6 0 379.9 210.2 10.6 radius 8.0 8.0 6.0 
jf @SHOP1_946 
gosub @SHOP5_1010 

:SHOP1_946
jump @SHOP1_960 

:SHOP1_953
Player.SetMinWantedLevel($6, 1)

:SHOP1_960
jump @SHOP1_992 

:SHOP1_967
if 
  $847 == 1 // integer values 
jf @SHOP1_992 
gosub @SHOP5_1854 

:SHOP1_992
jump @SHOP1_1006 

:SHOP1_999
gosub @SHOP5_1854 

:SHOP1_1006
jump @SHOP1_10 

:SHOP2
thread 'SHOP2' 

:SHOP2_10
wait 0 
if 
   Player.Defined($6)
jf @SHOP2_364 
if 
0121:   player $6 in_zone 'HAITI'  // Little Haiti
jf @SHOP2_357 
if 
00F5:   player $6 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 
jf @SHOP2_332 
if 
  $829 == 0 // integer values 
jf @SHOP2_219 
gosub @SHOP5_1792 
0084: $843 = $315 // integer values and handles 
0060: $843 -= $826 // integer values 
if 
  $843 > 60000 // integer values 
jf @SHOP2_205 
$844 = Actor.Create(CivMale, #SPECIAL16, -846.6, -72.6, 10.8)
Actor.Angle($844) = 166.0
gosub @SHOP5_2200 

:SHOP2_205
$829 = 1 // integer values 
jump @SHOP2_325 

:SHOP2_219
if 
  $843 > 60000 // integer values 
jf @SHOP2_325 
if 
   not Actor.Dead($844)
jf @SHOP2_318 
if 
00F5:   player $6 0 -846.6 -72.6 10.8 radius 8.0 8.0 6.0 
jf @SHOP2_311 
gosub @SHOP5_1010 

:SHOP2_311
jump @SHOP2_325 

:SHOP2_318
Player.SetMinWantedLevel($6, 1)

:SHOP2_325
jump @SHOP2_357 

:SHOP2_332
if 
  $829 == 1 // integer values 
jf @SHOP2_357 
gosub @SHOP5_1854 

:SHOP2_357
jump @SHOP2_371 

:SHOP2_364
gosub @SHOP5_1854 

:SHOP2_371
jump @SHOP2_10 

:SHOP3
thread 'SHOP3' 

:SHOP3_10
wait 0 
if 
   Player.Defined($6)
jf @SHOP3_683 
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @SHOP3_676 
if 
00F5:   player $6 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 
jf @SHOP3_332 
if 
  $829 == 0 // integer values 
jf @SHOP3_219 
gosub @SHOP5_1792 
0084: $843 = $315 // integer values and handles 
0060: $843 -= $826 // integer values 
if 
  $843 > 60000 // integer values 
jf @SHOP3_205 
$844 = Actor.Create(CivMale, #SPECIAL16, -830.4, 741.9, 10.6)
Actor.Angle($844) = 90.0
gosub @SHOP5_2200 

:SHOP3_205
$829 = 1 // integer values 
jump @SHOP3_325 

:SHOP3_219
if 
  $843 > 60000 // integer values 
jf @SHOP3_325 
if 
   not Actor.Dead($844)
jf @SHOP3_318 
if 
00F5:   player $6 0 -830.4 741.9 10.6 radius 8.0 8.0 6.0 
jf @SHOP3_311 
gosub @SHOP5_1010 

:SHOP3_311
jump @SHOP3_325 

:SHOP3_318
Player.SetMinWantedLevel($6, 1)

:SHOP3_325
jump @SHOP3_357 

:SHOP3_332
if 
  $829 == 1 // integer values 
jf @SHOP3_357 
gosub @SHOP5_1854 

:SHOP3_357
if 
   Player.Defined($6)
jf @SHOP3_676 
if 
00F5:   player $6 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 
jf @SHOP3_651 
if 
  $845 == 0 // integer values 
jf @SHOP3_538 
gosub @SHOP5_1792 
0084: $846 = $315 // integer values and handles 
0060: $846 -= $827 // integer values 
if 
  $846 > 60000 // integer values 
jf @SHOP3_524 
$844 = Actor.Create(CivMale, #SPECIAL16, -854.3, 850.0, 10.6)
Actor.Angle($844) = 110.0
gosub @SHOP5_2200 

:SHOP3_524
$845 = 1 // integer values 
jump @SHOP3_644 

:SHOP3_538
if 
  $846 > 60000 // integer values 
jf @SHOP3_644 
if 
   not Actor.Dead($844)
jf @SHOP3_637 
if 
00F5:   player $6 0 -854.3 850.0 10.6 radius 8.0 8.0 6.0 
jf @SHOP3_630 
gosub @SHOP5_1010 

:SHOP3_630
jump @SHOP3_644 

:SHOP3_637
Player.SetMinWantedLevel($6, 1)

:SHOP3_644
jump @SHOP3_676 

:SHOP3_651
if 
  $845 == 1 // integer values 
jf @SHOP3_676 
gosub @SHOP5_1854 

:SHOP3_676
jump @SHOP3_690 

:SHOP3_683
gosub @SHOP5_1854 

:SHOP3_690
jump @SHOP3_10 

:SHOP4
thread 'SHOP4' 

:SHOP4_10
wait 0 
if 
   Player.Defined($6)
jf @SHOP4_1034 
if 
0121:   player $6 in_zone 'HAVANA'  // Little Havana
jf @SHOP4_1027 
if 
00F5:   player $6 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 
jf @SHOP4_332 
if 
  $829 == 0 // integer values 
jf @SHOP4_219 
gosub @SHOP5_1792 
0084: $843 = $315 // integer values and handles 
0060: $843 -= $826 // integer values 
if 
  $843 > 60000 // integer values 
jf @SHOP4_205 
$844 = Actor.Create(CivMale, #SPECIAL16, -858.8, -632.66, 10.6)
Actor.Angle($844) = 193.0
gosub @SHOP5_2200 

:SHOP4_205
$829 = 1 // integer values 
jump @SHOP4_325 

:SHOP4_219
if 
  $843 > 60000 // integer values 
jf @SHOP4_325 
if 
   not Actor.Dead($844)
jf @SHOP4_318 
if 
00F5:   player $6 0 -859.2 -632.7 10.6 radius 8.0 8.0 6.0 
jf @SHOP4_311 
gosub @SHOP5_1010 

:SHOP4_311
jump @SHOP4_325 

:SHOP4_318
Player.SetMinWantedLevel($6, 1)

:SHOP4_325
jump @SHOP4_357 

:SHOP4_332
if 
  $829 == 1 // integer values 
jf @SHOP4_357 
gosub @SHOP5_1854 

:SHOP4_357
if 
   Player.Defined($6)
jf @SHOP4_692 
if 
   Player.Defined($6)
jf @SHOP4_692 
if 
00F5:   player $6 0 -1167.1 -615.8 11.0 radius 30.0 30.0 30.0 
jf @SHOP4_667 
if 
  $845 == 0 // integer values 
jf @SHOP4_554 
gosub @SHOP5_1792 
0084: $846 = $315 // integer values and handles 
0060: $846 -= $827 // integer values 
if 
  $846 > 60000 // integer values 
jf @SHOP4_540 
$844 = Actor.Create(CivMale, #SPECIAL16, -1167.1, -615.8, 11.0)
Actor.Angle($844) = 90.0
gosub @SHOP5_2200 

:SHOP4_540
$845 = 1 // integer values 
jump @SHOP4_660 

:SHOP4_554
if 
  $846 > 60000 // integer values 
jf @SHOP4_660 
if 
   not Actor.Dead($844)
jf @SHOP4_653 
if 
00F5:   player $6 0 -1167.1 -615.8 11.0 radius 8.0 8.0 6.0 
jf @SHOP4_646 
gosub @SHOP5_1010 

:SHOP4_646
jump @SHOP4_660 

:SHOP4_653
Player.SetMinWantedLevel($6, 1)

:SHOP4_660
jump @SHOP4_692 

:SHOP4_667
if 
  $845 == 1 // integer values 
jf @SHOP4_692 
gosub @SHOP5_1854 

:SHOP4_692
if 
   Player.Defined($6)
jf @SHOP4_1027 
if 
   Player.Defined($6)
jf @SHOP4_1027 
if 
00F5:   player $6 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 
jf @SHOP4_1002 
if 
  $847 == 0 // integer values 
jf @SHOP4_889 
gosub @SHOP5_1792 
0084: $848 = $315 // integer values and handles 
0060: $848 -= $828 // integer values 
if 
  $848 > 60000 // integer values 
jf @SHOP4_875 
$844 = Actor.Create(CivMale, #SPECIAL16, -1192.2, -323.7, 11.1)
Actor.Angle($844) = 90.0
gosub @SHOP5_2200 

:SHOP4_875
$847 = 1 // integer values 
jump @SHOP4_995 

:SHOP4_889
if 
  $848 > 60000 // integer values 
jf @SHOP4_995 
if 
   not Actor.Dead($844)
jf @SHOP4_988 
if 
00F5:   player $6 0 -1192.2 -323.7 11.1 radius 8.0 8.0 6.0 
jf @SHOP4_981 
gosub @SHOP5_1010 

:SHOP4_981
jump @SHOP4_995 

:SHOP4_988
Player.SetMinWantedLevel($6, 1)

:SHOP4_995
jump @SHOP4_1027 

:SHOP4_1002
if 
  $847 == 1 // integer values 
jf @SHOP4_1027 
gosub @SHOP5_1854 

:SHOP4_1027
jump @SHOP4_1041 

:SHOP4_1034
gosub @SHOP5_1854 

:SHOP4_1041
jump @SHOP4_10 

:SHOP5
thread 'SHOP5' 

:SHOP5_10
wait 0 
if 
   Player.Defined($6)
jf @SHOP5_996 
if 
  $368 == 1 // integer values 
jf @SHOP5_989 
if 
00F5:   player $6 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 
jf @SHOP5_326 
if 
  $829 == 0 // integer values 
jf @SHOP5_213 
gosub @SHOP5_1792 
0084: $843 = $315 // integer values and handles 
0060: $843 -= $826 // integer values 
if 
  $843 > 60000 // integer values 
jf @SHOP5_199 
$844 = Actor.Create(CivMale, #SPECIAL16, 352.7, 1111.3, 24.5)
Actor.Angle($844) = 290.0
gosub @SHOP5_2200 

:SHOP5_199
$829 = 1 // integer values 
jump @SHOP5_319 

:SHOP5_213
if 
  $843 > 60000 // integer values 
jf @SHOP5_319 
if 
   not Actor.Dead($844)
jf @SHOP5_312 
if 
00F5:   player $6 0 352.7 1111.3 24.5 radius 8.0 8.0 6.0 
jf @SHOP5_305 
gosub @SHOP5_1010 

:SHOP5_305
jump @SHOP5_319 

:SHOP5_312
Player.SetMinWantedLevel($6, 1)

:SHOP5_319
jump @SHOP5_351 

:SHOP5_326
if 
  $829 == 1 // integer values 
jf @SHOP5_351 
gosub @SHOP5_1854 

:SHOP5_351
if 
   Player.Defined($6)
jf @SHOP5_670 
if 
00F5:   player $6 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 
jf @SHOP5_645 
if 
  $845 == 0 // integer values 
jf @SHOP5_532 
gosub @SHOP5_1792 
0084: $846 = $315 // integer values and handles 
0060: $846 -= $827 // integer values 
if 
  $846 > 60000 // integer values 
jf @SHOP5_518 
$844 = Actor.Create(CivMale, #SPECIAL16, 423.5, 1039.4, 18.1)
Actor.Angle($844) = 136.0
gosub @SHOP5_2200 

:SHOP5_518
$845 = 1 // integer values 
jump @SHOP5_638 

:SHOP5_532
if 
  $846 > 60000 // integer values 
jf @SHOP5_638 
if 
   not Actor.Dead($844)
jf @SHOP5_631 
if 
00F5:   player $6 0 423.5 1039.4 18.1 radius 8.0 8.0 6.0 
jf @SHOP5_624 
gosub @SHOP5_1010 

:SHOP5_624
jump @SHOP5_638 

:SHOP5_631
Player.SetMinWantedLevel($6, 1)

:SHOP5_638
jump @SHOP5_670 

:SHOP5_645
if 
  $845 == 1 // integer values 
jf @SHOP5_670 
gosub @SHOP5_1854 

:SHOP5_670
if 
   Player.Defined($6)
jf @SHOP5_989 
if 
00F5:   player $6 0 468.7 1206.6 19.0 radius 30.0 30.0 15.0 
jf @SHOP5_964 
if 
  $847 == 0 // integer values 
jf @SHOP5_851 
gosub @SHOP5_1792 
0084: $848 = $315 // integer values and handles 
0060: $848 -= $828 // integer values 
if 
  $848 > 60000 // integer values 
jf @SHOP5_837 
$844 = Actor.Create(CivMale, #SPECIAL16, 468.7, 1206.6, 19.0)
Actor.Angle($844) = 90.0
gosub @SHOP5_2200 

:SHOP5_837
$847 = 1 // integer values 
jump @SHOP5_957 

:SHOP5_851
if 
  $848 > 60000 // integer values 
jf @SHOP5_957 
if 
   not Actor.Dead($844)
jf @SHOP5_950 
if 
00F5:   player $6 0 468.7 1206.6 19.0 radius 8.0 8.0 6.0 
jf @SHOP5_943 
gosub @SHOP5_1010 

:SHOP5_943
jump @SHOP5_957 

:SHOP5_950
Player.SetMinWantedLevel($6, 1)

:SHOP5_957
jump @SHOP5_989 

:SHOP5_964
if 
  $847 == 1 // integer values 
jf @SHOP5_989 
gosub @SHOP5_1854 

:SHOP5_989
jump @SHOP5_1003 

:SHOP5_996
gosub @SHOP5_1854 

:SHOP5_1003
jump @SHOP5_10 

:SHOP5_1010
if 
   not Actor.Dead($844)
jf @SHOP5_1790 
if 
0457:   player $6 aiming_at_actor $844 
jf @SHOP5_1636 
if 
  $830 == 0 // integer values 
jf @SHOP5_1167 
022F: set_actor $844 stop_looking 
if 
   not Actor.Dead($844)
jf @SHOP5_1146 
04EB: actor $844 crouch 0 9999999 ms 
0372: set_actor $844 anim 0 wait_state_time 0 ms 
0372: set_actor $844 anim 17 wait_state_time 9999999 ms 
04C4: create_coordinate $348 $349 $350 from_actor $844 offset 0.0 1.2 0.0 

:SHOP5_1146
16@ = 0 // integer values 
$830 = 1 // integer values 
jump @SHOP5_1599 

:SHOP5_1167
if 
  $404 == 0 // integer values 
jf @SHOP5_1599 
if and
  16@ > 2000 // integer values 
  6000 > 16@ // integer values 
jf @SHOP5_1283 
if 
  $396 == 0 // integer values 
jf @SHOP5_1283 
$350 += 0.15 // floating-point values 
02E1: $397 = create_cash_pickup 50 at $348 $349 $350 
018C: play_sound 13 at $348 $349 $350 
gosub @SHOP5_2245 
$396 = 1 // integer values 

:SHOP5_1283
if and
  16@ > 6000 // integer values 
  10000 > 16@ // integer values 
jf @SHOP5_1391 
if 
  $398 == 0 // integer values 
jf @SHOP5_1391 
$349 += 0.1 // floating-point values 
$348 += 0.1 // floating-point values 
02E1: $399 = create_cash_pickup 100 at $348 $349 $350 
018C: play_sound 13 at $348 $349 $350 
Player.SetMinWantedLevel($6, 1)
$398 = 1 // integer values 

:SHOP5_1391
if and
  16@ > 10000 // integer values 
  14000 > 16@ // integer values 
jf @SHOP5_1490 
if 
  $400 == 0 // integer values 
jf @SHOP5_1490 
$349 += 0.1 // floating-point values 
02E1: $401 = create_cash_pickup 250 at $348 $349 $350 
018C: play_sound 13 at $348 $349 $350 
Player.SetMinWantedLevel($6, 2)
$400 = 1 // integer values 

:SHOP5_1490
if and
  16@ > 14000 // integer values 
  20000 > 16@ // integer values 
jf @SHOP5_1599 
if 
  $402 == 0 // integer values 
jf @SHOP5_1599 
$349 += 0.1 // floating-point values 
$348 += 0.1 // floating-point values 
02E1: $403 = create_cash_pickup 600 at $348 $349 $350 
018C: play_sound 13 at $348 $349 $350 
Player.SetMinWantedLevel($6, 3)
$402 = 1 // integer values 

:SHOP5_1599
if or
02DF:   player $6 aggressive 
031D:   actor $844 hit_by_weapon 47 
jf @SHOP5_1629 
jump @SHOP5_1636 

:SHOP5_1629
jump @SHOP5_1790 

:SHOP5_1636
if 
  $830 == 0 // integer values 
jf @SHOP5_1691 
if or
02DF:   player $6 aggressive 
031D:   actor $844 hit_by_weapon 47 
jf @SHOP5_1684 
$830 = 1 // integer values 

:SHOP5_1684
jump @SHOP5_1790 

:SHOP5_1691
if 
   not Actor.Dead($844)
jf @SHOP5_1790 
0372: set_actor $844 anim 0 wait_state_time 0 ms 
04EB: actor $844 crouch 1 9999999 ms 
if 
  $404 == 0 // integer values 
jf @SHOP5_1790 
Actor.StorePos($844, $348, $349, $350)
018D: $347 = create_sound 0 at $348 $349 $350 
Player.SetMinWantedLevel($6, 2)
$404 = 1 // integer values 

:SHOP5_1790
return 

:SHOP5_1792
023C: load_special_actor 16 'S_KEEP' 

:SHOP5_1804
if 
823D:   not special_actor 16 loaded 
jf @SHOP5_1842 
wait 0 
023C: load_special_actor 16 'S_KEEP' 
jump @SHOP5_1804 

:SHOP5_1842
01BD: $315 = current_time_in_ms 
Actor.DestroyInstantly($844)
return 

:SHOP5_1854
if 
  $829 == 1 // integer values 
jf @SHOP5_1921 
if or
   Actor.Dead($844)
  $830 == 1 // integer values 
jf @SHOP5_1921 
if 
  $843 > 60000 // integer values 
jf @SHOP5_1921 
01BD: $826 = current_time_in_ms 

:SHOP5_1921
if 
  $845 == 1 // integer values 
jf @SHOP5_1988 
if or
   Actor.Dead($844)
  $830 == 1 // integer values 
jf @SHOP5_1988 
if 
  $846 > 60000 // integer values 
jf @SHOP5_1988 
01BD: $827 = current_time_in_ms 

:SHOP5_1988
if 
  $847 == 1 // integer values 
jf @SHOP5_2055 
if or
   Actor.Dead($844)
  $830 == 1 // integer values 
jf @SHOP5_2055 
if 
  $848 > 60000 // integer values 
jf @SHOP5_2055 
01BD: $828 = current_time_in_ms 

:SHOP5_2055
$829 = 0 // integer values 
$845 = 0 // integer values 
$847 = 0 // integer values 
$830 = 0 // integer values 
$404 = 0 // integer values 
$396 = 0 // integer values 
$398 = 0 // integer values 
$400 = 0 // integer values 
$402 = 0 // integer values 
Pickup.Destroy($397)
Pickup.Destroy($399)
Pickup.Destroy($401)
Pickup.Destroy($403)
0296: unload_special_actor 16 
Actor.DestroyInstantly($844)
018E: stop_sound $347 
if 
   not Player.Defined($6)
jf @SHOP5_2198 
$826 = -60000 // integer values 
$827 = -60000 // integer values 
$828 = -60000 // integer values 

:SHOP5_2198
return 

:SHOP5_2200
0243: set_actor $844 ped_stats_to 16 
01ED: clear_actor $844 threat_search 
0350: set_actor $844 maintain_position_when_attacked 1 
if 
   Player.Defined($6)
jf @SHOP5_2243 
022D: set_actor $844 to_look_at_player $6 

:SHOP5_2243
return 

:SHOP5_2245
if and
00F5:   player $6 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 
  $831 == 0 // integer values 
jf @SHOP5_2318 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$831 = 1 // integer values 

:SHOP5_2318
if and
00F5:   player $6 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 
  $832 == 0 // integer values 
jf @SHOP5_2391 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$832 = 1 // integer values 

:SHOP5_2391
if and
00F5:   player $6 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 
  $833 == 0 // integer values 
jf @SHOP5_2464 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$833 = 1 // integer values 

:SHOP5_2464
if and
00F5:   player $6 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 
  $834 == 0 // integer values 
jf @SHOP5_2537 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$834 = 1 // integer values 

:SHOP5_2537
if and
00F5:   player $6 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 
  $835 == 0 // integer values 
jf @SHOP5_2610 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$835 = 1 // integer values 

:SHOP5_2610
if and
00F5:   player $6 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 
  $836 == 0 // integer values 
jf @SHOP5_2683 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$836 = 1 // integer values 

:SHOP5_2683
if and
00F5:   player $6 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 
  $837 == 0 // integer values 
jf @SHOP5_2756 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$837 = 1 // integer values 

:SHOP5_2756
if and
00F5:   player $6 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 
  $838 == 0 // integer values 
jf @SHOP5_2829 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$838 = 1 // integer values 

:SHOP5_2829
if and
00F5:   player $6 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 
  $839 == 0 // integer values 
jf @SHOP5_2902 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$839 = 1 // integer values 

:SHOP5_2902
if and
00F5:   player $6 0 468.7 1206.6 18.2 radius 30.0 30.0 15.0 
  $840 == 0 // integer values 
jf @SHOP5_2975 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$840 = 1 // integer values 

:SHOP5_2975
if and
00F5:   player $6 0 -1167.5 -613.5 11.0 radius 30.0 30.0 30.0 
  $841 == 0 // integer values 
jf @SHOP5_3048 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$841 = 1 // integer values 

:SHOP5_3048
if and
00F5:   player $6 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 
  $842 == 0 // integer values 
jf @SHOP5_3121 
0531: increment_stores_knocked_off_by 1 
$412 += 1 // integer values 
$842 = 1 // integer values 

:SHOP5_3121
return 

:AUDIO
thread 'AUDIO' 
set_wb_check_to 0 
create_thread @AUDIO1 
end_thread 

:AUDIO1
thread 'AUDIO1' 
$849 = 0 // integer values 
$850 = 0 // integer values 
$851 = 0 // integer values 
$852 = 0 // integer values 
$853 = 0 // integer values 
$854 = 0 // integer values 
$855 = 0 // integer values 
$856 = 0 // integer values 
$857 = 0 // integer values 
$858 = 0 // integer values 
$859 = 0 // integer values 
$860 = 0 // integer values 

:AUDIO1_94
wait 500 
00BF: $861 = current_time_hours, $862 = current_time_minutes 
if 
   Player.Defined($6)
jf @AUDIO1_1790 
if 
0121:   player $6 in_zone 'DTOWN'  // Downtown
jf @AUDIO1_403 
if 
  $863 == 0 // integer values 
jf @AUDIO1_212 
if 
  $849 == 0 // integer values 
jf @AUDIO1_212 
018D: $864 = create_sound 36 at -596.018 640.916 12.0 
$849 = 1 // integer values 

:AUDIO1_212
if 
  $863 == 1 // integer values 
jf @AUDIO1_295 
if 
  $865 == 0 // integer values 
jf @AUDIO1_295 
if 
  $850 == 0 // integer values 
jf @AUDIO1_295 
018D: $866 = create_sound 37 at -596.018 640.916 12.0 
$850 = 1 // integer values 

:AUDIO1_295
if 
  $863 == 1 // integer values 
jf @AUDIO1_396 
if 
  $865 == 1 // integer values 
jf @AUDIO1_396 
if 
  $867 == 0 // integer values 
jf @AUDIO1_396 
if 
  $851 == 0 // integer values 
jf @AUDIO1_396 
018D: $868 = create_sound 38 at -596.018 640.916 12.0 
$851 = 1 // integer values 

:AUDIO1_396
jump @AUDIO1_493 

:AUDIO1_403
if 
  $849 == 1 // integer values 
jf @AUDIO1_433 
018E: stop_sound $864 
$849 = 0 // integer values 

:AUDIO1_433
if 
  $850 == 1 // integer values 
jf @AUDIO1_463 
018E: stop_sound $866 
$850 = 0 // integer values 

:AUDIO1_463
if 
  $851 == 1 // integer values 
jf @AUDIO1_493 
018E: stop_sound $868 
$851 = 0 // integer values 

:AUDIO1_493
if 
0121:   player $6 in_zone 'BEACH3'  // Vice Point
jf @AUDIO1_893 
if or
  $861 >= 23 // integer values 
  7 > $861 // integer values 
jf @AUDIO1_610 
if and
  $852 == 0 // integer values 
  $853 == 0 // integer values 
  $854 == 0 // integer values 
jf @AUDIO1_603 
018D: $869 = create_sound 40 at 494.652 -83.347 10.032 
$852 = 1 // integer values 

:AUDIO1_603
jump @AUDIO1_640 

:AUDIO1_610
if 
  $852 == 1 // integer values 
jf @AUDIO1_640 
018E: stop_sound $869 
$852 = 0 // integer values 

:AUDIO1_640
if and
  $861 >= 7 // integer values 
  15 > $861 // integer values 
jf @AUDIO1_733 
if and
  $853 == 0 // integer values 
  $852 == 0 // integer values 
  $854 == 0 // integer values 
jf @AUDIO1_726 
018D: $870 = create_sound 41 at 494.652 -83.347 10.032 
$853 = 1 // integer values 

:AUDIO1_726
jump @AUDIO1_763 

:AUDIO1_733
if 
  $853 == 1 // integer values 
jf @AUDIO1_763 
018E: stop_sound $870 
$853 = 0 // integer values 

:AUDIO1_763
if and
  $861 >= 15 // integer values 
  23 > $861 // integer values 
jf @AUDIO1_856 
if and
  $854 == 0 // integer values 
  $852 == 0 // integer values 
  $853 == 0 // integer values 
jf @AUDIO1_849 
018D: $871 = create_sound 42 at 494.652 -83.347 10.032 
$854 = 1 // integer values 

:AUDIO1_849
jump @AUDIO1_886 

:AUDIO1_856
if 
  $854 == 1 // integer values 
jf @AUDIO1_886 
018E: stop_sound $871 
$854 = 0 // integer values 

:AUDIO1_886
jump @AUDIO1_983 

:AUDIO1_893
if 
  $852 == 1 // integer values 
jf @AUDIO1_923 
018E: stop_sound $869 
$852 = 0 // integer values 

:AUDIO1_923
if 
  $853 == 1 // integer values 
jf @AUDIO1_953 
018E: stop_sound $870 
$853 = 0 // integer values 

:AUDIO1_953
if 
  $854 == 1 // integer values 
jf @AUDIO1_983 
018E: stop_sound $871 
$854 = 0 // integer values 

:AUDIO1_983
if 
0121:   player $6 in_zone 'BEACH1'  // Ocean Beach
jf @AUDIO1_1532 
if or
  $861 >= 23 // integer values 
  7 > $861 // integer values 
jf @AUDIO1_1100 
if and
  $855 == 0 // integer values 
  $856 == 0 // integer values 
  $857 == 0 // integer values 
jf @AUDIO1_1093 
018D: $872 = create_sound 43 at 87.738 -1456.117 11.0 
$855 = 1 // integer values 

:AUDIO1_1093
jump @AUDIO1_1130 

:AUDIO1_1100
if 
  $855 == 1 // integer values 
jf @AUDIO1_1130 
018E: stop_sound $872 
$855 = 0 // integer values 

:AUDIO1_1130
if and
  $861 >= 7 // integer values 
  15 > $861 // integer values 
jf @AUDIO1_1223 
if and
  $856 == 0 // integer values 
  $855 == 0 // integer values 
  $857 == 0 // integer values 
jf @AUDIO1_1216 
018D: $873 = create_sound 44 at 87.738 -1456.117 11.0 
$856 = 1 // integer values 

:AUDIO1_1216
jump @AUDIO1_1253 

:AUDIO1_1223
if 
  $856 == 1 // integer values 
jf @AUDIO1_1253 
018E: stop_sound $873 
$856 = 0 // integer values 

:AUDIO1_1253
if and
  $861 >= 15 // integer values 
  23 > $861 // integer values 
jf @AUDIO1_1346 
if and
  $857 == 0 // integer values 
  $855 == 0 // integer values 
  $856 == 0 // integer values 
jf @AUDIO1_1339 
018D: $874 = create_sound 45 at 87.738 -1456.117 11.0 
$857 = 1 // integer values 

:AUDIO1_1339
jump @AUDIO1_1376 

:AUDIO1_1346
if 
  $857 == 1 // integer values 
jf @AUDIO1_1376 
018E: stop_sound $874 
$857 = 0 // integer values 

:AUDIO1_1376
if 
  $861 == 10 // integer values 
jf @AUDIO1_1448 
if 
  $858 == 0 // integer values 
jf @AUDIO1_1441 
018D: $875 = create_sound 46 at -76.074 -1528.485 13.397 
$858 = 1 // integer values 

:AUDIO1_1441
jump @AUDIO1_1478 

:AUDIO1_1448
if 
  $858 == 1 // integer values 
jf @AUDIO1_1478 
018E: stop_sound $875 
$858 = 0 // integer values 

:AUDIO1_1478
if 
  $859 == 0 // integer values 
jf @AUDIO1_1525 
018D: $876 = create_sound 51 at -67.015 -1546.671 11.485 
$859 = 1 // integer values 

:AUDIO1_1525
jump @AUDIO1_1682 

:AUDIO1_1532
if 
  $855 == 1 // integer values 
jf @AUDIO1_1562 
018E: stop_sound $872 
$855 = 0 // integer values 

:AUDIO1_1562
if 
  $856 == 1 // integer values 
jf @AUDIO1_1592 
018E: stop_sound $873 
$856 = 0 // integer values 

:AUDIO1_1592
if 
  $857 == 1 // integer values 
jf @AUDIO1_1622 
018E: stop_sound $874 
$857 = 0 // integer values 

:AUDIO1_1622
if 
  $858 == 1 // integer values 
jf @AUDIO1_1652 
018E: stop_sound $875 
$858 = 0 // integer values 

:AUDIO1_1652
if 
  $859 == 1 // integer values 
jf @AUDIO1_1682 
018E: stop_sound $876 
$859 = 0 // integer values 

:AUDIO1_1682
if 
0121:   player $6 in_zone 'PORNI'  // Prawn Island
jf @AUDIO1_1760 
if 
  $860 == 0 // integer values 
jf @AUDIO1_1753 
018D: $877 = create_sound 51 at 9.637 1092.344 17.211 
$860 = 1 // integer values 

:AUDIO1_1753
jump @AUDIO1_1790 

:AUDIO1_1760
if 
  $860 == 1 // integer values 
jf @AUDIO1_1790 
018E: stop_sound $877 
$860 = 0 // integer values 

:AUDIO1_1790
jump @AUDIO1_94 

:ANIM
thread 'ANIM' 
wait 0 
if 
8443:   not player $878 in_a_car 
jf @ANIM 
00E1:   player 0 pressed_button 16 
jf @ANIM 
03B8: clear_weapons_from_player $878 
0372: set_actor $7 anim 16 wait_state_time 500 ms 
wait 0 
03D1: play_wav 1 
wait 0 
0372: set_actor $879 anim 25 wait_state_time 500 ms 
wait 0 
03D1: play_wav 2 
wait 0 
jump @ANIM 

:HOTCOF
thread 'HOTCOF'
03E5: text_box 'HOTCOF1'  // ~g~Tommy, quand c'est qu'on va pouvoir etre un peu seuls ensemble?
00BA: text_styled 'HOTCOF' 1000 ms 1
023C: load_special_actor 18 'STRIPA'
023C: load_special_actor 19 'STRIPB'

03CF: load_wav 'BAND_03' as 1
03CF: load_wav 'BAND_04' as 2
02A8: $880 = create_marker 30 at 17.6508 -1335.56 11.7
038B: load_requested_models

:HOTCOF_76
wait 0
if
823D: not special_actor 18 loaded
jf @HOTCOF_CHECK19
jump @HOTCOF_76

:HOTCOF_CHECK19
wait 0
if
823D: not special_actor 19 loaded
jf @HOTCOF_CREATE
jump @HOTCOF_CHECK19

:HOTCOF_CREATE
$881 = Actor.Create(CivFemale, #SPECIAL19, 27.5975, -1325.01, 12.74)
Actor.Angle($881) = 90.0
0350: set_actor $881 maintain_position_when_attacked 1
jump @HOTCOF_147

:HOTCOF_147
wait 0
if
00E9: player $878 0 $881 radius 1.0 1.0
jf @HOTCOF_147

Player.CanMove($878) = False
fade 0 500

Actor.DestroyInstantly($881)

$879 = Actor.Create(CivFemale, #SPECIAL18, 23.1, -1326.1, 13.07)
Actor.Angle($879) = -83.0


wait 1000
0055: put_player $878 at 23.2 -1326.1003 12.39
0171: set_player $878 z_angle_to 85.0
0352: set_actor $7 skin_to 'PLAYER5'
038B: load_requested_models
0353: refresh_actor $7
fade 1 1000

create_thread @CAMERAS
create_thread @EXIT
jump @ANIM

:CAMERAS
thread 'CAMERAS' 
Camera.SetPosition(25.4914, -1328.06, 13.5401, 0.0, 0.0, 0.0)
Camera.OnPed($879, 15, 2)
03E5: text_box 'HOTCOF2'  // ~g~Ooooh! C'est un sacr morceau!.
jump @CAMERAS_68 

:CAMERAS_68
wait 0 
if 
00E1:   player 0 pressed_button 17 
jf @CAMERAS_68 
Camera.SetPosition(25.4914, -1328.06, 13.5401, 0.0, 0.0, 0.0)
Camera.OnPed($879, 15, 2)
jump @CAMERAS_137 

:CAMERAS_137
wait 0 
if 
00E1:   player 0 pressed_button 17 
jf @CAMERAS_137 
Camera.SetPosition(25.4914, -1328.06, 13.5401, 0.0, 0.0, 0.0)
Camera.OnPed($879, 15, 2)
jump @CAMERAS_206 

:CAMERAS_206
wait 0 
if 
00E1:   player 0 pressed_button 17 
jf @CAMERAS_206 
Camera.SetPosition(28.1773, -1326.17, 13.22, 0.0, 0.0, 0.0)
Camera.OnPed($879, 15, 2)
jump @CAMERAS_275 

:CAMERAS_275
wait 0 
if 
00E1:   player 0 pressed_button 17 
jf @CAMERAS_275 
Camera.SetPosition(23.5087, -1323.78, 15.42, 0.0, 0.0, 0.0)
Camera.OnPed($879, 15, 2)
jump @CAMERAS_276

:CAMERAS_276
wait 0 
if 
00E1:   player 0 pressed_button 17 
jf @CAMERAS_275 
Camera.SetPosition(21.5087, -1324.78, 15.42, 0.0, 0.0, 0.0)
Camera.OnPed($879, 15, 2)
jump @CAMERAS_68  

:EXIT
thread 'EXIT' 
wait 0 
if 
00E1:   player 0 pressed_button 15 
jf @EXIT 
select_interior 0 
0352: set_actor $7 skin_to 'PLAYER' 
038B: load_requested_models 
0353: refresh_actor $7 
0055: put_player $878 at 17.6508 -1335.56 11.7 
Player.CanMove($878) = True
Actor.DestroyInstantly($879)
Camera.Restore
end_thread_named 'ANIM' 
end_thread_named 'CAMERAS' 
end_thread_named 'HOTCOF' 
jump @HOTCOF 

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

:INITIAL
thread 'INITIAL' 
$268 = 250 // integer values 
$882 = 0.0625 // floating-point values 
0086: $883 = $882 // floating-point values only 
$883 /= 2.0 // floating-point values 
0086: $884 = $883 // floating-point values only 
$884 /= 2.0 // floating-point values 
$885 = 0 // integer values 
$886 = 0 // integer values 
$887 = 0 // integer values 
$861 = 0 // integer values 
$862 = 0 // integer values 
$888 = 0 // integer values 
$889 = 0 // integer values 
$890 = 0 // integer values 
$891 = 0 // integer values 
$892 = 0 // integer values 
$893 = 0 // integer values 
$881 = 0 // integer values 
$894 = 0 // integer values 
$895 = 0 // integer values 
$896 = 0 // integer values 
$897 = 0 // integer values 
$898 = 0 // integer values 
$899 = 0 // integer values 
$900 = 0 // integer values 
$277 = 0 // integer values 
$901 = 0 // integer values 
$902 = 0 // integer values 
$903 = 0 // integer values 
$720 = 1 // integer values 
$904 = 0 // integer values 
$276 = 1 // integer values 
$710 = 1 // integer values 
$905 = 0 // integer values 
$469 = 0 // integer values 
$906 = 0 // integer values 
$907 = 0 // integer values 
$553 = 1 // integer values 
$908 = 0 // integer values 
$909 = 0 // integer values 
$910 = 0 // integer values 
$723 = 1 // integer values 
$735 = 1 // integer values 
$911 = 0 // integer values 
$708 = 1 // integer values 
$912 = 0 // integer values 
$554 = 1 // integer values 
$913 = 0 // integer values 
$914 = 0 // integer values 
$732 = 1 // integer values 
$712 = 1 // integer values 
$715 = 1 // integer values 
$915 = 0 // integer values 
$916 = 0 // integer values 
$917 = 0 // integer values 
$918 = 0 // integer values 
$702 = 1 // integer values 
$863 = 0 // integer values 
$865 = 0 // integer values 
$867 = 0 // integer values 
$919 = 0 // integer values 
$920 = 0 // integer values 
$921 = 0 // integer values 
$922 = 0 // integer values 
$923 = 0 // integer values 
$924 = 0 // integer values 
$925 = 0 // integer values 
$926 = 0 // integer values 
$927 = 0 // integer values 
$928 = 0 // integer values 
$929 = 0 // integer values 
$930 = 0 // integer values 
$931 = 0 // integer values 
$932 = 0 // integer values 
$933 = 0 // integer values 
$934 = 0 // integer values 
$935 = 0 // integer values 
$936 = 0 // integer values 
$937 = 0 // integer values 
$938 = 0 // integer values 
$939 = 0 // integer values 
$940 = 0 // integer values 
$941 = 0 // integer values 
$942 = 0 // integer values 
$37 = 0 // integer values 
$943 = 0 // integer values 
$944 = 0 // integer values 
$945 = 0 // integer values 
$946 = 0 // integer values 
$947 = 0 // integer values 
$948 = 0 // integer values 
$949 = 0 // integer values 
$950 = 0 // integer values 
$951 = 0 // integer values 
$952 = 0 // integer values 
$953 = 0 // integer values 
$954 = 0 // integer values 
$955 = 0 // integer values 
$956 = 0 // integer values 
$957 = 0 // integer values 
$958 = 0 // integer values 
$959 = 0 // integer values 
$960 = 0 // integer values 
$961 = 0 // integer values 
$962 = 0 // integer values 
$963 = 0 // integer values 
$964 = 0 // integer values 
$965 = 0 // integer values 
$966 = 0 // integer values 
$967 = 0 // integer values 
$968 = 0 // integer values 
$969 = 0 // integer values 
$970 = 0 // integer values 
$971 = 0 // integer values 
$972 = 0 // integer values 
$973 = 0 // integer values 
$974 = 0 // integer values 
$975 = 0 // integer values 
$976 = 0 // integer values 
$977 = 0 // integer values 
$978 = 0 // integer values 
$979 = 0 // integer values 
$980 = 0 // integer values 
$981 = -425.0 // floating-point values 
$982 = 1410.0 // floating-point values 
$983 = 10.0 // floating-point values 
$984 = 0 // integer values 
$985 = 0 // integer values 
$986 = 0 // integer values 
$987 = 0 // integer values 
$988 = 0 // integer values 
$989 = 0 // integer values 
$990 = 0 // integer values 
$991 = 0 // integer values 
$992 = 0 // integer values 
$993 = 0 // integer values 
$994 = 0 // integer values 
$995 = 0 // integer values 
$996 = 0 // integer values 
$997 = 0 // integer values 
$998 = 0 // integer values 
$999 = 0 // integer values 
$1000 = 0 // integer values 
$300 = 0 // integer values 
$1001 = 0 // integer values 
$1002 = 0 // integer values 
$725 = 1 // integer values 
$1003 = 0 // integer values 
$1004 = 0 // integer values 
$1005 = 0 // integer values 
$1006 = 0 // integer values 
$1007 = 0 // integer values 
$1008 = 0 // integer values 
$1009 = 0 // integer values 
$1010 = 99999999 // integer values 
$1011 = 99999999 // integer values 
$1012 = 99999999 // integer values 
$1013 = 99999999 // integer values 
$1014 = 99999999 // integer values 
$1015 = 99999999 // integer values 
$1016 = 99999999 // integer values 
$1017 = 99999999 // integer values 
$1018 = 99999999 // integer values 
$1019 = 99999999 // integer values 
$1020 = 99999999 // integer values 
$1021 = 99999999 // integer values 
$1022 = 99999999 // integer values 
$1023 = 99999999 // integer values 
$1024 = 99999999 // integer values 
$1025 = 99999999 // integer values 
$1026 = 0 // integer values 
$274 = 0 // integer values 
$1027 = 0 // integer values 
$704 = 1 // integer values 
$1028 = 0 // integer values 
$1029 = 0 // integer values 
$1030 = 0 // integer values 
$1031 = 0 // integer values 
$1032 = 0 // integer values 
$1033 = 0 // integer values 
$1034 = 0 // integer values 
$1035 = 0 // integer values 
$1036 = -569.1451 // floating-point values 
$1037 = 851.0923 // floating-point values 
$1038 = 22.8402 // floating-point values 
$1039 = 28.4463 // floating-point values 
$1040 = -1311.761 // floating-point values 
$1041 = 16.4712 // floating-point values 
$1042 = 375.845 // floating-point values 
$1043 = 332.9194 // floating-point values 
$1044 = 11.5155 // floating-point values 
$1045 = -886.5938 // floating-point values 
$1046 = 236.5693 // floating-point values 
$1047 = 13.9773 // floating-point values 
$1048 = -244.6 // floating-point values 
$1049 = -491.3 // floating-point values 
$1050 = 10.6 // floating-point values 
$351 = -63.4 // floating-point values 
$352 = -1481.8 // floating-point values 
$353 = 9.4 // floating-point values 
$371 = 364.9 // floating-point values 
$372 = 1055.7 // floating-point values 
$373 = 18.2 // floating-point values 
$374 = -677.0 // floating-point values 
$375 = 1205.6 // floating-point values 
$376 = 10.0 // floating-point values 
$378 = 202.7 // floating-point values 
$379 = -474.1 // floating-point values 
$380 = 10.1 // floating-point values 
$389 = 364.9 // floating-point values 
$390 = 1078.0 // floating-point values 
$391 = 18.0 // floating-point values 
$392 = -967.5 // floating-point values 
$393 = -693.2 // floating-point values 
$395 = 10.3 // floating-point values 
$1051 = 36.798 // floating-point values 
$1052 = -1024.404 // floating-point values 
$1053 = 9.451 // floating-point values 
$1054 = 482.5293 // floating-point values 
$1055 = 244.276 // floating-point values 
$1056 = 10.09 // floating-point values 
$1057 = 38.244 // floating-point values 
$1058 = -1024.251 // floating-point values 
$1059 = 9.451 // floating-point values 
$1060 = -1481.872 // floating-point values 
$1061 = -825.3049 // floating-point values 
$1062 = 13.8777 // floating-point values 
$1063 = -978.0145 // floating-point values 
$1064 = -530.7043 // floating-point values 
$1065 = 9.9513 // floating-point values 
$1066 = 893.5 // floating-point values 
$1067 = -306.1 // floating-point values 
$1068 = -100.0 // floating-point values 
$1069 = 103.0 // floating-point values 
$1070 = -484.2 // floating-point values 
$1071 = -100.0 // floating-point values 
$1072 = -665.0 // floating-point values 
$1073 = -6.5 // floating-point values 
$1074 = -100.0 // floating-point values 
$241 = 925.0 // floating-point values 
$243 = -359.5 // floating-point values 
$245 = -100.0 // floating-point values 
$1075 = 379.0 // floating-point values 
$1076 = -493.8 // floating-point values 
$1077 = -100.0 // floating-point values 
$1078 = -1128.0 // floating-point values 
$1079 = 32.5 // floating-point values 
$1080 = -100.0 // floating-point values 
$1081 = 0 // integer values 
$1082 = 1 // integer values 
$367 = 0 // integer values 
$1083 = 0 // integer values 
$1084 = 0 // integer values 
$1085 = 0 // integer values 
$1086 = 0 // integer values 
$1087 = 0 // integer values 
$1088 = 0 // integer values 
$1089 = 0 // integer values 
$1090 = 0 // integer values 
$1091 = 0 // integer values 
$1092 = 0 // integer values 
$1093 = 0 // integer values 
$1094 = 999999 // integer values 
$1095 = 999999 // integer values 
$1096 = 999999 // integer values 
$721 = 1 // integer values 
$719 = 1 // integer values 
$273 = 0 // integer values 
$1097 = 0 // integer values 
04CE: $1098 = create_icon_marker_without_sphere 16 at $351 $352 $353 
04CE: $1099 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0 
04CE: $1100 = create_icon_marker_without_sphere 16 at $374 $375 $376 
04CE: $1101 = create_icon_marker_without_sphere 18 at $378 $379 $380 
04CE: $1102 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0 
04CE: $1103 = create_icon_marker_without_sphere 18 at $392 $393 $395 
04CE: $1104 = create_icon_marker_without_sphere 27 at -3.8 -1265.8 12.0 
04CE: $1105 = create_icon_marker_without_sphere 27 at 319.0 441.3 12.0 
04CE: $1106 = create_icon_marker_without_sphere 27 at -903.0 -1261.1 12.0 
04CE: $1107 = create_icon_marker_without_sphere 27 at -876.2 -105.5 12.0 
016C: restart_if_wasted at 493.5 703.1 11.1 90.0 
016D: restart_if_busted at 508.9 506.8 10.3 174.0 
016C: restart_if_wasted at -108.3 -974.4 9.4 283.9 
016D: restart_if_busted at 398.8 -469.7 10.7 323.0 
058D: set_restart_mission_taxi_start 407.6 725.3 10.5 angle 177.0 
058D: set_restart_mission_taxi_start -102.6 -947.7 9.6 angle 192.7 
058D: set_restart_mission_taxi_start -784.4 1189.3 10.2 angle 90.0 
058D: set_restart_mission_taxi_start -850.8 -483.9 10.2 angle 189.8 
058D: set_restart_mission_taxi_start 492.5 475.1 10.6 angle 274.2 
058D: set_restart_mission_taxi_start 418.5 -422.6 9.3 angle 58.7 
058D: set_restart_mission_taxi_start -665.3 793.7 10.5 angle 180.0 
058D: set_restart_mission_taxi_start -873.0 -641.8 10.5 angle 97.1 
015C: set_zone_gang_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 30 
015C: set_zone_gang_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 40 
0152: set_zone_car_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET4' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'STREET4' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'STREET4' 1 7 
0324: set_zone_pedgroup_info 'STREET4' 0 8 
015C: set_zone_gang_info 'RICH2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'RICH2' 1 10 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'RICH2' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'RICH2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'RICH2' 1 27 
0324: set_zone_pedgroup_info 'RICH2' 0 28 
015C: set_zone_gang_info 'CLUB2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'CLUB2' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'CLUB2' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'CLUB2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'CLUB2' 1 57 
0324: set_zone_pedgroup_info 'CLUB2' 0 58 
015C: set_zone_gang_info 'SHOP3' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP3' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP3' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'SHOP3' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'SHOP3' 1 35 
0324: set_zone_pedgroup_info 'SHOP3' 0 36 
015C: set_zone_gang_info 'STREET3' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET3' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET3' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'STREET3' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'STREET3' 1 5 
0324: set_zone_pedgroup_info 'STREET3' 0 6 
015C: set_zone_gang_info 'SHOP2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP2' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP2' 1 300 0 350 200 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'SHOP2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'SHOP2' 1 33 
0324: set_zone_pedgroup_info 'SHOP2' 0 34 
015C: set_zone_gang_info 'OCEAND1' 1 15 0 0 0 0 0 0 0 0 0 30 
015C: set_zone_gang_info 'OCEAND1' 0 35 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'OCEAND1' 1 12 0 0 0 0 0 0 0 0 0 40 
0152: set_zone_car_info 'OCEAND1' 0 15 0 0 0 0 0 0 0 0 0 30 
04EC: set_zone_car_class_info 'OCEAND1' 1 200 0 250 300 0 0 150 100 0 500 500 
04EC: set_zone_car_class_info 'OCEAND1' 0 200 0 250 350 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'OCEAND1' 1 63 
0324: set_zone_pedgroup_info 'OCEAND1' 0 64 
015C: set_zone_gang_info 'OCEAND2' 1 15 0 0 0 0 0 0 0 0 0 30 
015C: set_zone_gang_info 'OCEAND2' 0 35 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'OCEAND2' 1 12 0 0 0 0 0 0 0 0 0 40 
0152: set_zone_car_info 'OCEAND2' 0 15 0 0 0 0 0 0 0 0 0 30 
04EC: set_zone_car_class_info 'OCEAND2' 1 200 0 250 300 0 0 150 100 0 500 500 
04EC: set_zone_car_class_info 'OCEAND2' 0 200 0 250 350 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'OCEAND2' 1 65 
0324: set_zone_pedgroup_info 'OCEAND2' 0 66 
015C: set_zone_gang_info 'BEACH1' 1 20 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BEACH1' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BEACH1' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BEACH1' 0 11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BEACH1' 1 300 0 250 300 0 0 100 50 0 500 500 
04EC: set_zone_car_class_info 'BEACH1' 0 300 0 250 300 0 0 150 0 0 500 500 
0324: set_zone_pedgroup_info 'BEACH1' 1 45  // Ocean Beach
0324: set_zone_pedgroup_info 'BEACH1' 0 46  // Ocean Beach
015C: set_zone_gang_info 'BEACH2' 1 20 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BEACH2' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BEACH2' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BEACH2' 0 11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BEACH2' 1 260 0 240 300 0 0 100 100 0 500 500 
04EC: set_zone_car_class_info 'BEACH2' 0 200 0 300 350 0 0 100 50 0 500 500 
0324: set_zone_pedgroup_info 'BEACH2' 1 47  // Washington Beach
0324: set_zone_pedgroup_info 'BEACH2' 0 48  // Washington Beach
015C: set_zone_gang_info 'BEACH3' 1 20 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BEACH3' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BEACH3' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BEACH3' 0 11 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BEACH3' 1 200 0 200 300 0 0 100 100 100 500 500 
04EC: set_zone_car_class_info 'BEACH3' 0 200 0 300 300 0 0 100 0 100 500 500 
0324: set_zone_pedgroup_info 'BEACH3' 1 49  // Vice Point
0324: set_zone_pedgroup_info 'BEACH3' 0 50  // Vice Point
015C: set_zone_gang_info 'STREET2' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET2' 0 13 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET2' 1 11 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET2' 0 9 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET2' 1 325 0 350 200 0 0 75 50 0 500 500 
04EC: set_zone_car_class_info 'STREET2' 0 250 0 300 250 0 0 150 50 0 500 500 
0324: set_zone_pedgroup_info 'STREET2' 1 3 
0324: set_zone_pedgroup_info 'STREET2' 0 4 
015C: set_zone_gang_info 'CONSTRU' 1 10 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'CONSTRU' 0 8 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CONSTRU' 1 9 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CONSTRU' 0 7 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'CONSTRU' 1 200 200 0 0 500 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'CONSTRU' 0 200 200 0 0 500 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'CONSTRU' 1 17 
0324: set_zone_pedgroup_info 'CONSTRU' 0 18 
015C: set_zone_gang_info 'CLUB1' 1 10 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'CLUB1' 0 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CLUB1' 1 9 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'CLUB1' 0 10 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'CLUB1' 1 170 0 350 350 0 0 100 0 30 500 500 
04EC: set_zone_car_class_info 'CLUB1' 0 170 0 350 350 0 0 100 0 30 500 500 
0324: set_zone_pedgroup_info 'CLUB1' 1 55 
0324: set_zone_pedgroup_info 'CLUB1' 0 56 
015C: set_zone_gang_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0 
015C: set_zone_gang_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0 
0324: set_zone_pedgroup_info 'GOLF1' 1 41 
0324: set_zone_pedgroup_info 'GOLF1' 0 42 
015C: set_zone_gang_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0 
015C: set_zone_gang_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0 
0152: set_zone_car_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0 
0324: set_zone_pedgroup_info 'GOLF2' 1 43 
0324: set_zone_pedgroup_info 'GOLF2' 0 44 
015C: set_zone_gang_info 'STREET1' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET1' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET1' 1 225 550 100 0 0 0 75 0 50 500 500 
04EC: set_zone_car_class_info 'STREET1' 0 250 500 100 0 0 0 100 0 50 500 500 
0324: set_zone_pedgroup_info 'STREET1' 1 1 
0324: set_zone_pedgroup_info 'STREET1' 0 2 
015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'RICH1' 1 100 0 400 400 0 0 100 0 0 500 500 
04EC: set_zone_car_class_info 'RICH1' 0 100 0 400 400 0 0 100 0 0 500 500 
0324: set_zone_pedgroup_info 'RICH1' 1 25 
0324: set_zone_pedgroup_info 'RICH1' 0 26 
015C: set_zone_gang_info 'SHOP1' 1 200 0 0 0 0 20 0 0 0 0 30 
015C: set_zone_gang_info 'SHOP1' 0 200 0 0 0 0 20 0 0 0 0 30 
0152: set_zone_car_info 'SHOP1' 1 12 0 0 50 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP1' 0 9 0 0 50 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'SHOP1' 1 31 
0324: set_zone_pedgroup_info 'SHOP1' 0 32 
015C: set_zone_gang_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'TOUR1' 1 900 0 0 0 0 0 50 0 50 800 200 
04EC: set_zone_car_class_info 'TOUR1' 0 900 0 0 0 0 0 50 0 50 800 200 
0324: set_zone_pedgroup_info 'TOUR1' 1 19 
0324: set_zone_pedgroup_info 'TOUR1' 0 20 
015C: set_zone_gang_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'TOUR2' 1 900 0 0 0 0 0 50 0 50 800 200 
04EC: set_zone_car_class_info 'TOUR2' 0 900 0 0 0 0 0 50 0 50 800 200 
0324: set_zone_pedgroup_info 'TOUR2' 1 21 
0324: set_zone_pedgroup_info 'TOUR2' 0 22 
015C: set_zone_gang_info 'AIRPORT' 1 13 0 0 0 0 50 0 0 0 0 40 
015C: set_zone_gang_info 'AIRPORT' 0 10 0 0 0 0 50 0 0 0 0 30 
0236: set_gang 4 car_to #BAGGAGE 
0152: set_zone_car_info 'AIRPORT' 1 12 0 0 0 0 50 0 0 0 0 50 
0152: set_zone_car_info 'AIRPORT' 0 12 0 0 0 0 50 0 0 0 0 50 
04EC: set_zone_car_class_info 'AIRPORT' 1 0 0 0 0 1000 0 0 0 0 900 100 
04EC: set_zone_car_class_info 'AIRPORT' 0 0 0 0 0 1000 0 0 0 0 900 100 
0324: set_zone_pedgroup_info 'AIRPORT' 1 51 
0324: set_zone_pedgroup_info 'AIRPORT' 0 52 
015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 50 0 0 0 0 40 
015C: set_zone_gang_info 'TERMINL' 0 8 0 0 0 0 50 0 0 0 0 30 
0152: set_zone_car_info 'TERMINL' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'TERMINL' 0 12 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'TERMINL' 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'TERMINL' 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'TERMINL' 1 53 
0324: set_zone_pedgroup_info 'TERMINL' 0 54 
015C: set_zone_gang_info 'DOCKS' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'DOCKS' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'DOCKS' 1 0 100 0 0 700 200 0 0 0 500 500 
04EC: set_zone_car_class_info 'DOCKS' 0 0 100 0 0 700 200 0 0 0 500 500 
0324: set_zone_pedgroup_info 'DOCKS' 1 15  // Viceport
0324: set_zone_pedgroup_info 'DOCKS' 0 16  // Viceport
015C: set_zone_gang_info 'STREET6' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET6' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET6' 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'STREET6' 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'STREET6' 1 23 
0324: set_zone_pedgroup_info 'STREET6' 0 24 
015C: set_zone_gang_info 'STREET5' 1 4 0 0 100 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'STREET5' 0 5 0 0 200 0 0 0 0 0 0 30 
0152: set_zone_car_info 'STREET5' 1 6 0 0 100 0 0 0 0 0 0 50 
0152: set_zone_car_info 'STREET5' 0 6 0 0 200 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'STREET5' 1 200 700 0 0 70 0 30 0 0 500 500 
04EC: set_zone_car_class_info 'STREET5' 0 200 700 0 0 70 0 30 0 0 500 500 
0324: set_zone_pedgroup_info 'STREET5' 1 9 
0324: set_zone_pedgroup_info 'STREET5' 0 10 
015C: set_zone_gang_info 'SHOP4' 1 13 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP4' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP4' 1 300 350 50 0 100 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'SHOP4' 0 300 350 50 0 100 0 100 0 100 500 500 
0324: set_zone_pedgroup_info 'SHOP4' 1 37 
0324: set_zone_pedgroup_info 'SHOP4' 0 38 
015C: set_zone_gang_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'SHOP5' 1 300 350 50 0 100 0 100 0 100 500 500 
04EC: set_zone_car_class_info 'SHOP5' 0 300 350 50 0 100 0 100 0 100 500 500 
0324: set_zone_pedgroup_info 'SHOP5' 1 39 
0324: set_zone_pedgroup_info 'SHOP5' 0 40 
015C: set_zone_gang_info 'BUSINES' 1 18 0 0 0 0 0 0 0 0 0 40 
015C: set_zone_gang_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 30 
0152: set_zone_car_info 'BUSINES' 1 16 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'BUSINES' 1 50 0 350 350 0 0 100 0 150 500 500 
04EC: set_zone_car_class_info 'BUSINES' 0 50 0 250 250 0 0 300 0 150 500 500 
0324: set_zone_pedgroup_info 'BUSINES' 1 11 
0324: set_zone_pedgroup_info 'BUSINES' 0 12 
015C: set_zone_gang_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0 
0324: set_zone_pedgroup_info 'TESTT' 1 11 
0324: set_zone_pedgroup_info 'TESTT' 0 12 
015C: set_zone_gang_info 'BIKAREA' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'BIKAREA' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'BIKAREA' 1 12 0 0 0 0 0 100 0 0 0 10 
0152: set_zone_car_info 'BIKAREA' 0 10 0 0 0 0 0 100 0 0 0 10 
04EC: set_zone_car_class_info 'BIKAREA' 1 350 300 0 0 100 0 100 0 150 500 500 
04EC: set_zone_car_class_info 'BIKAREA' 0 350 300 0 0 100 0 100 0 150 500 500 
0324: set_zone_pedgroup_info 'BIKAREA' 1 13 
0324: set_zone_pedgroup_info 'BIKAREA' 0 14 
015C: set_zone_gang_info 'GANG2' 1 13 0 250 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GANG2' 1 12 0 250 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'GANG2' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GANG2' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GANG2' 1 59 
0324: set_zone_pedgroup_info 'GANG2' 0 59 
015C: set_zone_gang_info 'GHETTO1' 1 13 0 150 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 1 12 0 150 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'GHETTO1' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GHETTO1' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GHETTO1' 1 59 
0324: set_zone_pedgroup_info 'GHETTO1' 0 60 
015C: set_zone_gang_info 'GHETTO2' 1 13 150 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'GHETTO2' 0 10 150 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 1 12 200 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'GHETTO2' 0 10 200 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'GHETTO2' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GHETTO2' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GHETTO2' 1 61 
0324: set_zone_pedgroup_info 'GHETTO2' 0 62 
015C: set_zone_gang_info 'RICH3' 1 13 0 0 0 0 50 0 0 0 0 40 
015C: set_zone_gang_info 'RICH3' 0 10 0 0 0 0 50 0 0 0 0 40 
0152: set_zone_car_info 'RICH3' 1 9 0 0 0 0 0 0 0 0 0 50 
0152: set_zone_car_info 'RICH3' 0 7 0 0 0 0 0 0 0 0 0 50 
04EC: set_zone_car_class_info 'RICH3' 1 50 0 400 400 50 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'RICH3' 0 50 0 400 400 50 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'RICH3' 1 29 
0324: set_zone_pedgroup_info 'RICH3' 0 30 
015C: set_zone_gang_info 'GANG1' 1 13 0 0 0 1000 0 0 0 0 0 0 
015C: set_zone_gang_info 'GANG1' 0 13 0 0 0 1000 0 0 0 0 0 0 
0152: set_zone_car_info 'GANG1' 1 8 0 0 0 0 0 0 0 0 0 0 
0152: set_zone_car_info 'GANG1' 0 8 0 0 0 0 0 0 0 0 0 0 
04EC: set_zone_car_class_info 'GANG1' 1 50 0 400 400 50 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'GANG1' 0 50 0 400 400 50 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'GANG1' 1 59 
0324: set_zone_pedgroup_info 'GANG1' 0 60 
015C: set_zone_gang_info 'BAGGAG' 1 5 0 0 0 0 1000 0 0 0 0 0 
015C: set_zone_gang_info 'BAGGAG' 0 5 0 0 0 0 1000 0 0 0 0 0 
0152: set_zone_car_info 'BAGGAG' 1 3 0 0 0 0 1000 0 0 0 0 0 
0152: set_zone_car_info 'BAGGAG' 0 3 0 0 0 0 1000 0 0 0 0 0 
0324: set_zone_pedgroup_info 'TERMINL' 1 59 
0324: set_zone_pedgroup_info 'TERMINL' 0 60 
015C: set_zone_gang_info 'ICCREAM' 1 13 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'ICCREAM' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'ICCREAM' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'ICCREAM' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'ICCREAM' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'ICCREAM' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'ICCREAM' 1 61 
0324: set_zone_pedgroup_info 'ICCREAM' 0 62 
015C: set_zone_gang_info 'BOATYRD' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'BOATYRD' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'BOATYRD' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'BOATYRD' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'BOATYRD' 1 0 100 0 0 700 200 0 0 0 500 500 
04EC: set_zone_car_class_info 'BOATYRD' 0 0 100 0 0 700 200 0 0 0 500 500 
0324: set_zone_pedgroup_info 'BOATYRD' 1 15 
0324: set_zone_pedgroup_info 'BOATYRD' 0 16 
015C: set_zone_gang_info 'KAUFCAB' 1 13 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'KAUFCAB' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'KAUFCAB' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'KAUFCAB' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'KAUFCAB' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'KAUFCAB' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'KAUFCAB' 1 59  // Kaufman Cabs
0324: set_zone_pedgroup_info 'KAUFCAB' 0 59  // Kaufman Cabs
015C: set_zone_gang_info 'PRINTWK' 1 13 0 0 0 0 0 0 0 0 0 10 
015C: set_zone_gang_info 'PRINTWK' 0 10 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'PRINTWK' 1 12 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'PRINTWK' 0 10 0 0 0 0 0 0 0 0 0 10 
04EC: set_zone_car_class_info 'PRINTWK' 1 200 600 0 0 100 0 50 0 50 500 500 
04EC: set_zone_car_class_info 'PRINTWK' 0 200 600 0 0 100 0 50 0 50 500 500 
0324: set_zone_pedgroup_info 'PRINTWK' 1 59 
0324: set_zone_pedgroup_info 'PRINTWK' 0 60 
015C: set_zone_gang_info 'CARYRD' 1 13 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'CARYRD' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'CARYRD' 1 12 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'CARYRD' 0 5 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'CARYRD' 1 200 0 300 300 0 0 200 0 0 500 500 
04EC: set_zone_car_class_info 'CARYRD' 0 200 0 300 300 0 0 200 0 0 500 500 
0324: set_zone_pedgroup_info 'CARYRD' 1 23 
0324: set_zone_pedgroup_info 'CARYRD' 0 24 
015C: set_zone_gang_info 'PORNSTU' 1 4 0 0 0 0 0 0 0 0 0 20 
015C: set_zone_gang_info 'PORNSTU' 0 5 0 0 0 0 0 0 0 0 0 10 
0152: set_zone_car_info 'PORNSTU' 1 6 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'PORNSTU' 0 6 0 0 0 0 0 0 0 0 0 20 
04EC: set_zone_car_class_info 'PORNSTU' 1 200 700 0 0 70 0 30 0 0 500 500 
04EC: set_zone_car_class_info 'PORNSTU' 0 200 700 0 0 70 0 30 0 0 500 500 
0324: set_zone_pedgroup_info 'PORNSTU' 1 9 
0324: set_zone_pedgroup_info 'PORNSTU' 0 10 
015C: set_zone_gang_info 'ARMYBAS' 1 18 0 0 1000 0 0 0 0 0 0 0 
015C: set_zone_gang_info 'ARMYBAS' 0 18 0 0 1000 0 0 0 0 0 0 0 
0152: set_zone_car_info 'ARMYBAS' 1 6 0 0 0 0 0 0 0 0 0 20 
0152: set_zone_car_info 'ARMYBAS' 0 6 0 0 0 0 0 0 0 0 0 20 
0324: set_zone_pedgroup_info 'ARMYBAS' 1 51 
0324: set_zone_pedgroup_info 'ARMYBAS' 0 52 
022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 
022B: create_forbidden_for_peds_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0 
022B: create_forbidden_for_peds_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0 
022B: create_forbidden_for_peds_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0 
022B: create_forbidden_for_peds_cube 371.0 -503.0 -10.0 403.0 -490.0 30.0 
022B: create_forbidden_for_peds_cube 357.0 -506.0 -10.0 384.0 -475.0 30.0 
022B: create_forbidden_for_peds_cube 363.0 -476.0 -10.0 378.0 -468.0 30.0 
022B: create_forbidden_for_peds_cube 383.0 -488.0 -10.0 398.3 -470.5 30.0 
022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 
022B: create_forbidden_for_peds_cube -395.0 -579.0 19.0 -338.0 -560.0 30.0 
022B: create_forbidden_for_peds_cube -671.71 1236.53 20.0 -667.16 1231.51 25.0 
022B: create_forbidden_for_peds_cube -733.84 1255.72 8.0 -728.34 1259.73 20.0 
022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 
022B: create_forbidden_for_peds_cube 236.0 -1281.5 0.0 232.3 -1267.6 32.0 
022B: create_forbidden_for_peds_cube -395.6 -658.6 0.0 -363.2 -636.7 32.0 
022B: create_forbidden_for_peds_cube -237.8 -1387.1 0.0 -228.7 -1331.8 32.0 
022B: create_forbidden_for_peds_cube -692.193 -1522.901 0.0 -575.311 -1453.378 30.0 
022B: create_forbidden_for_peds_cube -896.098 -593.101 0.0 -855.09 -548.64 30.0 
022B: create_forbidden_for_peds_cube -1031.494 -902.312 0.0 -949.479 -821.592 30.0 
022B: create_forbidden_for_peds_cube -1176.038 -266.898 0.0 -1012.796 -158.26 30.0 
022B: create_forbidden_for_peds_cube -112.495 920.349 0.0 9.705 1025.694 30.0 
022B: create_forbidden_for_peds_cube -1012.06 181.561 0.0 -982.06 216.561 30.0 
022B: create_forbidden_for_peds_cube -230.0 -464.5 10.0 56.85 -459.8 20.0 
022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0 
022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 
022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 
01E8: create_forbidden_for_cars_cube -583.92 1371.84 8.0 -383.4 1531.17 25.0 
01E8: create_forbidden_for_cars_cube 86.0 250.0 15.0 -100.0 281.0 30.0 
01E8: create_forbidden_for_cars_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0 
01E8: create_forbidden_for_cars_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0 
01E8: create_forbidden_for_cars_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0 
01E8: create_forbidden_for_cars_cube 259.0 -941.0 -10.0 284.0 -925.0 30.0 
01E8: create_forbidden_for_cars_cube -1102.0 76.0 -10.0 -1126.0 58.9 30.0 
01E8: create_forbidden_for_cars_cube -230.0 -464.5 10.0 165.85 -459.8 20.0 
0236: set_gang 0 car_to #CUBAN 
0236: set_gang 1 car_to #VOODOO 
0236: set_gang 2 car_to #GANGBUR 
0236: set_gang 5 car_to #ANGEL 
0592: unknown_gang 4 flag 1 
0237: set_gang 0 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 1 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 3 primary_weapon_to 17 secondary_weapon_to 17 
0237: set_gang 4 primary_weapon_to 17 secondary_weapon_to 17 
0237: set_gang 5 primary_weapon_to 17 secondary_weapon_to 0 
0237: set_gang 6 primary_weapon_to 23 secondary_weapon_to 0 
03F1: pedtype 7 add_threat 256 
03F1: pedtype 8 add_threat 128 
$534 = Object.Init(#STRIPCLBDRCLSD, 97.203, -1469.731, 10.578)
Object.RemoveFromMissionCleanupList($534)
$537 = Object.Init(#STRPBCKDRCLSD, 68.988, -1444.242, 10.727)
Object.RemoveFromMissionCleanupList($537)
$1108 = Object.Init(#ELECTRICGATE, -1114.1, 67.0, 10.1)
Object.Angle($1108) = 90.0
Object.RemoveFromMissionCleanupList($1108)
$1109 = Object.Init(#ELECTRICGATE, 298.0, -313.6, 11.0)
Object.RemoveFromMissionCleanupList($1109)
$1110 = Object.Init(#ELECTRICGATE, -989.9, -1252.2, 10.4)
Object.Angle($1110) = 249.0
Object.RemoveFromMissionCleanupList($1110)
$1111 = Object.Init(#DK_CAMJONESDOOR, -837.134, -901.672, 12.03)
Object.RemoveFromMissionCleanupList($1111)
Object.Angle($1111) = 0.0
$1112 = Object.Init(#DTS_GS_LIFTDOORL, -559.476, 784.807, 23.279)
Object.RemoveFromMissionCleanupList($1112)
$1113 = Object.Init(#DTS_GS_LIFTDOORR, -559.476, 779.64, 23.279)
Object.RemoveFromMissionCleanupList($1113)
$1114 = Object.Init(#DTS_GS_LIFTDOORL, -553.563, 790.595, 97.917)
Object.RemoveFromMissionCleanupList($1114)
$1115 = Object.Init(#DTS_GS_LIFTDOORR, -553.563, 785.427, 97.917)
Object.RemoveFromMissionCleanupList($1115)
$1116 = Object.Init(#DTS_SPOT_A, -354.531, 989.975, 45.8)
034D: rotate_object $1116 from_angle 160.0 to_angle 160.0 flag 0 
Object.RemoveFromMissionCleanupList($1116)
$1117 = Object.Init(#DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708)
Object.RemoveFromMissionCleanupList($1117)
$1118 = Object.Init(#DT_GSPOT_STAIRS, -573.897, 1374.25, 15.657)
Object.RemoveFromMissionCleanupList($1118)
$1119 = Object.Init(#DT_GSPOT_STAIRS, -367.067, 913.038, 16.058)
Object.RemoveFromMissionCleanupList($1119)
034D: rotate_object $1119 from_angle 157.0 to_angle 157.0 flag 0 
$1120 = Object.Init(#OD_CELLDOOR02, 384.098, -505.893, 9.68)
0566: object $1120 set_interior 12 
Object.RemoveFromMissionCleanupList($1120)
Object.Angle($1120) = 0.0
$1121 = Object.Init(#NHAITPLATDR, -981.114, 265.419, 8.939)
Object.RemoveFromMissionCleanupList($1121)
$1122 = Object.Init(#NHAITPLATDRR, -981.114, 267.607, 8.937)
Object.RemoveFromMissionCleanupList($1122)
$1123 = Object.Init(#SPAD_DR_CLOSED1, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1123)
$1124 = Object.Init(#SPAD_DR_CLOSED2, 465.375, 30.336, 33.181)
Object.RemoveFromMissionCleanupList($1124)
$1125 = Object.Init(#SPAD_DR_CLOSED3, 464.663, 30.336, 23.881)
Object.RemoveFromMissionCleanupList($1125)
$1126 = Object.Init(#PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616)
Object.RemoveFromMissionCleanupList($1126)
034D: rotate_object $1126 from_angle 270.0 to_angle 270.0 flag 0 
$1127 = Object.Init(#ELECTRICGATE, -973.664, -519.65, 10.092)
Object.Angle($1127) = 98.5
Object.RemoveFromMissionCleanupList($1127)
$1128 = Object.Init(#DTS_BBDOOR, -598.017, 651.207, 12.025)
Object.RemoveFromMissionCleanupList($1128)
$1129 = Object.Init(#GOLF_GATESOPEN, 107.81, 228.072, 20.989)
Object.RemoveFromMissionCleanupList($1129)
$1130 = Object.Init(#PRINTDOOOR, -1063.773, -278.932, 13.024)
Object.RemoveFromMissionCleanupList($1130)
$1131 = Object.Init(#UNROCKETED_WIN1, -899.851, -341.061, 14.318)
0566: object $1131 set_interior 3 
Object.RemoveFromMissionCleanupList($1131)
$1132 = Object.Init(#BNK_GRILL01, -899.214, -333.656, 21.233)
0566: object $1132 set_interior 3 
Object.CollisionDetection($1132) = False
Object.ToggleInMovingList($1132) = False
Object.RemoveFromMissionCleanupList($1132)
$1133 = Object.Init(#BNK_GRILL01, -899.214, -348.466, 21.233)
0566: object $1133 set_interior 3 
Object.CollisionDetection($1133) = False
Object.ToggleInMovingList($1133) = False
Object.RemoveFromMissionCleanupList($1133)
$1134 = Object.Init(#BNK_GRILL01, -907.307, -336.618, 23.987)
0566: object $1134 set_interior 3 
Object.CollisionDetection($1134) = False
Object.ToggleInMovingList($1134) = False
Object.RemoveFromMissionCleanupList($1134)
$1135 = Object.Init(#BNK_GRILL01, -907.307, -345.504, 23.987)
0566: object $1135 set_interior 3 
Object.CollisionDetection($1135) = False
Object.ToggleInMovingList($1135) = False
Object.RemoveFromMissionCleanupList($1135)
$1136 = Object.Init(#BNK_GRILL01, -915.401, -336.6184, 23.987)
0566: object $1136 set_interior 3 
Object.CollisionDetection($1136) = False
Object.ToggleInMovingList($1136) = False
Object.RemoveFromMissionCleanupList($1136)
$1137 = Object.Init(#BNK_GRILL01, -915.401, -345.5, 23.987)
0566: object $1137 set_interior 3 
Object.CollisionDetection($1137) = False
Object.ToggleInMovingList($1137) = False
Object.RemoveFromMissionCleanupList($1137)
014B: $1138 = init_car_generator #ADMIRAL 8 8 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at -401.2715 -534.6655 11.7534 angle 149.2032 
014C: set_parked_car_generator $1138 cars_to_generate_to 101 
014B: $1139 = init_car_generator #VICECHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -870.4673 -717.2427 10.1069 angle 94.1213 
014C: set_parked_car_generator $1139 cars_to_generate_to 101 
014B: $1140 = init_car_generator #LOVEFIST -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -865.2949 1158.359 9.8204 angle 2.347 
014C: set_parked_car_generator $1140 cars_to_generate_to 101 
014B: $1141 = init_car_generator #FLATBED -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1034.889 -1452.775 10.7 angle 248.8739 
014C: set_parked_car_generator $1141 cars_to_generate_to 101 
014B: $1142 = init_car_generator #DINGHY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 403.0317 -178.5811 5.7 angle 350.0462 
014C: set_parked_car_generator $1142 cars_to_generate_to 101 
014B: $1143 = init_car_generator #DINGHY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 231.0536 -130.1794 5.7 angle 357.5423 
014C: set_parked_car_generator $1143 cars_to_generate_to 101 
014B: $1144 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -853.6609 1353.785 68.6104 angle 0.0 
014C: set_parked_car_generator $1144 cars_to_generate_to 101 
014B: $1145 = init_car_generator #PREDATOR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -69.2982 72.6166 5.7 angle 104.6175 
014C: set_parked_car_generator $1145 cars_to_generate_to 101 
014B: $1146 = init_car_generator #TROPIC -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 237.4778 302.2366 5.7 angle 86.2011 
014C: set_parked_car_generator $1146 cars_to_generate_to 101 
014B: $1147 = init_car_generator #TRASH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1268.25 83.833 10.4182 angle 179.549 
014C: set_parked_car_generator $1147 cars_to_generate_to 101 
014B: $1148 = init_car_generator #SECURICA -1 -1 force_spawn 0 alarm 0 door_lock 70 min_delay 0 max_delay 10000 at -870.2545 -353.9059 10.0475 angle 357.8359 
014C: set_parked_car_generator $1148 cars_to_generate_to 101 
014B: $1149 = init_car_generator #BUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1184.36 -1312.62 13.7274 angle 64.6821 
014C: set_parked_car_generator $1149 cars_to_generate_to 101 
014B: $1150 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -1709.024 -287.6807 13.8276 angle 0.0 
014C: set_parked_car_generator $1150 cars_to_generate_to 101 
014B: $1151 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -1742.649 -214.2183 13.8276 angle 102.0596 
014C: set_parked_car_generator $1151 cars_to_generate_to 101 
014B: $1152 = init_car_generator #PATRIOT 43 72 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1701.372 -234.7718 13.8276 angle 87.8929 
014C: set_parked_car_generator $1152 cars_to_generate_to 101 
014B: $1153 = init_car_generator #SENTINEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1033.211 -856.8564 12.0452 angle 210.278 
014C: set_parked_car_generator $1153 cars_to_generate_to 101 
014B: $1154 = init_car_generator #BLOODRB -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1131.4 1236.6 8.4 angle 241.0 
014C: set_parked_car_generator $1154 cars_to_generate_to 101 
014B: $1155 = init_car_generator #BLOODRA -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1115.4 1265.1 8.4 angle 238.0 
014C: set_parked_car_generator $1155 cars_to_generate_to 101 
014B: $1156 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $1036 $1037 $1038 angle 88.2256 
014C: set_parked_car_generator $1156 cars_to_generate_to 101 
014B: $1157 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $1039 $1040 $1041 angle 0.0 
014C: set_parked_car_generator $1157 cars_to_generate_to 101 
014B: $1158 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $1042 $1043 $1044 angle 0.0 
014C: set_parked_car_generator $1158 cars_to_generate_to 101 
014B: $1159 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $1045 $1046 $1047 angle 180.0 
014C: set_parked_car_generator $1159 cars_to_generate_to 101 
014B: $1160 = init_car_generator #OCEANIC 6 1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 242.6 -1274.6 10.0 angle 165.0 
014C: set_parked_car_generator $1160 cars_to_generate_to 101 
014B: $1161 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 11.5 -1382.0 9.6 angle 261.0 
014C: set_parked_car_generator $1161 cars_to_generate_to 101 
014B: $1162 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -991.8 9.7 angle 0.0 
014C: set_parked_car_generator $1162 cars_to_generate_to 101 
014B: $1163 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 -991.3 9.7 angle 180.0 
014C: set_parked_car_generator $1163 cars_to_generate_to 101 
014B: $1164 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 12.8 -1015.1 9.7 angle 180.0 
014C: set_parked_car_generator $1164 cars_to_generate_to 101 
014B: $1165 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at -35.7 -1013.6 9.7 angle 0.0 
014C: set_parked_car_generator $1165 cars_to_generate_to 101 
014B: $1166 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 81.3 -871.8 9.7 angle 57.0 
014C: set_parked_car_generator $1166 cars_to_generate_to 101 
014B: $1167 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -7.1 -1205.1 9.6 angle 181.0 
014C: set_parked_car_generator $1167 cars_to_generate_to 101 
014B: $1168 = init_car_generator #HERMES -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 37.9 -1320.4 9.6 angle 355.0 
014C: set_parked_car_generator $1168 cars_to_generate_to 101 
014B: $1169 = init_car_generator #STALLION -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.0 -1158.0 32.0 angle 180.0 
014C: set_parked_car_generator $1169 cars_to_generate_to 101 
014B: $1170 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 507.4 -308.8 12.8 angle 176.0 
014C: set_parked_car_generator $1170 cars_to_generate_to 101 
014B: $1171 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 70 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -1246.9 10.1 angle 0.0 
014C: set_parked_car_generator $1171 cars_to_generate_to 101 
014B: $1172 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.9 1254.6 27.5 angle 180.5 
014C: set_parked_car_generator $1172 cars_to_generate_to 101 
014B: $1173 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at 277.4 -1175.3 11.0 angle 350.0 
014C: set_parked_car_generator $1173 cars_to_generate_to 101 
014B: $1174 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at 278.8 -1074.0 11.0 angle 172.0 
014C: set_parked_car_generator $1174 cars_to_generate_to 101 
014B: $1175 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 60 door_lock 0 min_delay 0 max_delay 10000 at 365.3 -837.9 11.0 angle 335.0 
014C: set_parked_car_generator $1175 cars_to_generate_to 101 
014B: $1176 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at 237.2 -1377.5 10.9 angle 170.0 
014C: set_parked_car_generator $1176 cars_to_generate_to 101 
014B: $1177 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.4 -818.5 9.5 angle 250.6 
014C: set_parked_car_generator $1177 cars_to_generate_to 101 
014B: $1178 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 382.2 -632.8 11.0 angle 9.9 
014C: set_parked_car_generator $1178 cars_to_generate_to 101 
014B: $1179 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 235.7 -893.3 11.0 angle 150.0 
014C: set_parked_car_generator $1179 cars_to_generate_to 101 
014B: $1180 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 150.6 -995.6 11.0 angle 353.0 
014C: set_parked_car_generator $1180 cars_to_generate_to 101 
014B: $1181 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 122.3 -1107.7 9.7 angle 175.0 
014C: set_parked_car_generator $1181 cars_to_generate_to 101 
014B: $1182 = init_car_generator #RIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -313.4 -1236.4 5.0 angle 180.0 
014C: set_parked_car_generator $1182 cars_to_generate_to 101 
014B: $1183 = init_car_generator #SPEEDER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -328.4 -1317.7 5.0 angle 0.0 
014C: set_parked_car_generator $1183 cars_to_generate_to 101 
014B: $1184 = init_car_generator #REEFER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -286.8 -1353.1 5.0 angle 90.0 
014C: set_parked_car_generator $1184 cars_to_generate_to 101 
014B: $1185 = init_car_generator #MARQUIS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -314.0 -1318.3 5.0 angle 0.0 
014C: set_parked_car_generator $1185 cars_to_generate_to 101 
014B: $1186 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 376.9 477.0 11.2 angle 282.0 
014C: set_parked_car_generator $1186 cars_to_generate_to 101 
014B: $1187 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 718.465 701.3998 12.394 angle 320.7776 
014C: set_parked_car_generator $1187 cars_to_generate_to 101 
014B: $1188 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -256.6 -1275.4 7.4 angle 348.0 
014C: set_parked_car_generator $1188 cars_to_generate_to 101 
014B: $1189 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -236.6 -1374.6 7.1 angle 280.3 
014C: set_parked_car_generator $1189 cars_to_generate_to 101 
014B: $1190 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -168.9 -1392.2 3.1 angle 280.0 
014C: set_parked_car_generator $1190 cars_to_generate_to 101 
014B: $1191 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 60 door_lock 0 min_delay 0 max_delay 10000 at -140.2 -1414.1 3.1 angle 108.7 
014C: set_parked_car_generator $1191 cars_to_generate_to 101 
014B: $1192 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -142.1 -1373.0 3.1 angle 287.3 
014C: set_parked_car_generator $1192 cars_to_generate_to 101 
014B: $1193 = init_car_generator #CADDY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 393.9 -1736.4 8.8 angle 249.6 
014C: set_parked_car_generator $1193 cars_to_generate_to 101 
014B: $1194 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 198.2 -504.9 10.9 angle 90.0 
014C: set_parked_car_generator $1194 cars_to_generate_to 101 
014B: $1195 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 128.8 -515.2 13.1 angle 270.0 
014C: set_parked_car_generator $1195 cars_to_generate_to 101 
014B: $1196 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 215.7 -418.6 9.7 angle 170.0 
014C: set_parked_car_generator $1196 cars_to_generate_to 101 
014B: $1197 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 222.7 -351.1 9.9 angle 73.0 
014C: set_parked_car_generator $1197 cars_to_generate_to 101 
014B: $1198 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 228.2 -222.2 10.9 angle 250.0 
014C: set_parked_car_generator $1198 cars_to_generate_to 101 
014B: $1199 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 456.5 2.8 10.0 angle 97.4 
014C: set_parked_car_generator $1199 cars_to_generate_to 101 
014B: $1200 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at 478.5 -15.9 9.8 angle 99.7 
014C: set_parked_car_generator $1200 cars_to_generate_to 101 
014B: $1201 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 413.8 97.7 10.5 angle 301.3 
014C: set_parked_car_generator $1201 cars_to_generate_to 101 
014B: $1202 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 483.9 -42.8 9.1 angle 0.0 
014C: set_parked_car_generator $1202 cars_to_generate_to 101 
014B: $1203 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 301.2 265.6 15.3 angle 278.4 
014C: set_parked_car_generator $1203 cars_to_generate_to 101 
014B: $1204 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 286.3 394.4 12.3 angle 265.2 
014C: set_parked_car_generator $1204 cars_to_generate_to 101 
014B: $1205 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 40 door_lock 0 min_delay 0 max_delay 10000 at 573.0 586.1 12.5 angle 74.0 
014C: set_parked_car_generator $1205 cars_to_generate_to 101 
014B: $1206 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 604.4 758.8 12.6 angle 90.0 
014C: set_parked_car_generator $1206 cars_to_generate_to 101 
014B: $1207 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 388.6 834.5 11.9 angle 273.0 
014C: set_parked_car_generator $1207 cars_to_generate_to 101 
014B: $1208 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at 255.4 1297.5 16.5 angle 193.4 
014C: set_parked_car_generator $1208 cars_to_generate_to 101 
014B: $1209 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 552.5 1246.8 15.9 angle 88.0 
014C: set_parked_car_generator $1209 cars_to_generate_to 101 
014B: $1210 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 555.1 1032.6 17.9 angle 9.0 
014C: set_parked_car_generator $1210 cars_to_generate_to 101 
014B: $1211 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 563.4 1053.6 17.6 angle 98.0 
014C: set_parked_car_generator $1211 cars_to_generate_to 101 
014B: $1212 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 430.3 957.0 12.3 angle 294.0 
014C: set_parked_car_generator $1212 cars_to_generate_to 101 
014B: $1213 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 309.2 1204.4 16.2 angle 91.0 
014C: set_parked_car_generator $1213 cars_to_generate_to 101 
014B: $1214 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -101.6 1011.5 11.5 angle 270.3 
014C: set_parked_car_generator $1214 cars_to_generate_to 101 
014B: $1215 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -36.8 874.0 11.1 angle 194.2 
014C: set_parked_car_generator $1215 cars_to_generate_to 101 
014B: $1216 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 957.1 9.4 angle 355.1 
014C: set_parked_car_generator $1216 cars_to_generate_to 101 
014B: $1217 = init_car_generator #SKIMMER -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -141.1 1030.4 5.5 angle 180.0 
014C: set_parked_car_generator $1217 cars_to_generate_to 101 
014B: $1218 = init_car_generator #GANGBUR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 16.4 1139.9 18.5 angle 265.0 
014C: set_parked_car_generator $1218 cars_to_generate_to 101 
014B: $1219 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 355.5 
014C: set_parked_car_generator $1219 cars_to_generate_to 101 
014B: $1220 = init_car_generator #STRETCH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -394.7 -533.7 12.0 angle 355.5 
014C: set_parked_car_generator $1220 cars_to_generate_to 101 
014B: $1221 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -391.0 -573.0 40.0 angle 355.5 
014C: set_parked_car_generator $1221 cars_to_generate_to 101 
014B: $1222 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -221.3 -422.7 11.2 angle 90.0 
014C: set_parked_car_generator $1222 cars_to_generate_to 101 
014B: $1223 = init_car_generator #STINGER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -492.8 -429.4 10.6 angle 0.0 
014C: set_parked_car_generator $1223 cars_to_generate_to 101 
014B: $1224 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -558.8 -450.7 10.4 angle 0.0 
014C: set_parked_car_generator $1224 cars_to_generate_to 101 
014B: $1225 = init_car_generator #ADMIRAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -678.8 -415.1 9.5 angle 0.0 
014C: set_parked_car_generator $1225 cars_to_generate_to 101 
014B: $1226 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -593.6 -318.3 10.4 angle 130.0 
014C: set_parked_car_generator $1226 cars_to_generate_to 101 
014B: $1227 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -523.8 -295.8 9.7 angle 180.0 
014C: set_parked_car_generator $1227 cars_to_generate_to 101 
014B: $1228 = init_car_generator #PHEONIX -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -388.6 -287.7 9.6 angle 270.0 
014C: set_parked_car_generator $1228 cars_to_generate_to 101 
014B: $1229 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -267.0 -303.6 9.5 angle 160.0 
014C: set_parked_car_generator $1229 cars_to_generate_to 101 
014B: $1230 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -350.8 -534.9 11.4 angle 86.5 
014C: set_parked_car_generator $1230 cars_to_generate_to 101 
014B: $1231 = init_car_generator #LINERUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -751.5 -1359.4 10.6 angle 69.0 
014C: set_parked_car_generator $1231 cars_to_generate_to 101 
014B: $1232 = init_car_generator #PONY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -717.2 -1462.2 10.3 angle 0.0 
014C: set_parked_car_generator $1232 cars_to_generate_to 101 
014B: $1233 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -741.7 -1549.5 11.5 angle 336.0 
014C: set_parked_car_generator $1233 cars_to_generate_to 101 
014B: $1234 = init_car_generator #BOXVILLE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -898.9971 -1462.046 10.94 angle 10.8204 
014C: set_parked_car_generator $1234 cars_to_generate_to 101 
014B: $1235 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -946.3 -1379.5 11.5 angle 69.0 
014C: set_parked_car_generator $1235 cars_to_generate_to 101 
014B: $1236 = init_car_generator #BENSON -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -947.7 -1264.1 11.3 angle 164.0 
014C: set_parked_car_generator $1236 cars_to_generate_to 101 
014B: $1237 = init_car_generator #JETMAX -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.3 -1510.3 5.0 angle 250.0 
014C: set_parked_car_generator $1237 cars_to_generate_to 101 
014B: $1238 = init_car_generator #SQUALO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -576.4 -1505.2 5.0 angle 250.0 
014C: set_parked_car_generator $1238 cars_to_generate_to 101 
014B: $1239 = init_car_generator #COASTG -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -755.9 -1077.5 5.0 angle 0.0 
014C: set_parked_car_generator $1239 cars_to_generate_to 101 
014B: $1240 = init_car_generator #BFINJECT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 643.4 -208.1 9.5 angle 33.0 
014C: set_parked_car_generator $1240 cars_to_generate_to 101 
014B: $1241 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1028.2 82.2 11.2 angle 171.9 
014C: set_parked_car_generator $1241 cars_to_generate_to 101 
014B: $1242 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1107.6 292.9 11.5 angle 268.3 
014C: set_parked_car_generator $1242 cars_to_generate_to 101 
014B: $1243 = init_car_generator #VOODOO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -964.94 133.54 8.23 angle 271.61 
014C: set_parked_car_generator $1243 cars_to_generate_to 101 
014B: $1244 = init_car_generator #MRWHOOP -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -867.6105 -572.2039 10.11294 angle 277.5232 
014C: set_parked_car_generator $1244 cars_to_generate_to 101 
014B: $1245 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -904.2 808.9 10.5 angle 269.6 
014C: set_parked_car_generator $1245 cars_to_generate_to 101 
014B: $1246 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -426.0 1412.5 10.5 angle 80.0 
014C: set_parked_car_generator $1246 cars_to_generate_to 101 
014B: $1247 = init_car_generator #SANCHEZ -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -425.8 1407.0 9.8 angle 80.0 
014C: set_parked_car_generator $1247 cars_to_generate_to 101 
014B: $1248 = init_car_generator #FBICAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -872.843 692.633 10.997 angle 359.746 
014C: set_parked_car_generator $1248 cars_to_generate_to 101 
014B: $1249 = init_car_generator #ANGEL -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.301 655.117 10.06 angle 9.794 
014C: set_parked_car_generator $1249 cars_to_generate_to 101 
014B: $1250 = init_car_generator #ANGEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -589.212 655.117 10.06 angle 9.794 
014C: set_parked_car_generator $1250 cars_to_generate_to 101 
014B: $1251 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -596.17 676.928 11.271 angle 180.0 
014C: set_parked_car_generator $1251 cars_to_generate_to 101 
014B: $1252 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -756.7 976.3 10.4 angle 0.0 
014C: set_parked_car_generator $1252 cars_to_generate_to 101 
014B: $1253 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -803.3 964.1 10.4 angle 270.0 
014C: set_parked_car_generator $1253 cars_to_generate_to 101 
014B: $1254 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -752.6 1003.0 10.4 angle 0.0 
014C: set_parked_car_generator $1254 cars_to_generate_to 101 
014B: $1255 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.5 996.5 10.4 angle 90.0 
014C: set_parked_car_generator $1255 cars_to_generate_to 101 
014B: $1256 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -772.7 1031.8 10.4 angle 270.0 
014C: set_parked_car_generator $1256 cars_to_generate_to 101 
014B: $1257 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.7 1077.9 10.4 angle 90.0 
014C: set_parked_car_generator $1257 cars_to_generate_to 101 
014B: $1258 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.7 563.4 10.5 angle 0.0 
014C: set_parked_car_generator $1258 cars_to_generate_to 101 
014B: $1259 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -851.0 581.3 10.5 angle 180.0 
014C: set_parked_car_generator $1259 cars_to_generate_to 101 
014B: $1260 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -869.5 533.0 10.5 angle 180.0 
014C: set_parked_car_generator $1260 cars_to_generate_to 101 
014B: $1261 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.6 499.7 10.5 angle 90.0 
014C: set_parked_car_generator $1261 cars_to_generate_to 101 
014B: $1262 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1324.5 1137.0 9.3 angle 180.0 
014C: set_parked_car_generator $1262 cars_to_generate_to 101 
014B: $1263 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1353.8 1158.0 9.3 angle 0.0 
014C: set_parked_car_generator $1263 cars_to_generate_to 101 
014B: $1264 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1444.8 1162.7 9.3 angle 160.0 
014C: set_parked_car_generator $1264 cars_to_generate_to 101 
014B: $1265 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1543.8 1227.0 9.3 angle 30.0 
014C: set_parked_car_generator $1265 cars_to_generate_to 101 
014B: $1266 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.9 1282.4 9.3 angle 98.0 
014C: set_parked_car_generator $1266 cars_to_generate_to 101 
014B: $1267 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1587.7 1313.8 9.3 angle 87.0 
014C: set_parked_car_generator $1267 cars_to_generate_to 101 
014B: $1268 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1568.1 1351.0 9.3 angle 261.9 
014C: set_parked_car_generator $1268 cars_to_generate_to 101 
014B: $1269 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.7 1406.9 9.3 angle 150.1 
014C: set_parked_car_generator $1269 cars_to_generate_to 101 
014B: $1270 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1445.3 1499.0 9.3 angle 20.6 
014C: set_parked_car_generator $1270 cars_to_generate_to 101 
014B: $1271 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1349.1 1503.7 9.3 angle 180.0 
014C: set_parked_car_generator $1271 cars_to_generate_to 101 
014B: $1272 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1318.7 1524.1 9.3 angle 180.0 
014C: set_parked_car_generator $1272 cars_to_generate_to 101 
014B: $1273 = init_car_generator #VCNMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -469.0 1123.5 64.7 angle 270.0 
014C: set_parked_car_generator $1273 cars_to_generate_to 101 
014B: $1274 = init_car_generator #INFERNUS -1 -1 force_spawn 1 alarm 80 door_lock 0 min_delay 0 max_delay 10000 at 386.0 1227.0 19.4 angle 90.0 
014C: set_parked_car_generator $1274 cars_to_generate_to 101 
014B: $1275 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1377.7 -961.4 14.4 angle 177.9 
014C: set_parked_car_generator $1275 cars_to_generate_to 101 
014B: $1276 = init_car_generator #SENTXS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1142.5 -939.3 14.6 angle 89.6 
014C: set_parked_car_generator $1276 cars_to_generate_to 101 
014B: $1277 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1235.171 -1235.171 14.77 angle 337.839 
014C: set_parked_car_generator $1277 cars_to_generate_to 101 
014B: $1278 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1414.8 -1268.1 13.9 angle 40.0 
014C: set_parked_car_generator $1278 cars_to_generate_to 101 
014B: $1279 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1474.9 -961.7 13.9 angle 282.0 
014C: set_parked_car_generator $1279 cars_to_generate_to 101 
014B: $1280 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1808.5 -1090.8 13.9 angle 274.0 
014C: set_parked_car_generator $1280 cars_to_generate_to 101 
014B: $1281 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1533.3 -805.9 13.9 angle 178.0 
014C: set_parked_car_generator $1281 cars_to_generate_to 101 
014B: $1282 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1584.2 -656.4 14.0 angle 0.0 
014C: set_parked_car_generator $1282 cars_to_generate_to 101 
014B: $1283 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at -1606.5 -633.8 14.0 angle 180.0 
014C: set_parked_car_generator $1283 cars_to_generate_to 101 
014B: $1284 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1628.0 -667.0 14.0 angle 180.0 
014C: set_parked_car_generator $1284 cars_to_generate_to 101 
014B: $1285 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -1637.5 -624.6 14.0 angle 0.0 
014C: set_parked_car_generator $1285 cars_to_generate_to 101 
014B: $1286 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1659.6 -646.4 14.0 angle 180.0 
014C: set_parked_car_generator $1286 cars_to_generate_to 101 
014B: $1287 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -1706.0 -655.9 14.0 angle 90.0 
014C: set_parked_car_generator $1287 cars_to_generate_to 101 
014B: $1288 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at -1691.5 -614.8 14.0 angle 0.0 
014C: set_parked_car_generator $1288 cars_to_generate_to 101 
014B: $1289 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1573.3 -614.7 14.0 angle 0.0 
014C: set_parked_car_generator $1289 cars_to_generate_to 101 
014B: $1290 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 516.1 503.1 10.5 angle 0.0 
014C: set_parked_car_generator $1290 cars_to_generate_to 101 
014B: $1291 = init_car_generator #ENFORCER -1 -1 force_spawn 0 alarm 0 door_lock 40 min_delay 0 max_delay 10000 at 493.2045 503.683 10.4612 angle 179.9753 
014C: set_parked_car_generator $1291 cars_to_generate_to 101 
014B: $1292 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 355.7 -511.4 11.6 angle 320.0 
014C: set_parked_car_generator $1292 cars_to_generate_to 101 
014B: $1293 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 372.3 -525.7 11.6 angle 140.0 
014C: set_parked_car_generator $1293 cars_to_generate_to 101 
014B: $1294 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -855.4 -665.4 10.6 angle 0.0 
014C: set_parked_car_generator $1294 cars_to_generate_to 101 
014B: $1295 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -844.8 -675.6 10.6 angle 90.0 
014C: set_parked_car_generator $1295 cars_to_generate_to 101 
014B: $1296 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -665.2 777.6 11.0 angle 180.0 
014C: set_parked_car_generator $1296 cars_to_generate_to 101 
014B: $1297 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at 472.5 701.2 10.5 angle 90.0 
014C: set_parked_car_generator $1297 cars_to_generate_to 101 
014B: $1298 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -111.9 -949.9 10.2 angle 280.0 
014C: set_parked_car_generator $1298 cars_to_generate_to 101 
014B: $1299 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -776.1 1135.1 11.5 angle 0.0 
014C: set_parked_car_generator $1299 cars_to_generate_to 101 
014B: $1300 = init_car_generator #FIRETRUK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -694.9 917.3 10.8 angle 270.0 
014C: set_parked_car_generator $1300 cars_to_generate_to 101 
014B: $1301 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 114.6977 252.3439 20.6832 angle 105.6803 
014C: set_parked_car_generator $1301 cars_to_generate_to 101 
014B: $1302 = init_car_generator #INFERNUS 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 0.0 
014C: set_parked_car_generator $1302 cars_to_generate_to 101 
014B: $1303 = init_car_generator #PONY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 279.417 -259.966 12.6 angle 166.6 
014C: set_parked_car_generator $1303 cars_to_generate_to 101 
014B: $1304 = init_car_generator #POLMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -614.0 804.0 30.0 angle 0.0 
014C: set_parked_car_generator $1304 cars_to_generate_to 101 
$1305 = Pickup.Create(#CHNSAW, 2, 30.0, -1330.9, 13.0)
$1306 = Pickup.Create(#BAT, 2, 206.7, -1254.4, 12.0)
032B: $1307 = create_weapon_pickup #COLT45 15 ammo 34 at -228.4 -1318.2 9.1 
032B: $1308 = create_weapon_pickup #COLT45 15 ammo 34 at 340.5 -249.5 12.5 
032B: $1309 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 42.3 -959.2 21.8 
032B: $1310 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 568.9 -449.3 11.1 
032B: $1311 = create_weapon_pickup #TEC9 15 ammo 100 at 287.9 50.7 10.8 
032B: $1312 = create_weapon_pickup #GRENADE 15 ammo 4 at 362.2 -500.5 12.3 
$1313 = Pickup.Create(#CLEAVER, 15, 402.6, 102.5, 11.4)
032B: $1314 = create_weapon_pickup #RUGER 15 ammo 60 at 418.9 589.9 18.3 
$1315 = Pickup.Create(#KATANA, 15, 476.9, 1014.9, 19.2)
$1316 = Pickup.Create(#NITESTICK, 15, 402.4, -488.3, 12.4)
$1317 = Pickup.Create(#BRASSKNUCKLE, 15, 224.0, -1207.5, 11.0)
$1318 = Pickup.Create(#KNIFECUR, 15, 118.7, -1546.1, 10.8)
$1319 = Pickup.Create(#MACHETE, 15, 56.6, -459.3, 11.4)
032B: $1320 = create_weapon_pickup #UZI 15 ammo 60 at 5.4 -1277.0 10.4 
032B: $1321 = create_weapon_pickup #UZI 15 ammo 60 at 157.0 -895.3 12.3 
032B: $1322 = create_weapon_pickup #BOMB 15 ammo 4 at 556.6 207.4 14.5 
032B: $1323 = create_weapon_pickup #M4 15 ammo 60 at -32.8 1019.2 13.0 
032B: $1324 = create_weapon_pickup #UZI 15 ammo 60 at 17.3 1145.7 23.5 
$1325 = Pickup.Create(#GOLFCLUB, 2, 95.0, 279.2, 21.8)
032B: $1326 = create_weapon_pickup #SNIPER 15 ammo 20 at -476.4 -571.2 12.9 
$1327 = Pickup.Create(#KATANA, 15, -554.11, -547.7, 10.7)
032B: $1328 = create_weapon_pickup #MOLOTOV 15 ammo 4 at -755.7 1347.5 11.8 
032B: $1329 = create_weapon_pickup #UZI 15 ammo 60 at -545.8 694.6 11.0 
032B: $1330 = create_weapon_pickup #M4 15 ammo 60 at -980.4 118.7 9.3 
032B: $1331 = create_weapon_pickup #M4 15 ammo 60 at -1221.0 -641.6 11.7 
032B: $1332 = create_weapon_pickup #SNIPER 15 ammo 20 at -742.1 -949.9 9.9 
032B: $1333 = create_weapon_pickup #ROCKETLA 15 ammo 4 at -995.1 -1178.1 13.6 
032B: $1334 = create_weapon_pickup #INGRAMSL 15 ammo 60 at -713.3 -1466.0 11.2 
032B: $1335 = create_weapon_pickup #SHOTGSPA 15 ammo 14 at -1359.0 -742.2 14.9 
032B: $1336 = create_weapon_pickup #M60 15 ammo 100 at -1744.9 -288.9 29.7 
032B: $1337 = create_weapon_pickup #GRENADE 15 ammo 4 at -939.8 -464.9 10.9 
032B: $1338 = create_weapon_pickup #PYTHON 15 ammo 12 at -1182.7 -61.1 11.4 
032B: $1339 = create_weapon_pickup #BUDDYSHOT 15 ammo 10 at -1305.2 177.1 11.4 
032B: $1340 = create_weapon_pickup #LASER 15 ammo 14 at -1114.3 -602.0 26.0 
032B: $1341 = create_weapon_pickup #FLAME 2 ammo 10 at 285.216 -238.676 12.15 
032B: $1342 = create_weapon_pickup #FLAME 2 ammo 10 at -564.363 704.218 20.2 
$1343 = Pickup.Create(#HEALTH, 1, -113.2, -975.7, 10.4)
$1344 = Pickup.Create(#HEALTH, 15, 301.686, -256.432, 12.6898)
$1345 = Pickup.Create(#HEALTH, 15, 456.2, -471.4, 16.6)
$1346 = Pickup.Create(#HEALTH, 15, 377.4, 467.7, 11.6)
$1347 = Pickup.Create(#HEALTH, 1, 469.6, 697.4, 11.7)
$1348 = Pickup.Create(#HEALTH, 15, 385.3, 1210.9, 19.4)
$1349 = Pickup.Create(#HEALTH, 1, 384.3, 756.6, 11.7)
$1350 = Pickup.Create(#HEALTH, 15, -556.624, 698.401, 20.2)
$1351 = Pickup.Create(#HEALTH, 15, 85.3, 402.7, 19.8)
$1352 = Pickup.Create(#HEALTH, 15, -711.7, -501.7, 11.3)
$1353 = Pickup.Create(#HEALTH, 15, -404.0, -588.0, 11.6)
$1354 = Pickup.Create(#HEALTH, 2, -406.2503, -566.4947, 19.5804)
$1355 = Pickup.Create(#HEALTH, 15, -478.1, 1438.5, 16.1)
$1356 = Pickup.Create(#HEALTH, 15, -675.0, 1263.3, 25.1)
$1357 = Pickup.Create(#HEALTH, 15, -821.8, 1144.8, 26.1)
$1358 = Pickup.Create(#HEALTH, 15, -1139.4, 55.4, 11.2)
$1359 = Pickup.Create(#HEALTH, 15, -1290.9, 91.9, 26.9)
$1360 = Pickup.Create(#HEALTH, 1, -885.4, -483.4, 13.1)
$1361 = Pickup.Create(#HEALTH, 15, -925.1, -638.3, 16.0)
$1362 = Pickup.Create(#HEALTH, 15, -692.4, -1283.8, 11.1)
$1363 = Pickup.Create(#HEALTH, 15, -655.1, -1506.3, 8.1)
$1364 = Pickup.Create(#HEALTH, 15, -1399.4, -865.9, 20.9)
$1365 = Pickup.Create(#HEALTH, 1, -822.6, 1137.3, 12.4)
$1366 = Pickup.Create(#HEALTH, 1, -851.4, -78.8, 11.5)
$1367 = Pickup.Create(#HEALTH, 1, -834.2, 740.6, 11.3)
$1368 = Pickup.Create(#BODYARMOUR, 15, 4.9, -1239.2, 19.2)
$1369 = Pickup.Create(#BODYARMOUR, 15, 205.7, -885.7, 12.2)
$1370 = Pickup.Create(#BODYARMOUR, 15, 148.8, -349.9, 8.7)
$1371 = Pickup.Create(#BODYARMOUR, 15, 520.2, -171.2, 13.9)
$1372 = Pickup.Create(#BODYARMOUR, 15, 430.8, 162.1, 11.8)
$1373 = Pickup.Create(#BODYARMOUR, 15, 416.1, 517.7, 11.2)
$1374 = Pickup.Create(#BODYARMOUR, 15, 350.2, 884.8, 25.5)
$1375 = Pickup.Create(#BODYARMOUR, 15, 535.3, 1214.1, 18.9)
$1376 = Pickup.Create(#BODYARMOUR, 15, 42.8, 951.1, 11.0)
$1377 = Pickup.Create(#BODYARMOUR, 15, -70.8, 510.6, 11.6)
$1378 = Pickup.Create(#BODYARMOUR, 15, -1695.6, -289.4, 29.7)
$1379 = Pickup.Create(#BODYARMOUR, 15, -567.6, 1370.36, 16.4)
$1380 = Pickup.Create(#BODYARMOUR, 15, -921.9, 722.9, 11.0)
$1381 = Pickup.Create(#BODYARMOUR, 15, -1058.9, -240.6, 18.2)
$1382 = Pickup.Create(#BODYARMOUR, 15, -625.5, 622.2, 11.7)
$1383 = Pickup.Create(#BODYARMOUR, 15, -733.5, -1294.7, 12.4)
$1384 = Pickup.Create(#BODYARMOUR, 15, -1177.0, -915.3, 14.9)
$1385 = Pickup.Create(#BODYARMOUR, 15, -1171.0, -457.4, 10.7)
$1386 = Pickup.Create(#ADRENALINE, 15, -37.7, -938.3, 10.5)
$1387 = Pickup.Create(#ADRENALINE, 15, 471.1, -444.1, 10.6)
$1388 = Pickup.Create(#ADRENALINE, 15, 448.6, 16.6, 11.0)
$1389 = Pickup.Create(#ADRENALINE, 15, 425.6, 221.1, 16.2)
$1390 = Pickup.Create(#ADRENALINE, 15, 428.4, 947.5, 13.2)
$1391 = Pickup.Create(#ADRENALINE, 1, 385.6, 752.3, 11.7)
$1392 = Pickup.Create(#ADRENALINE, 15, -366.6, -500.3, 11.3)
$1393 = Pickup.Create(#ADRENALINE, 15, -342.2, -591.5, 36.9)
$1394 = Pickup.Create(#ADRENALINE, 15, -381.2, 1065.2, 13.0)
$1395 = Pickup.Create(#ADRENALINE, 15, -730.1, 1226.3, 24.2)
$1396 = Pickup.Create(#ADRENALINE, 15, -1095.1, 99.4, 12.3)
$1397 = Pickup.Create(#ADRENALINE, 15, -967.1, -62.6, 11.0)
$1398 = Pickup.Create(#ADRENALINE, 15, -1022.1, -547.0, 11.2)
$1399 = Pickup.Create(#ADRENALINE, 15, -882.0, 111.2, 9.3)
$1400 = Pickup.Create(#ADRENALINE, 1, -857.1, -83.6, 11.5)
$1401 = Pickup.Create(#ADRENALINE, 1, -839.0, 740.6, 11.3)
055B: $739 = create_clothes_pickup 11 at -1200.3 -322.9 10.9 
$776 = 0 // integer values 
$1402 = Pickup.Create(#M60, 1, -1105.9, 335.3, 11.1)
$1403 = Pickup.Create(#ROCKETLA, 1, -1105.9, 330.3, 11.1)
$1404 = Pickup.Create(#MINIGUN, 1, -1105.9, 325.3, 11.1)
$1405 = Pickup.Create(#BOMB, 1, -1105.9, 320.3, 11.1)
04A6: $578 = create_asset_money_pickup_at 93.3 -1472.14 $125 money $174 $174 
04A6: $1406 = create_asset_money_pickup_at $65 $66 $67 money $180 $180 
04A6: $1407 = create_asset_money_pickup_at $77 $78 $79 money $188 $188 
04A6: $1408 = create_asset_money_pickup_at $132 $133 $134 money $183 $183 
04A6: $1409 = create_asset_money_pickup_at -378.4 -536.9 17.2 money $177 $177 
04A6: $1410 = create_asset_money_pickup_at $62 $63 $64 money $186 $186 
04A6: $1411 = create_asset_money_pickup_at $139 $140 $141 money $177 $177 
04A6: $1412 = create_asset_money_pickup_at $71 $72 $73 money $171 $171 
04A6: $1413 = create_asset_money_pickup_at $136 $137 $138 money $168 $168 
$1414 = Object.Init(#MAN_DOOROPEN, -378.542, -554.006, 21.96)
Object.RemoveFromMissionCleanupList($1414)
$1415 = Object.Init(#COMGATE1OPEN, -712.524, -489.428, 12.549)
Object.RemoveFromMissionCleanupList($1415)
$1416 = Object.Init(#COMGATE2OPEN, -183.824, -473.223, 12.615)
Object.RemoveFromMissionCleanupList($1416)
wait 0 
Player.InfiniteRun($6) = True
055D: make_player $6 fireproof 1 
055E: set_player $6 max_health += 100 
055F: set_player $6 max_armour += 100 
035E: set_player $6 armour_to 0 
0222: set_player $6 health_to 200 
055B: $741 = create_clothes_pickup 12 at -382.6 -585.9 25.3 
$740 = 1 // integer values 
0331: set_player $6 fast_reload 1 
$773 = 1 // integer values 
055B: $743 = create_clothes_pickup 1 at -820.2 1364.1 66.4 
$742 = 1 // integer values 
032B: $1417 = create_weapon_pickup #M4 15 ammo 120 at -330.9 -569.7 11.6 
032B: $1418 = create_weapon_pickup #CHROMEGUN 15 ammo 50 at -335.9 -569.5 11.6 
$1419 = Pickup.Create(#HEALTH, 2, -330.702, -573.366, 11.6)
$1420 = Pickup.Create(#BODYARMOUR, 2, -336.0, -573.7, 11.6)
055B: $738 = create_clothes_pickup 1 at -384.5 -591.9 25.3 
$737 = 1 // integer values 
Player.Money($6) += 50
055B: $745 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 
$744 = 1 // integer values 
055B: $747 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 
$746 = 1 // integer values 
055B: $749 = create_clothes_pickup 3 at 364.2 1086.1 19.0 
$748 = 1 // integer values 
055B: $751 = create_clothes_pickup 4 at 106.5 253.0 21.7 
$750 = 1 // integer values 
055B: $753 = create_clothes_pickup 5 at -1025.2 -429.2 10.8 
$752 = 1 // integer values 
055B: $755 = create_clothes_pickup 6 at 291.112 -249.406 12.6 
$754 = 1 // integer values 
055B: $757 = create_clothes_pickup 8 at 281.112 -249.406 12.6 
$756 = 1 // integer values 
055B: $759 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 
$758 = 1 // integer values 
055B: $761 = create_clothes_pickup 10 at -917.4 885.1 11.0 
$760 = 1 // integer values 
055B: $763 = create_clothes_pickup 7 at 465.3 -57.4 15.7 
$1421 = Pickup.Create(#KNIFECUR, 2, 468.5, -54.2, 15.7)
$762 = 1 // integer values 
04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 225.0 -1244.0 227.4 -1248.5 spawn_policeA_at 249.0 -1255.0 headed_towards 246.0 -1250.6 spawn_policeB_at 208.4 -1238.4 headed_towards 209.6 -1243.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 235.3 -1299.6 261.1 -1270.7 spawn_policeA_at 212.2 -1309.6 headed_towards 228.0 -1311.3 spawn_policeB_at 221.2 -1309.6 headed_towards 228.0 -1311.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 220.0 -1144.0 232.0 -1136.0 spawn_policeA_at 190.5 -1101.5 headed_towards 185.5 -1122.7 spawn_policeB_at 278.8 -1112.0 headed_towards 269.0 -1140.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -112.5 -1275.0 -120.5 -1267.0 spawn_policeA_at -37.7 -1244.15 headed_towards -36.7 -1270.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 324.0 -735.5 332.0 -727.5 spawn_policeA_at 361.6 -715.0 headed_towards 338.6 -705.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 385.6 -602.2 377.6 -594.2 spawn_policeA_at 374.6 -559.0 headed_towards 394.6 -571.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 146.6 -450.2 154.6 -440.2 spawn_policeA_at 183.9 -480.0 headed_towards 184.6 -447.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 250.6 -457.2 240.6 -449.2 spawn_policeA_at 346.8 -466.4 headed_towards 311.5 -461.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 171.0 -549.2 179.0 -557.2 spawn_policeA_at 161.8 -693.4 headed_towards 168.5 -650.5 spawn_policeB_at 169.5 -693.4 headed_towards 173.0 -660.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 305.6 -183.2 315.6 -191.2 spawn_policeA_at 269.2 -197.8 headed_towards 276.6 -180.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 316.5 -65.0 322.5 -58.0 spawn_policeA_at 296.5 6.9 headed_towards 315.7 -11.0 spawn_policeB_at 369.5 12.2 headed_towards 342.0 -9.7 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 364.0 236.2 372.0 244.2 spawn_policeA_at 336.1 271.4 headed_towards 337.8 249.5 spawn_policeB_at 401.5 213.4 headed_towards 401.0 234.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 364.5 169.0 372.5 177.0 spawn_policeA_at 406.7 151.15 headed_towards 398.7 170.0 spawn_policeB_at 326.5 182.4 headed_towards 346.0 164.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -87.0 -937.0 -99.0 -947.0 spawn_policeA_at -136.0 -912.15 headed_towards -115.0 -901.6 spawn_policeB_at -56.0 -875.0 headed_towards -95.5 -893.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 536.0 696.2 546.0 706.2 spawn_policeA_at 516.0 753.6 headed_towards 541.5 753.5 spawn_policeB_at 506.2 654.4 headed_towards 534.0 657.0 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 314.0 906.0 322.0 914.0 spawn_policeA_at 348.3 864.0 headed_towards 316.0 870.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 356.0 748.0 364.0 756.0 spawn_policeA_at 335.0 667.6 headed_towards 356.2 685.2 spawn_policeB_at 388.5 846.2 headed_towards 366.0 828.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -34.0 1041.0 -26.0 1049.0 spawn_policeA_at 23.3 1075.0 headed_towards 28.0 1030.8 spawn_policeB_at 35.5 993.4 headed_towards 39.0 1023.3 
04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 16.0 930.0 24.0 938.0 spawn_policeA_at 28.3 874.0 headed_towards 10.0 881.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -368.0 -480.0 -378.0 -490.0 spawn_policeA_at -253.5 -439.0 headed_towards -252.5 -470.5 spawn_policeB_at -451.2 -452.4 headed_towards -442.0 -480.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -533.0 -480.0 -543.0 -490.0 spawn_policeA_at -647.0 -449.0 headed_towards -637.5 -481.5 spawn_policeB_at -451.2 -452.4 headed_towards -457.0 -480.0 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -255.0 -435.0 -245.0 -443.0 spawn_policeA_at -210.8 -470.0 headed_towards -241.5 -472.0 spawn_policeB_at -298.2 -485.0 headed_towards -257.0 -477.5 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -645.0 -446.0 -637.0 -454.0 spawn_policeA_at -610.8 -482.0 headed_towards -635.5 -472.0 spawn_policeB_at -684.2 -492.0 headed_towards -651.0 -480.5 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -790.0 -1490.2 -798.0 -1498.2 spawn_policeA_at -815.8 -1450.5 headed_towards -822.0 -1469.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -809.0 -1436.7 -800.0 -1428.0 spawn_policeA_at -853.3 -1466.0 headed_towards -824.5 -1474.8 spawn_policeB_at -808.5 -1382.4 headed_towards -788.0 -1392.3 
04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -870.0 -1335.7 -862.0 -1327.0 spawn_policeA_at -902.3 -1343.0 headed_towards -882.5 -1348.8 spawn_policeB_at -880.5 -1297.4 headed_towards -860.0 -1307.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -924.0 -1248.0 -916.0 -1240.0 spawn_policeA_at -909.8 -1270.5 headed_towards -920.0 -1265.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1224.0 -788.0 -1216.0 -780.0 spawn_policeA_at -1260.8 -737.5 headed_towards -1258.0 -780.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -884.0 -1070.0 -876.0 -1078.0 spawn_policeA_at -925.0 -1044.5 headed_towards -901.0 -1074.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1130.0 -711.7 -1138.0 -719.7 spawn_policeA_at -1111.3 -683.0 headed_towards -1134.5 -686.4 spawn_policeB_at -1166.0 -691.4 headed_towards -1144.7 -690.3 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -986.0 -713.0 -978.0 -721.0 spawn_policeA_at -1011.8 -577.4 headed_towards -989.7 -575.4 spawn_policeB_at -945.5 -660.0 headed_towards -969.4 -661.6 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1012.0 -392.0 -1004.0 -384.0 spawn_policeA_at -1044.3 -337.8 headed_towards -1023.7 -336.4 spawn_policeB_at -975.0 -444.0 headed_towards -1000.4 -445.6 
04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1112.0 -372.0 -1104.0 -364.0 spawn_policeA_at -1078.3 -337.0 headed_towards -1101.5 -339.4 spawn_policeB_at -1138.0 -348.4 headed_towards -1117.3 -346.3 
end_thread 
